TP: 138 bzw. 138/138 bzw. (siehe oben: aktuelle Status-Tabelle):
unverletztAC: 24, touch 10, flat-footed 24 bzw. -/-
DR 3/- bzw. -/-
Defensive Cmb: 29 bzw. -/-
Saves: Fort +11, Ref +3, Wil +15 bzw. -/-
Maindhand: holy flaming burst adamantine greatsword +2 aka “holy burst of gorum”
Offhand: holy flaming burst adamantine greatsword +2 aka “holy burst of gorum”
Attack: “holy burst of gorum” +16/+11 (2d6+8 + 1d6 fire +2d6 holy (if evil) /17–20*2+1d10 fire) bzw.-/-
Aktive Zauber und Zustände: siehe oben bzw.
- Endure Elements (http://pfogc.com/spells#endure-elements): Exist comfortably in hot or cold environments.
Channel Positive Energy: [_][_][_][_][_][_][_]
Fluff (Anzeigen)Für Verbündete - all present feel the strength of iron flow into them, from their own armor and weapons, if they bear such, but otherwise seeming to come straight from their heart, as if it was pumping molten metal through their body. Instead of pain, this creates a surge of determination, and those affected see the world in an instant through a red haze of excitement, often crying out in exultation and clashing weapons against shields or armor loudly in the heat of the moment.
Für Feinde(Untote) - the Cleric sweeps his fist before him, as if striking away invisible foes, and all affected feel a tremendous mailed fist slam into them, often leaving behind visible imprints of a larger-than-human fist, not only mailed, but also spiked. Those slain by this effect often have crushed skulls or collapsed ribs, bearing the visible mark of a heavy impact from a spiked fist.
Domänen (Anzeigen)Strength Domain- Strength Surge (Su): As a standard action, you can
touch a creature, giving it great strength. For the
next 3 rounds, the target may add an enhancement
bonus equal to 1/2 your caster level on one melee
attack roll or Strength check (minimum +1). The
target must decide to use this ability before rolling
the dice. This effect fades after 3 rounds or when
the reroll is used. Once a target has been affected by
strength surge, he can gain no further benefit from
it for 1 day. - Enlarge Person (Sp): You can cast enlarge person (http://pfogc.com/spell-enlarge-person) 1/day
per 2 caster levels you possess: [_][_][_][_][_][_][_] - Bull’s Strength (Sp): You can cast bull’s strength (http://pfogc.com/spells#bulls-strength) 1/day: [_]
- Might of the Gods (Su): You can add your caster level
as an enhancement bonus to your Strength score
for a number of rounds per day equal to your caster
level. This bonus only applies on Strength checks
and Strength-based skill checks. These rounds do
not need to be consecutive: 14/14 Rounds - Righteous Might (Sp): You can cast righteous might (http://pfogc.com/spells#righteous-might) 1/day: [X]
War Domain- Battle Smite (Su): You can touch your deity’s favored
weapon and give it the ability to deal a battle
smite. For the next 3 rounds, anyone wielding the
weapon may add an enhancement bonus on one
damage roll equal to 1/2 your caster level for one
attack roll. The target must decide to use this
ability before rolling to attack. This effect fades
after 3 rounds or when the battle smite is used.
Once a wielder has used a battle smite, he can gain
no further benefit from it for 1 day. - Magic Weapon (Sp): You can cast magic weapon (http://pfogc.com/spell-magic-weapon) 1/day
per 2 caster levels you possess: [_][_][_][_][_][_][_] - Spiritual Weapon (Sp): You can cast spiritual weapon (http://pfogc.com/spells#spiritual-weapon) 1/day: [_]
- Weapon Master (Su): You gain the use of one combat
feat for a number of rounds per day equal to
your caster level. These rounds do not need to be
consecutive and you can change the feat chosen
each time you use this ability. You must meet the
prerequisites to use these feat: 14/14 Rounds - Flame Strike (Sp): You can cast flame strike (http://pfogc.com/spells#flame-strike) 1/day: [_]
Zauber (Anzeigen)Gewirkte Zauber werden durchgestrichenGrad 0 (Anzeigen)Detect Magic (http://pfogc.com/spells#detect-magic): Detects spells and magic items within 60 ft.
Light (http://pfogc.com/spells#light): Object shines like a torch.
Mending (http://pfogc.com/spells#mending): Makes minor repairs on an object.
Stabilize (http://pfogc.com/spells#stabilize): Cause a dying creature to stabilize.
