[Cleric - Healing Domain] Ludar Fink

Started by Hasabushi, November 13, 2012, 07:06:16 PM

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Hasabushi


Name:       Ludar
Race:       Dwarf
Player:     
Classes:    Cleric1
Hit Points: 10
Experience: 0 / 1000
Alignment:  Lawful Good
Vision:     Darkvision (60 ft.)
Speed:      Walk 20 ft.
Languages:  Common, Dwarven, Gnoll



Stat    Score   Mod
STR      7       (-2)
DEX      9       (-1)
CON      15      (+2)
INT      16      (+3)
WIS      19      (+4)
CHA      6       (-2)
-------------------------- Skills --------------------------
Skill                   Total   Rnk     Stat    Msc
Appraise                 3        0.0      3        0
Balance                  -1       0.0      -1       0
Bluff                    -2       0.0      -2       0
Climb                    -2       0.0      -2       0
Concentration            2        0.0      2        0
Craft (Untrained)        3        0.0      3        0
Diplomacy                -2       0.0      -2       0
Disguise                 -2       0.0      -2       0
Escape Artist            -1       0.0      -1       0
Forgery                  3        0.0      3        0
Gather Information       -2       0.0      -2       0
Heal                     8        4.0      4        0
Hide                     -1       0.0      -1       0
Intimidate               -2       0.0      -2       0
Jump                     -8       0.0      -2       -6
Knowledge (Arcana)       7        4.0      3        0
Knowledge (Dungeoneering)  5        2.0      3        0
Knowledge (Religion)     7        4.0      3        0
Listen                   4        0.0      4        0
Literacy                 1        1.0      0        0
Move Silently            -1       0.0      -1       0
Ride                     -1       0.0      -1       0
Search                   3        0.0      3        0
Search (Notice unusual stonework)  5        1.0      3        1
Sense Motive             4        0.0      4        0
Speak Language(Gnoll)    1        1.0      0        0
Spot                     4        0.0      4        0
Survival                 4        0.0      4        0
Swim                     -2       0.0      -2       0
Use Rope                 -1       0.0      -1       0
                                                   
-------------------------- Feats ---------------------------
Great Fortitude
Armor Proficiency (Heavy)
  When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
 
Armor Proficiency (Light)
  When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
 
Armor Proficiency (Medium)
  When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
 
Shield Proficiency
  You can use a shield and take only the standard penalties.
 
Simple Weapon Proficiency
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
    Total / Touch / Flat Footed
AC: 9     / 9     / 9
Initiative:   -1
BAB:          +0
Melee tohit:  -2
Ranged tohit: -1
Fortitude:    +6
Reflex:       -1
Will:         +6
Unarmed attack:
to hit:       -2
damage:       1d3-2
critical:     20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name                                            QTY   LBS
Total weight carried:
Current load:         Light
Encumbrance
Light:  23   
Medium: 46   
Heavy:  70
--------------------------- Magic --------------------------


Cleric Spells

SPELLBOOKNAME0

Level 0
Create Water (Conjuration)
Saves: None   DC:    Casting: 1 standard action
Duration: Instantaneous   Range: Close (25 ft.)   Components: V, S
SR: No   Effect: Creates 2 gallons of pure water.   Target: Up to 2 gallons of water
Cure Minor Wounds (Conjuration)
Saves: Will half (harmless); see text   DC: 14   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes (harmless); see text   Effect: Cures 1 point of damage.   Target: Creature touched
Detect Magic (Divination)
Saves: None   DC:    Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D]   Range: 60 ft.   Components: V, S
SR: No   Effect: Detects spells and magic items within 60 ft.   Target: Cone-shaped emanation
Detect Poison (Divination)
Saves: None   DC:    Casting: 1 standard action
Duration: Instantaneous   Range: Close (25 ft.)   Components: V, S
SR: No   Effect: Detects poison in one creature or small object.   Target: One creature, one object, or a 5-ft. cube
Guidance (Divination)
Saves: Will negates (harmless)   DC: 14   Casting: 1 standard action
Duration: 1 minute or until discharged   Range: Touch   Components: V, S
SR: Yes   Effect: +1 on one attack roll, saving throw, or skill check.   Target: Creature touched
Inflict Minor Wounds (Necromancy)
Saves: Will negates   DC: 14   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes   Effect: Touch attack, 1 point of damage.   Target: Creature touched
Light (Evocation)
Saves: None   DC:    Casting: 1 standard action
Duration: 10 minutes [D]   Range: Touch   Components: V, M/DF
SR: No   Effect: Object shines like a torch.   Target: Object touched
Mending (Transmutation)
Saves: Will negates (harmless, object)   DC: 14   Casting: 1 standard action
Duration: Instantaneous   Range: 10 ft.   Components: V, S
SR: Yes (harmless, object)   Effect: Makes minor repairs on an object.   Target: One object of up to 1 lb.
Purify Food and Drink (Transmutation)
Saves: Will negates (object)   DC: 14   Casting: 1 standard action
Duration: Instantaneous   Range: 10 ft.   Components: V, S
SR: Yes (object)   Effect: Purifies 1 cu. ft of food or water.   Target: 1 cu. ft. of contaminated food and water
Read Magic (Divination)
Saves: None   DC:    Casting: 1 standard action
Duration: 10 minutes   Range: Personal   Components: V, S, F
SR: No   Effect: Read scrolls and spellbooks.   Target: You
Resistance (Abjuration)
Saves: Will negates (harmless)   DC: 14   Casting: 1 standard action
Duration: 1 minute   Range: Touch   Components: V, S, M/DF
SR: Yes (harmless)   Effect: Subject gains +1 on saving throws.   Target: Creature touched
Virtue (Transmutation)
Saves: Fortitude negates (harmless)   DC: 14   Casting: 1 standard action
Duration: 1 min.   Range: Touch   Components: V, S, DF
SR: Yes (harmless)   Effect: Subject gains 1 temporary hp.   Target: Creature touched


