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April Norneth

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April Norneth

April Norneth

Female Elf Cleric 1
Neutral Good
Representing Eva

 

Strength 13 (+1)
Dexterity 13 (+1)
Constitution 10 (+0)
Intelligence 12 (+1)
Wisdom 17 (+3)
Charisma 14 (+2)
Size: Medium
Height: 5' 6"
Weight: 120 lb
Eyes: Violet
Hair: Dark Brown Curly
Skin: Tan

 

Domains: Animal Weather

Energy: Positive [Healing / Damages Undead]

 

Total Hit Points: 9

Speed: 30 feet

Armor Class: 14 = 10 + 3 [studded] + 1 [dexterity]

  • Touch AC: 11
    Flat-footed: 13

 

Initiative modifier: + 1 = + 1 [dexterity]
Fortitude save: + 2 = 2 [base]
Reflex save: + 1 = 0 [base] + 1 [dexterity]
Will save: + 5 = 2 [base] + 3 [wisdom]
Attack (handheld): + 1 = 0 [base] + 1 [strength]
Attack (missile): + 1 = 0 [base] + 1 [dexterity]
Combat Maneuver Bonus: + 1 = 0 [base] + 1 [strength]
Combat Maneuver Defense: + 12 = 10 + 0 [base] + 1 [strength] + 1 [dexterity]

 

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
50 lb. or less
51-100 lb.
101-150 lb.
150 lb.
300 lb.
750 lb.

 

Languages: Common Elven Sylvan

Scythe [2d4, crit x4, 10 lb., two-handed, piercing or slashing]

Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]

 

Feats:

Turn Undead Positive energy can make undead flee

 

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* 1 =
+1
   
Appraise Int 1 =
+1
   
Bluff Cha 2 =
+2
   
Climb Str* 1 =
+1
   
Craft_1 Int 1 =
+1
   
Craft_2 Int 1 =
+1
   
Craft_3 Int 1 =
+1
   
Diplomacy Cha 2 =
+2
   
Disguise Cha 2 =
+2
   
Escape Artist Dex* 1 =
+1
   
Fly Dex* 1 =
+1
   
Heal Wis 7 =
+3
+ 1 + 3 [class skill]
Intimidate Cha 2 =
+2
   
Knowledge (nature) Int 5 =
+1
+ 1 + 3 [class skill]
Perception Wis 5 =
+3
  + 2 [elf]
Perform_1 Cha 2 =
+2
   
Perform_2 Cha 2 =
+2
   
Perform_3 Cha 2 =
+2
   
Perform_4 Cha 2 =
+2
   
Perform_5 Cha 2 =
+2
   
Ride Dex* 1 =
+1
   
Sense Motive Wis 3 =
+3
   
Spellcraft Int 5 =
+1
+ 1 + 3 [class skill]
Stealth Dex* 1 =
+1
   
Survival Wis 3 =
+3
   
Swim Str** 1 =
+1
   

 

* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

 

Zero-level Cleric spells: 3 can be selected per day, unlimited casting

First-level Cleric spells: 2 (1 + 1) per day + 1 from a domain:

 

Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Elf

 

  • + 2 dexterity, +2 intelligence, -2 constitution (already included)
  • Immune to magical sleep
  • + 2 racial bonus to saves vs. enchantments
  • Low-light vision -- see twice as far as humans in dim light
  • Proficient with longswords, rapiers, longbows, composite longbows, & shortbow
  • + 2 racial bonus on perception checks
  • + 2 racial bonus to overcome spell restance
  • + 2 racial bonus on spellcraft to identify properties of magic items
  •  

Cleric

 

  • Alignment Aura
  • Spontaneous casting -- trade prepared spells for curative spells
  • Channels positive energy (5x/day)
  • High wisdom gains bonus spells daily
  • Domain choices give additional abilities. See the rulebook for details
  • Animal clergy can speak with animals, and get an animal companion at 4th level.
  • Weather clergy can make storms that do non-lethal damage, and at 8th level call lightning bolts.
  • Concentration check: d20 + cleric level + wisdom modifier vs. DC
  •  

 
  Class HP rolled  
Level 1: Cleric 8  

 

Never trust the dice