Difference between revisions of "Brahnamin's Characters - Tik"

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(CLASS)
(CLASS)
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* || '''Deity:''' The Raven || Deity Alignment: '''Chaotic Good''' || Domains: '''Travel/Trickery''' ||  
 
* || '''Deity:''' The Raven || Deity Alignment: '''Chaotic Good''' || Domains: '''Travel/Trickery''' ||  
 
* || '''Weapons:''' All Simple || '''Armor:''' All Armor/Shields ||
 
* || '''Weapons:''' All Simple || '''Armor:''' All Armor/Shields ||
 +
* '''Class Skills:''' Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).
  
 
'''Granted Powers'''
 
'''Granted Powers'''
* For a total time per day of 1 round per your cleric level, you can act normally regardless of magical effects that impede movement (similar to the effect of the spell freedom of movement). This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This is a supernatural ability
+
* For a total time per day of 1 round per your cleric level '''[7]''', you can act normally regardless of magical effects that impede movement (similar to the effect of the spell freedom of movement). This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This is a supernatural ability
* Bluff, Disguise, Hide, and Wilderness Lore are class skills. * Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead, such as skeletons, zombies, ghosts, and vampires, forcing these unholy abominations to recoil from the channeled power of the god the cleric worships. Evil clerics (and neutral clerics who worship evil deities) can rebuke such creatures. Neutral clerics of neutral deities can do one or the other (player’s choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric can cast spontaneous cure or inflict spells (see above). Exceptions: All lawful neutral clerics of Wee Jas rebuke undead rather than turning them. All clerics of St. Cuthbert and all non-evil clerics of Obad-Hai turn undead rather than rebuking them. A cleric may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifier.
+
* '''Bluff, Disguise, Hide,''' and '''Wilderness Lore''' are class skills.  
* Spontaneous Casting (Cure Spells)
+
* '''Turn Undead:''' A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead, such as skeletons, zombies, ghosts, and vampires, forcing these unholy abominations to recoil from the channeled power of the god the cleric worships. A cleric may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifier '''[3]'''.
 +
* '''Spontaneous Casting''' (Cure Spells)
  
 
==Magic==
 
==Magic==

Revision as of 16:28, 7 August 2019

Fletcher Ben :: Halfliing Cleric

FletcherBenSticks.png

ATTRIBUTES

Base

  • || Race Halfling || Gender Male || Ht/Wt 4'0"/80 lbs || Age 35 ||
  • || Alignment Neutral Good ||

Stats

  • || STR 10 (+0) || DEX 16 (+3) || CON 11 (+0) ||
  • || INT 10 (+0) || WIS 18 (+4) || CHA 8 (-1) ||

Sub-Stats

  • || Saves: FOR [4] REF [3] WIL[6] || Other Saves: +2 vs Fear ||
  • || HP [32] || Initiative [13] || Speed [20] || Lang" Commong; Halfling ||



CLASS

Cleric [L7] XP 21,000 [NXP 28,000]

  • || Deity: The Raven || Deity Alignment: Chaotic Good || Domains: Travel/Trickery ||
  • || Weapons: All Simple || Armor: All Armor/Shields ||
  • Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).

Granted Powers

  • For a total time per day of 1 round per your cleric level [7], you can act normally regardless of magical effects that impede movement (similar to the effect of the spell freedom of movement). This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This is a supernatural ability
  • Bluff, Disguise, Hide, and Wilderness Lore are class skills.
  • Turn Undead: A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead, such as skeletons, zombies, ghosts, and vampires, forcing these unholy abominations to recoil from the channeled power of the god the cleric worships. A cleric may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifier [3].
  • Spontaneous Casting (Cure Spells)

Magic

Magic Stats

  • || Spell Slots [4/L1] [3/L2] [3/L3] || Spell Attack Modifier: +7 || Spell Save DC: 15 ||

Natural Recovery slots equal to half druid level rounded up.

Wild Shape 2x/rest (L/S) CR 1/2; 2hrs at a time. Action to initiate/bonus to resume goblin form.

Cantrips

  • Druidcraft
  • Mending [Household Magic]
  • Poison Spray Action/Range 10'/Instant/ Save CON or 2d12 poison damage.
  • Produce Flame Action/10 min/2d8 if used as an attack
  • Shillelagh Bonus/1 minute - Staff/Club becomes d8 weapon with hit/damage based off of wisdom [+7/+4]

Prepared Spells

  • Mirror Image [circle L2]
  • Misty Step [circle L2]
  • Water Breathing [circle L3]
  • Water Walk [circle L3]
  • Cure Wounds 1d8 (per spell slot) + 4
  • Entangle
  • Jump
  • Fog Cloud
  • Heat Metal
  • Flame Blade
  • Hold Person
  • Conjure Animals
  • Meld Into stone
  • Wind Wall

Combat

Armor/Weapon Stats

  • || Armor: Bone Studded Leather || Bone Shield +1 || AC Unarmored/Armored [13/18] ||
  • || Weapon: Quarterstaff || [1d20 + 3 (7) to hit] || [1d6/1d8 + 0 (4) damage] ||
  • || Weapon Blowgun || [1d20 + 6 to hit] || [1 damage] ||
  • || Weapon Net || [1d20 + 6 to hit] || [Restrained condition on a hit]
  • || Weapon: Dagger || [1d20 + 6 to hit] || [1d4 + 0 damage] ||

Non-Combat

Skills

  • || Animal Handling || Insight || Perception [Expertise] || Survival ||

Proficiencies

  • || Weapons: Blowgun, Club, Dagger, Dart, Javeline, Mace, Net, Quarterstaff, Simitar, Sickle, Sling, Spear ||
  • || Armor: Light, Medium, Shield (natural hide or wood only) ||
  • || Tools: Herbalism Kit; Land Vehicles ||

Languages

  • || Common || Goblin || Undercommon || Druidic ||

Background

  • || Wilderness Caravan Guide || Well Traveled Feature: You are familiar with the shadier travel routes and have a web of contacts among caravaners. ||

Wealth

  • || Gold 100 || Silver 0 || Copper 0 || Electrum 0 || Platinum 0 || Gems 0 ||
  • || Banked Gold 400 ||

Magic Items

  • Staff of the Adder Bonus action to animate. Melee attack 1d6 piercing save v DC15 CONor take 3d6 poison. Snake AC 15/ 20 HP
  • Circlet of Blasting Cast Scorching Ray 1x/day +5
  • Bag of Tricks [Gray] d8// 1=Weasel/ 2=Giant Rat/ 3=Badger/ 4=Boar/ 5=Panther/ 6=Giant Badger/ 7=Dire Wolf/ 8=Giant Elk || 3/day ||
  • Figurine of Power, Silver Raven
  • Wand of Web 7 charges, recovers 1d6+1 each dawn
  • Shield +1
  • Anima Pouch 100 lb capacity
  • Healing Potion [7hp] [4]
  • Druidic Focus - Totem
  • Drow Poison [5 darts coated]

Equipment

  • Weapons Quarterstaff [1]; Blowgun [1]; Blowdarts [10 plain; 5 poison]; Dagger [3]
  • Armor Bone Studded Leather
  • Anima Pouch 100 lb capacity [1]
  • Rations [14 days]
  • Anima Water Flask [1]
  • Rope, Silk [50']

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