Silex

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Rolls: 9, 12, 10, 11, 11, 13

Base info[править]

Human Cleric (Ascetic) 1
N Medium humanoid (Human)
Init +0 (+0 Dex)
Senses: Perception +6

Defense[править]

AC 12, touch 12, flat-footed 12 (+0 armor, +0 Dex, +2 Wis ascetic)
with Shield of Faith: 14, touch 14, FF 14
hp 13 (8+1+3+1)
Fort +5 (+1 Con, +2 Clr +2 feat)
Ref +0 (+0 Dex +0 Clr)
Will +6 (+2 Wis +2 Clr +2 feat)
+1 vs. spells, Sp and Su from evil arcane spellcasters, charms, compulsions

Offense[править]

Speed 30 ft
Melee club +1 (1d6+1)
Ranged sling +0 (1d4+1, 50 ft. inc); w/magic stone +1 (1d6+2)
Domain Spell-Like Abilities:
5/day — acid dart 1d6 touch (from Earth domain).

Cleric Spells Prepared (CL 1th; concentration +3)

1st (2+D): Entropic Shield, Shield of Faith, Magic Stone D (alternate: Comprehend languages)
0th (3, at will): Guidance, Resistance, Create Water
D: Domain spell; Earth domain & Memory domain
Spontaneous (ascetic): 1st - endure elements.
5/day - recall (ally rerolls knowledge +2 Wis insight bonus)
Divine focus: A vial with native earth.
  • Channel Energy 1d6 3/day

Statistics[править]

Str 12 (+1 from Mind is Body), Dex 10 (+1 from Mind is Body), Con 12, Int 10, Wis 15, Cha 11
Base Atk +0; CMB +1 (+0 BAB, +1 Str); CMD 13 (10 +0 BAB, +1 Str, +0 Dex, +2 Wis ascetic)

Feats

  • 1st: Iron Will - +2 to Will save
  • 1st human: Great Fortitude - +2 to Fort save
  • Ascetic bonus: Toughness - +3 hp.
  • trait #1 (campaign): Warded Against Witchery - +1 trait bonus to saves vs. spells, spell-like and supernatural abilities from evil arcane spellcasters; +1 trait bonus to Spellcraft to identify spells from such spellcasters.
  • Trait #2 (religious): Centered - +1 trait bonus on saves against charms and compulsions, and the DC of any attempts to use the Intimidate skill on you increases by +1.

Skills (6 +1 Int)

  • Climb +5 (+1 Str +1 rank +3 default)
  • Knowledge (dungeons) +4 (+0 Int +1 rank +3 default)
  • Perception +6 (+2 Wis +1 rank +3 default)
  • Sense Motive +6 (+2 Wis +1 rank +3 default)
  • Survival +6 (+2 Wis +1 rank +3 default)
  • Swim +5 (+1 Str +1 rank +3 default)

Languages Common

Combat Gear:

Weapon proficiency: An ascetic is proficient with the club, dagger, handaxe, javelin, quarterstaff, shortspear, short sword, sling, spear, and temple sword. An ascetic is not proficient with any type of armor or shields.

Other Gear:

  • A book on geology with 350 pages ("holy parchment") ~ 80 gp
  • Traveller's outfit
  • Backpack with supplies

Reference[править]

Cleric[править]

Channel Energy[править]

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Spells[править]

Create Water[править]

Range close (25 ft. + 5 ft./2 levels); Effect up to 2 gallons of water/level; Duration instantaneous

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large -- possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.

Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Guidance[править]

Target creature touched; Duration 1 minute or until discharged

+1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Resistance[править]

Target creature touched; Duration 1 minute; DF

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Entropic Shield[править]

Range personal; Duration 1 min./level (D)

Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.

Shield of Faith[править]

Target creature touched; Duration 1 min./level; M: parchment of holy text

The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).

Magic Stone[править]

Targets up to three pebbles touched; Duration 30 minutes or until discharged; DF

You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.

Comprehend Languages[править]

Range personal; Duration 10 min./level; DF

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Endure Elements[править]

Target creature touched; Duration 24 hours

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.