Deacon
26th July 2008, 06:22 PM
Male Dwarf Cleric 3
Height: 4’6”
Weight: 180
Skin: Grey
Hair: Black
Eyes: Grey
Chaotic Good
Deity: Moradin
Strength 15(+2)
Dexterity 15(+2)
Constitution 17(+3)
Intelligence 13(+1)
Wisdom 16(+3)
Charisma 13(+1)
Domains: War, Good
Energy: Positive [Healing / Turns Undead]
Speed: 30 feet
Hit Points: 27
Armor Class: 20 = 10 +6 +2 +2
Initiative modifier: +2= +2
Fortitude save: +3 +3= +6
Reflex save: +2 +1= +3
Will save: +3 +3= +6
Grapple check: +4 Spiked Breastplate 1d6+2 x2 Piercing
Languages:
Common
Dwarf
Gnome
Weapons:
(M) Cold-Iron Warhammer +6 1d8+2 x3, 6 lb., Bludgeoning
(M) Heavy Crossbow +5 1d10 19-20x2, range inc 120 ft., 8 lb Piercing
Spiked Gauntlets +4 1d4+2 x2, 1lb Piercing
(M) Spiked Heavy Shield +4 1d6 +2 x2 Piercing
Armor:
Ghost Ward Spiked Breastplate +6 AC; check penalty -3; 30 lb.
(M) Spiked Heavy Steel Shield +2 AC; check penalty 0; 15 lb.
Feats:
Weapon Focus: Warhammer
Combat Casting
Power Attack
Improved Sunder
Traits:
Focused
Nightsighted
Murky-eyed
Skills:
Balance Dex* 2 = +2
Bluff Cha 1 = +1
Climb Str* 2 = +2
Concentration Con 14 = +3 +6 +1 (focused) +4(when casting defensive)
Diplomacy Cha 1 = +1
Disguise Cha 1 = +1
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Information Cha 1 = +1
Heal Wis 9 = +3 +6
Hide Dex* 2 = +2
Intimidate Cha 1 = +1
Jump Str* 2 = +2
Knowledge (arcana) Int 7 = +1 +6
Knowledge (religion) Int 7 = +1 +6
Listen Wis 2 = +3-1 [focused]
Move Silently Dex* 2 = +2
Search Int 1 = +1
Sense Motive Wis 3 = +3
Spellcraft Int 7 = +1 +6
Spot Wis 2 = +3-1 [focused]
Survival Wis 3 = +3
Swim Str** 2 = +2
Use Rope Dex 2 = +2
* = check penalty for wearing armor
Know Religion >=5 ranks gives +2 on turn/rebuke the undead.
Nightsighted trait: +10 feet on darkvision; -1 on Spot in bright light.
Zero-level Cleric spells:
Detect Magicx2
Resistance x2
First-level Cleric spells:
Bane
Bless
Summon Monster I
Magic Weapon
Second-Level Cleric spells:
Aid
Bull’s Str
Summon Monster II
Equipment:
Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x2
Backpack
Candle
Flint and steel
Lantern (bullseye)
Pouch x1
Rations (1 day) x4
Rope (50', hempen) x1
Waterskins x1
Whetstone
Healer kit
Holy symbol (silver)
Spell component pouch
Healing Belt
Height: 4’6”
Weight: 180
Skin: Grey
Hair: Black
Eyes: Grey
Chaotic Good
Deity: Moradin
Strength 15(+2)
Dexterity 15(+2)
Constitution 17(+3)
Intelligence 13(+1)
Wisdom 16(+3)
Charisma 13(+1)
Domains: War, Good
Energy: Positive [Healing / Turns Undead]
Speed: 30 feet
Hit Points: 27
Armor Class: 20 = 10 +6 +2 +2
Initiative modifier: +2= +2
Fortitude save: +3 +3= +6
Reflex save: +2 +1= +3
Will save: +3 +3= +6
Grapple check: +4 Spiked Breastplate 1d6+2 x2 Piercing
Languages:
Common
Dwarf
Gnome
Weapons:
(M) Cold-Iron Warhammer +6 1d8+2 x3, 6 lb., Bludgeoning
(M) Heavy Crossbow +5 1d10 19-20x2, range inc 120 ft., 8 lb Piercing
Spiked Gauntlets +4 1d4+2 x2, 1lb Piercing
(M) Spiked Heavy Shield +4 1d6 +2 x2 Piercing
Armor:
Ghost Ward Spiked Breastplate +6 AC; check penalty -3; 30 lb.
(M) Spiked Heavy Steel Shield +2 AC; check penalty 0; 15 lb.
Feats:
Weapon Focus: Warhammer
Combat Casting
Power Attack
Improved Sunder
Traits:
Focused
Nightsighted
Murky-eyed
Skills:
Balance Dex* 2 = +2
Bluff Cha 1 = +1
Climb Str* 2 = +2
Concentration Con 14 = +3 +6 +1 (focused) +4(when casting defensive)
Diplomacy Cha 1 = +1
Disguise Cha 1 = +1
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Information Cha 1 = +1
Heal Wis 9 = +3 +6
Hide Dex* 2 = +2
Intimidate Cha 1 = +1
Jump Str* 2 = +2
Knowledge (arcana) Int 7 = +1 +6
Knowledge (religion) Int 7 = +1 +6
Listen Wis 2 = +3-1 [focused]
Move Silently Dex* 2 = +2
Search Int 1 = +1
Sense Motive Wis 3 = +3
Spellcraft Int 7 = +1 +6
Spot Wis 2 = +3-1 [focused]
Survival Wis 3 = +3
Swim Str** 2 = +2
Use Rope Dex 2 = +2
* = check penalty for wearing armor
Know Religion >=5 ranks gives +2 on turn/rebuke the undead.
Nightsighted trait: +10 feet on darkvision; -1 on Spot in bright light.
Zero-level Cleric spells:
Detect Magicx2
Resistance x2
First-level Cleric spells:
Bane
Bless
Summon Monster I
Magic Weapon
Second-Level Cleric spells:
Aid
Bull’s Str
Summon Monster II
Equipment:
Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x2
Backpack
Candle
Flint and steel
Lantern (bullseye)
Pouch x1
Rations (1 day) x4
Rope (50', hempen) x1
Waterskins x1
Whetstone
Healer kit
Holy symbol (silver)
Spell component pouch
Healing Belt