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| :'''AC''' 12, touch 12, flat-footed 12 (+0 armor, +0 Dex, +2 Wis ascetic) | | :'''AC''' 12, touch 12, flat-footed 12 (+0 armor, +0 Dex, +2 Wis ascetic) |
− | : with Shield of Faith: 14, touch 14, FF 14
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| :'''hp''' 13 (8+1+3+1) | | :'''hp''' 13 (8+1+3+1) |
| :'''Fort''' +5 (+1 Con, +2 Clr +2 feat) | | :'''Fort''' +5 (+1 Con, +2 Clr +2 feat) |
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| :'''Ranged''' sling +0 (1d4+1, 50 ft. inc); w/magic stone +1 (1d6+2) | | :'''Ranged''' sling +0 (1d4+1, 50 ft. inc); w/magic stone +1 (1d6+2) |
| :'''Domain Spell-Like Abilities''': | | :'''Domain Spell-Like Abilities''': |
− | : 5/day — acid dart 1d6 touch (from Earth domain). | + | : 5/day — acid dart 1d6 (from Earth domain). |
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| '''Cleric Spells Prepared''' (CL 1th; concentration +3) | | '''Cleric Spells Prepared''' (CL 1th; concentration +3) |
− | :'''1st''' (2+D): Entropic Shield, Shield of Faith, Magic Stone D (alternate: Comprehend languages) | + | :'''1st''': Entropic Shield, Shield of Faith, Magic Stone D |
− | :'''0th''' (3, at will): Guidance, Resistance, Create Water | + | :'''0th''' (at will): Guidance, Resistance, Create Water |
| :''D'': Domain spell; Earth domain & [http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/knowledge-domain/memory Memory domain] | | :''D'': Domain spell; Earth domain & [http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/knowledge-domain/memory Memory domain] |
| : Spontaneous (ascetic): 1st - endure elements. | | : Spontaneous (ascetic): 1st - endure elements. |
| : 5/day - recall (ally rerolls knowledge +2 Wis insight bonus) | | : 5/day - recall (ally rerolls knowledge +2 Wis insight bonus) |
− | : Divine focus: A vial with native earth.
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− | * '''Channel Energy''' 1d6 3/day
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| === Statistics === | | === Statistics === |
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| '''Combat Gear''': | | '''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. | + | :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. |
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− | '''Other Gear''': | + | '''Other Gear''' |
− | * A book on geology with 350 pages ("holy parchment") ~ 80 gp
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− | * Traveller's outfit
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− | * Backpack with supplies
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− | == Reference ==
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− | === Cleric ===
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− | ==== Channel Energy ====
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− | 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.
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− | A cleric must be able to present her holy symbol to use this ability.
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− | === Spells ===
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− | ==== Create Water ====
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− | '''Range''' close (25 ft. + 5 ft./2 levels); '''Effect''' up to 2 gallons of water/level; '''Duration''' instantaneous
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− | 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.
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− | 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.
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− | ==== Guidance ====
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− | '''Target''' creature touched; '''Duration''' 1 minute or until discharged
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− | +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.
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− | ==== Resistance ====
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− | '''Target''' creature touched; '''Duration''' 1 minute; '''DF'''
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− | You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
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− | ==== Entropic Shield ====
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− | '''Range''' personal; '''Duration''' 1 min./level (D)
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− | 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.
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− | ==== Shield of Faith ====
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− | '''Target''' creature touched; '''Duration''' 1 min./level; '''M''': parchment of holy text
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− | 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).
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− | ==== Magic Stone ====
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− | '''Targets''' up to three pebbles touched; '''Duration''' 30 minutes or until discharged; '''DF'''
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− | 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.
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− | ==== Comprehend Languages ====
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− | '''Range''' personal; '''Duration''' 10 min./level; '''DF'''
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− | 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.
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− | 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.
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− | ==== Endure Elements ====
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− | '''Target''' creature touched; '''Duration''' 24 hours
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− | 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.
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− | 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.
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