AC: 19 ( Rüstung +6+1 Schild +1+1 ) (touch 10, flat-footed 19)
HP: 59 (8 HP + 7*4+7 HP + 8*2 Konstitution )
Immunities: none
Resistance: none
SR/PR: +1 bonus on all saving throws against spells and spell-like abilities.
Saves: Fort +8 (+2 Kon ) , Ref+2 , Will+10 (+4 Wis)
--------------------------
Speed: 30 ft. (6 squares)
Melee: +9/+4 Earthbound Longsword +1 (1d8+5, 19/20 x2 slashing )
Ranged: /
Base Attack: +6/+1
Grapple: +8
Actions-Points: 9
Action Dice: d6
--------------------------
Abilites: Str 14, Dex 10, Con 14, Int 12, Wis 19, Cha 14
(Weisheit um 2 erhöht nach Level 4 & 8, +2 durch Tiara of Wisdom )
Feats: Nymph's Kiss, Augment Healing, Sacred Vitality, Travel Devotation
Volksmerkmale:Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Class features (Anzeigen)
Class features:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance
Spontaneous Casting (cure )
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
Special Powers (Anzeigen)
Special Powers:
Augment Healing:
Nymph's Kiss:
Sacred Vitality
Travel Devotation
Domain Powers:
Luck Domain:
You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Travel Domain:
For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by 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 granted power is a supernatural ability. Add Survival to your list of cleric class skills.
Skills (Anzeigen)
Class Skills:
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis) (Domain)
First Level: (2 + Int modifier per level, ×4 at 1st level + 4 Human +1 Nymph's Kiss) 17
Level 2-8: 2+ Int modifier (1) +1 Human + 1 Nymph's Kiss 5* 7 = 35
Knowledge (Arcana) +6 Rang +5 Mod + 1
Knowledge (Nature) +4 Rang +3 (6) Mod + 1
Spellcraft 12 Rang +9 Mod +1 Synergy Arcana +2
Concentration +13 Rang +11 Mod +2
Diplomacy +13 Rang +7 Mod +2 Sonst +4 (Medall of Galantry, Nymph's Kiss)
Knowledge (Religion) 6 Rang +5 Mod +1
Survival +9 Rang +6 Mod +3
Swim +3 Rang 1(2) + 2 Mod
Heal +10 Rang +4 Mod +4 Sonst +2 (Healing Belt)
Gesamt: 52/ 52
Inventar (Anzeigen)
Posessions (magical):
Phoenix Ash Threat, greater (Waffenkristall) (MIC) 6000 GM
Longsword +2 Earthbound (+1) (ECS ) 8315 GM 4 lb
Restful Crystal (Rüstungskristall) (MIC) 500 GM
Healing Belt (MIC) 750 GM 1 lb
Arrow Deflection, lesser (Schildkristall) (MIC) 2500 GM
Medall of Galantry (MIC) 1350 GM
Everfull Mug 200 GM 0 lb
Banded Mail +1 1400 GM 35 lb
Buckler +1 1165 GM 5 lb
Everlasting Ration 350 GM 2 lb
Tiara of Wisdom + 2 4000 GM 0 lb
Possessions (nonmagical) (Bag of Holding):
Backpack (empty) 2 gp 2 lb.
Flint and steel 1 gp 0 lb
Sack (empty) 1 sp 1/2 lb
Mirror, small steel 10 gp 1/2 lb
Ink (1 oz. vial) 8 gp 0lb
Inkpen 1 sp 0 lb
Paper ( 25 sheets) 100 sp 0 lb
Chalk, 3 piece 3 cp 0 lb
Fishhook 1 sp 0 lb
Mess Kit 6 GM 1 lb
Mony belt 4 GM 0 lb
Signal whistle 8 sp 0 lb
wooden holy symbol 1 GM 0 lb
Bedroll 1 sp 5 lb.
Cleric’s vestments 5 gp 6 lb (wird getragen)
Spell component pouch 5 gp 2 lb
Traveling Papers [Aundair, Breland, Droaam, Eldeen Reaches,
Lhazaar Principalities, Thrane, Shadow Marches] (1,4 gp)
Identification Papers: 5 GM
Letter of Credit
(57 lb )
Geld:
465 GM
7 SM
0 KM
0-58 lb light loaded
59-116 lb medium loaded
117-175 lb heavy loaded