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'''Cleric Spells Prepared''' (CL 1th; concentration +3)
 
'''Cleric Spells Prepared''' (CL 1th; concentration +3)
:'''1st''': Entropic Shield, Shield of Faith, Magic Stone D
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:'''1st''': Entropic Shield, Shield of Faith, Magic Stone D (alternate: Comprehend languages)
 
:'''0th''' (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]

Версия 20:26, 24 января 2014

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

Base info

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

Defense

AC 12, touch 12, flat-footed 12 (+0 armor, +0 Dex, +2 Wis ascetic)
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

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 (from Earth domain).

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

1st: Entropic Shield, Shield of Faith, Magic Stone D (alternate: Comprehend languages)
0th (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)

Statistics

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