trebond: (Default)
2013-08-26 07:35 pm

(no subject)

Cleric 3 (Fire & Magic Domain) / Fast Hero 2

31 HP
def: 18
bab +3

ability scores:
dex 16 (+3)
wis 15 (+2)
str 14 (+2)
int 10 (0)
con 14 (+2)
cha 12 (+1)

fort +5
ref +6
will +5

melee: +6 (+2 to unarmed) (+1 with sword)
ranged: +6

damage: 1d8 unarmed

F1: bab+0 fort+0 ref+1 will+0 | (talent) (+3 def)
F2: bab+1 fort+0 ref+1 will+0 | (bonus feat) (+1 def)
C1: bab+0 fort+2 ref+0 will+2 | 3 level 0 / 1+1 level 1 (turn/rebuke undead)
C2: bab+1 fort+1 ref+0 will+1 | 4 level 0 / 2+1 level 1
C3: bab+1 fort+0 ref+1 will+0 | 4 level 0 / 2+1 level 1 / 1+1 level 2 (+1 def)

Level 5: bab+3, fort+3, ref+3, will+3, | 5 level 0 / 2+1 level 1 / 1+1 level 2 cleric spells (+5 def) (evasion) (improved disarm)

bonus spells: 1 level-1, 1 level-2 per day

life learned, combat reflexes, simple weapons proficiency, defensive martial arts, expanded domains, imbue weapon, brawl, improved brawl, weapon focus - sword, weapon finesse
8 max class skill ranks
4 max cross-class ranks

fire domain spells:
1 - burning hands (1d4/level fire damage - max 5d4)
2 - produce flame (1d6+1/level, touch or thrown)

magic domain spells:
1 - magic aura
2 - identify (determine properties of magic item)
3 - dispel magic
4 - arcane sight (adjusted, replaces imbue with spell ability)

cleric spells:
0-conj: cure minor wounds (cures 1 point of damage)

0-div: detect magic (detect spells & magic items within 60 ft)
0-div: guidance (+1 on one attack, saving throw, skill check)
0-div: resistance (+1 on saving throws)

0-evoc: light (object shines like a torch)

0-trans: transpond minor wound (
0-trans: virtue (subject gains 1 temp hp)

1-abjur: protection from x (+2 AC, saves, counter mind control, hedge out elementals and outsiders)
1-abjur: shield of faith (+2 or higher deflection bonus)

1-conj: chains of light curing (
1-conj: cure light wounds (1d8 damage +1/level - max +5)
1-conj: cure sickened state (
1-conj: summon spider i (calls extraplanar creature to fight for you)

1-div: detect evil (reveals creatures, spells, or objects of selected alignment)
1-div: know owner of armor/weapon (
1-div: sense life (

1-trans: magic weapon (weapon gains +1 bonus)

2-abjur: shield other (you take half of subject's damage)
2-abjur: resist energy (ignores 10+ points of damage/attack from specified energy type)

2-conj: cure moderate wounds (2d8 damage +1/level - max 10)
2-conj: lesser restoration (dispels magical ability penalty or repairs 1d4 ability damage)
2-conj: remove paralysis (frees one or more creatures from paralysis or slow effect)

2-ench: enthrall (captivates all within 100 ft +10ft/level)
2-ench: hold person (paralyzes humanoid for 1 round/level)
2-ench: zone of truth (subjects within range cannot lie)

2-evoc: sound burst (1d8 sonic damage, fort save to avoid being stunned, AOE)

2-trans: bull's strength (subject gains +4 to str score for 1 min/level)

class skills:
balance (dex) +3
concentration (con) +2
craft (int) +0
craft (mechanical) (int) +0
diplomacy (cha) +1 +5
drive (dex) +3
escape artist (dex) +3 +2
hide (dex) +3
knowledge (current events) (int) +0
knowledge (pop culture) (int) +0
knowledge (streetwise) (int) +0
knowledge (arcana) (int) +0
knowledge (history) (int) +0
knowledge (religion) (int) +0
knowledge (planes) (int) +0
move silently (dex) +3 +4
profession (wis) +2
read/write lang (int) +0
ride (dex) +3
sleight of hand (dex) +3 +2
speak language (int) +0
treat injury (wis) +2
tumble (dex) +3
spellcraft (int) +0 +2

cross-class skills:
listen (wis) +2 +4
spot (wis) +2 +4
sense motive (wis) +2 +4
bluff (cha) +1 +4
computer use (int) +0
disguise (cha) +1

plans: improved weapon finesse (sword), heroic surge