Female Elf Cleric 1
Neutral Good
Representing Eva
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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 |
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Ability |
Modifier |
Modifier |
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Modifier |
Acrobatics | Dex* | 1 = |
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Appraise | Int | 1 = |
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Bluff | Cha | 2 = |
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Climb | Str* | 1 = |
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Craft_1 | Int | 1 = |
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Craft_2 | Int | 1 = |
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Craft_3 | Int | 1 = |
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Diplomacy | Cha | 2 = |
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Disguise | Cha | 2 = |
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Escape Artist | Dex* | 1 = |
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Fly | Dex* | 1 = |
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Heal | Wis | 7 = |
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+ 1 | + 3 [class skill] |
Intimidate | Cha | 2 = |
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Knowledge (nature) | Int | 5 = |
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+ 1 | + 3 [class skill] |
Perception | Wis | 5 = |
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+ 2 [elf] | |
Perform_1 | Cha | 2 = |
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Perform_2 | Cha | 2 = |
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Perform_3 | Cha | 2 = |
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Perform_4 | Cha | 2 = |
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Perform_5 | Cha | 2 = |
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Ride | Dex* | 1 = |
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Sense Motive | Wis | 3 = |
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Spellcraft | Int | 5 = |
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+ 1 | + 3 [class skill] |
Stealth | Dex* | 1 = |
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Survival | Wis | 3 = |
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Swim | Str** | 1 = |
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* = 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