Grad 1 (Anzeigen)Deathwatch (http://pfogc.com/spells#deathwatch): Reveals how near death subjects within 30 ft. are.
Endure Elements (http://pfogc.com/spells#endure-elements): Exist comfortably in hot or cold environments.
Endure Elements (http://pfogc.com/spells#endure-elements): Exist comfortably in hot or cold environments.
Endure Elements (http://pfogc.com/spells#endure-elements): Exist comfortably in hot or cold environments.
Endure Elements (http://pfogc.com/spells#endure-elements): Exist comfortably in hot or cold environments.
Endure Elements (http://pfogc.com/spells#endure-elements): Exist comfortably in hot or cold environments.
Grad 2 (Anzeigen)Remove Paralysis (http://pfogc.com/spells#remove-paralysis): Frees one or more creatures from paralysis or slow effect.
Remove Paralysis (http://pfogc.com/spells#remove-paralysis): Frees one or more creatures from paralysis or slow effect.
Resist Energy (http://pfogc.com/spells#resist-energy): Ignores 10 (or more) points of damage/attack from specified energy type.
Resist Energy (http://pfogc.com/spells#resist-energy): Ignores 10 (or more) points of damage/attack from specified energy type.
Resist Energy (http://pfogc.com/spells#resist-energy): Ignores 10 (or more) points of damage/attack from specified energy type.
Status (http://pfogc.com/spells#status): Monitors condition, position of allies.
Grad 3 (Anzeigen)Dispel Magic (http://pfogc.com/spells#dispel-magic): Cancels spells and magical effects.
Heat Metal (http://pfogc.com/spells#heat-metal): Makes metal so hot it damages those who touch it.
Protection from Energy (http://pfogc.com/spells#protection-from-energy): Absorb 12 points/level of damage from one kind of energy.
Magic Circle against Evil (http://pfogc.com/spells#magic-circle-against-chaos-evil-good-law): As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Evil (http://pfogc.com/spells#magic-circle-against-chaos-evil-good-law): As protection spells, but 10-ft. radius and 10 min./level.
Grad 4 (Anzeigen)Air Walk (http://pfogc.com/spells#air-walk): Subject treads on air as if solid (climb at 45-degree angle).
Chaos Hammer (http://pfogc.com/spells#chaos-hammer): Harms and slows lawful creatures (1d8/2 levels).
Death Ward (http://pfogc.com/spells#death-ward): Grants immunity to death spells and negative energy effects.
Divine Power (http://pfogc.com/spells#divine-power): You gain attack bonuses and 1 hp/level.
Summon Monster IV (http://pfogc.com/spells#summon-monster-iv): Calls extraplanar creature to fight for you.
Grad 5 (Anzeigen)Break Enchantment (http://pfogc.com/spells#break-enchantment): Frees subjects from enchantments, alterations, curses, and petrification.
Breath of Life (http://pfogc.com/spells#breath-of-life): Cures 5d8 damage +1/level and restores life to recently dead creatures.
Flame Strike (http://pfogc.com/spells#flame-strike): Smites foes with divine fire (1d6/level damage).
Spell Resistance (http://pfogc.com/spells#spell-resistance): Subject gains SR 12 + level.
Grad 6 (Anzeigen)Blade Barrier (http://pfogc.com/spells#blade-barrier): Wall of blades deals 1d6/level damage.
Harm (http://pfogc.com/spells#harm): Deals 10 points/level damage to target.
Summon Monster VI (http://pfogc.com/spells#summon-monster-vi): Calls extraplanar creature to fight for you.
Word of Recall (http://pfogc.com/spells#word-of-recall): Teleports you back to designated place.
Grad 7 (Anzeigen)Word of Chaos (http://pfogc.com/spells#word-of-chaos): Kills, confuses, stuns, or deafens nonchaotic subjects.
Ethereal Jaunt (http://pfogc.com/spells#ethereal-jaunt): You become ethereal for 1 round/level.
Ausrüstung (Anzeigen)Combat Gear holy flaming burst adamantine greatsword +2 “holy burst of gorum”, Dwarven Plate of heavy fortification +1, Darkwood buckler +1, Wand of cure light wounds 50/50 charges, 4x Antitoxin, 1x Holy Water
Other Magic Items Ring of Sustenance, Ring of Protection +1, Belt of giant strength +4, Amulet of natural armor +3, Headband of inspired wisdom +4
Other Gear Backpack, Belt Pouch, Bedroll, Holy symbol (500 gp), Cleric’s vestments