CN Medium Humanoid (human)Male human cleric (Ecclesitheurge) 217yo, 182 cm, 74 kg
XP: 0
ABILITY SCORES:STR 8 [-1]
DEX 12 [+1]
CON 10 [+0]
INT 14 [+2]
WIS 19 [+4]
CHA 14 [+2]
SAVING THROWS:Fort +4 = +0 con +3 cleric + 1 resistance (domain)
Ref +2 = +1 dex +0 cleric + 1 resistance (domain)
Will +8 = +4 wis +3 cleric + 1 resistance (domain); +2 trait bonus on all saving throws against charm and compulsion effects
COMBAT STATS:Hit Points: 12/12 = 8 cleric 1st lvl + 4 (2nd level)
AC 11 = 11
FF AC 10; Touch AC 11
BAB +1 = +1 cleric
CMB +0 = 1 BAB - 1 str
CMD 11 = 10 + 1 BAB - 1 str + 1 dex
Initiative: +1 = +1 dex + 4 Improved Initiative
Speed: 30 (30 base)
* Attack: What attack?
RACIAL TRAITS:●
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
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Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
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Base Speed: Humans have a base speed of 30 feet.
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Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
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Bonus Feat: Humans select one extra feat at 1st level.
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Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
CLASS FEATURES:●
Favoured Class (Cleric): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank.
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Weapon and Armor Proficiency (Archetype): An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.
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Ecclesitheurge’s Vow (Archetype): At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
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Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
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Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
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Spellcasting: DC 10 + spell level + Wisdom Modifier; 1 hour preparation; midnight
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Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
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Channel Energy (Su): Positive Energy; 3 + Charisma Modifier times / day; 1d6; 30 foot radius; Save DC 12 (10 + ½ cleric level + charisma 2)
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Domains: Darkness (Shadow), Protection (Solitude)
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Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list. Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain's spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain's granted powers or gain access to the other domain's granted powers. For example, an ecclesitheurge of Sarenrae with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain. This ability alters the normal domain ability.
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Primary Domain: Darkness (Shadow)
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Secondary Domain: Protection (Solitude)
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Spontaneous Casting (positive): A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
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Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
TRAITS:●
Birthmark (Faith, Ultimate Campaign): This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
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Grog’s Spotter (Campaign): Your keen eyes aided Wild Grog, Wicken’s local poacher, especially at night when hunting rabbits. Grog was a great story teller, and you spent happy hours listening to his stories of heroism and dragons. You gain a +2 bonus on Perception and Perform (oratory) checks, and both are class skills for you.
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Thirteenth Child of a Thirteenth Child (Blight): There is something decidedly odd about you, and not all of it good. Strange effects follow your character. These are only minor but decidedly strange: horses keel over and die in the street when you walk by; a pyre-beetle lamp goes out; you find twoheaded silver coins; or a plummeting magpie crashes into a wall as you walk past. Life, in short, continues to throw oddities about you. This has no mechanical effect, but should form part of your PC’s story. It should not be overtly negative or positive, just odd.
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Если вам исполнилось 18 лет и вы готовы к просмотру контента, который может оказаться для вас неприемлемым, нажмите сюда.
SKILLS:Skill ranks: 2 cleric + 2 int + 1 FC + 1 human
ACP 0
+01 Acrobatics (Dex): +01 Dex
+02 Appraise (Int): +02 Int
+02 Bluff (Cha): +02 Cha
-01 Climb (Str): -01 Str
+02 Craft (Int): +02 Int
+06 Diplomacy (Cha): +02 Cha +01 rank +03 class+01 Disable Device (Dex): +01 Dex
+02 Disguise (Cha): +02 Cha
+01 Escape Artist (Dex): +01 Dex
+01 Fly (Dex): +01 Dex
+02 Handle Animal (Cha): +02 Cha
+08 Heal (Wis): +04 Wis+01 rank+03 class
+02 Intimidate (Cha): +02 Cha
+06 Knowledge (arcana) (Int): +02 Int +01 rank + 03 class+02 Knowledge (dungeoneering) (Int): +02 Int
+02 Knowledge (engineering) (Int): +02 Int
+03 Knowledge (geography) (Int): +02 Int +01 Rank+02 Knowledge (history) (Int): +02 Int
+02 Knowledge (local) (Int): +02 Int
+02 Knowledge (nature) (Int): +02 Int
+02 Knowledge (nobility) (Int): +02 Int
+06 Knowledge (planes) (Int): +02 Int+01 rank+03 class
+06 Knowledge (religion) (Int): +02 Int+01 rank+03 class
+02 Linguistics (Int): +02 Int
+11 Perception (Wis): +04 Wis+02 rank+03 class+02 misc+04 Perform (Cha): +02 Cha+02 misc
+04 Profession (Wis): +04 Wis
+01 Ride (Dex): +01 Dex
+09 Sense Motive (Wis): +04 Wis+02 rank+03 class+01 Sleight of Hand (Dex): +01 Dex
+06 Spellcraft (Int): +02 Int +01 rank +03 class+01 Stealth (Dex): +01 Dex
+05 Survival (Wis): +04 Wis+01 rank
-01 Swim (Str): -01 Str
+02 Use Magic Device (Cha): +02 Cha
Languages:1. Common / Westerling (racial)
2. Celestial (Int)
3. Draconic (Int)
FEATS:● Blind-Fight (domain feat)
● Improved Initiative (я все-таки взял эту хрень)
● Additional Traits (Magical Lineage - Bestow Curse, Reactionary)
DOMAINS:Darkness (Shadow)Base bonus: Blind-Fight Feat
Whispering Shadows (Su): You can darken the shadows around you and cause them to hiss, confounding and distracting your enemies. As an immediate action, you can force a target within 30 feet to reroll a miss chance due to concealment or a saving throw against an illusion or necromancy spell. The target of this ability must keep the result of the second roll, even if it is worse than the original roll. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spells: 1st – ray of enfeeblement
Protection (Solitude)Base bonus: +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Taboo (Su): When a creature touches you or strikes you with a melee attack, you can activate this power as an immediate action. That creature takes a –1 penalty on saving throws for 1 minute. This penalty increases by 1 for every 5 levels you possess. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spells: 1st – Sanctuary
SPELLS:Cleric spells: Wisdom based, CL2, DC 14 + spell level
[Orisons] (4):
● Light
● Detect Magic
● Guidance
● Detect Poison
[1st Level] (2 + 1 + d):
● Bless
● Protection from Evil
● Ray of Enfeeblement (D)
● Comprehend Languages
[Orisons] (4):
● Light
● Detect Magic
● Guidance
● Resistance
[1st Level] (2 + 1 + d):
● Bless
● Detect Undead
● Ray of Enfeeblement (D)
● Magic Weapon