Level 1
Bane (Enchantment)
Saves: Will negates   DC: 15   Casting: 1 standard action
Duration: 1 minutes   Range: 50 ft.   Components: V, S, DF
SR: Yes   Effect: Enemies take -1 on attack rolls and saves against fear.   Target: All enemies within 50 ft.
Bless (Enchantment)
Saves: None   DC:    Casting: 1 standard action
Duration: 1 minutes   Range: 50 ft.   Components: V, S, DF
SR: Yes (harmless)   Effect: Allies gain +1 on attack rolls and +1 on saves against fear.   Target: The caster and all allies within a 50-ft. burst, centered on the caster
Bless Water (Transmutation)
Saves: Will negates (object)   DC: 15   Casting: 1 minute
Duration: Instantaneous   Range: Touch   Components: V, S, M
SR: Yes (object)   Effect: Makes holy water.   Target: Flask of water touched
Cause Fear (Necromancy)
Saves: Will partial   DC: 15   Casting: 1 standard action
Duration: 1d4 rounds or 1 round; see text   Range: Close (25 ft.)   Components: V, S
SR: Yes   Effect: One creature of 5 HD or less flees for 1d4 rounds.   Target: One living creature with 5 or fewer HD
Command (Enchantment)
Saves: Will negates   DC: 15   Casting: 1 standard action
Duration: 1 round   Range: Close (25 ft.)   Components: V
SR: Yes   Effect: One subject obeys selected command for 1 round.   Target: One living creature
Comprehend Languages (Divination)
Saves: None   DC:    Casting: 1 standard action
Duration: 10 minutes   Range: Personal   Components: V, S, M/DF
SR: No   Effect: You understand all spoken and written languages.   Target: You
Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text   DC: 15   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes (harmless); see text   Effect: Cures 1d8+2 damage.   Target: Creature touched
Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text   DC: 15   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes (harmless); see text   Effect: Cures 1d8+2 damage.   Target: Creature touched
Detect Chaos (Divination)
Saves: None   DC:    Casting: 1 standard action
Duration: Concentration, up to 10 minutes [D]   Range: 60 ft.   Components: V, S, DF
SR: No   Effect: Reveals creatures, spells, or objects of selected alignment.   Target: Cone-shaped emanation
Detect Evil (Divination)
Saves: None   DC:    Casting: 1 standard action
Duration: Concentration, up to 10 minutes [D]   Range: 60 ft.   Components: V, S, DF
SR: No   Effect: Reveals creatures, spells, or objects of selected alignment.   Target: Cone-shaped emanation
Detect Good (Divination)
Saves: None   DC:    Casting: 1 standard action
Duration: Concentration, up to 10 minutes [D]   Range: 60 ft.   Components: V, S, DF
SR: No   Effect: Reveals creatures, spells, or objects of selected alignment.   Target: Cone-shaped emanation
Detect Law (Divination)
Saves: None   DC:    Casting: 1 standard action
Duration: Concentration, up to 10 minutes [D]   Range: 60 ft.   Components: V, S, DF
SR: No   Effect: Reveals creatures, spells, or objects of selected alignment.   Target: Cone-shaped emanation
Detect Undead (Divination)
Saves: None   DC:    Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D]   Range: 60 ft.   Components: V, S, M/DF
SR: No   Effect: Reveals undead within 60 ft.   Target: Cone-shaped emanation
Divine Favor (Evocation)
Saves: None   DC:    Casting: 1 standard action
Duration: 1 minute   Range: Personal   Components: V, S, DF
SR: No   Effect: You gain +1 on attack and damage rolls.   Target: You
Doom (Necromancy)
Saves: Will negates   DC: 15   Casting: 1 standard action
Duration: 1 minutes   Range: Medium (110 ft.)   Components: V, S, DF
SR: Yes   Effect: One subject takes -2 on attack rolls, damage rolls, saves, and checks.   Target: One living creature
Endure Elements (Abjuration)
Saves: Will negates (harmless)   DC: 15   Casting: 1 standard action
Duration: 24 hours   Range: Touch   Components: V, S
SR: Yes (harmless)   Effect: Exist comfortably in hot or cold environments.   Target: Creature touched
Entropic Shield (Abjuration)
Saves: None   DC:    Casting: 1 standard action
Duration: 1 minutes [D]   Range: Personal   Components: V, S
SR: No   Effect: Ranged attacks against you have 20% miss chance.   Target: You
Hide from Undead (Abjuration)
Saves: Will negates (harmless); see text   DC: 15   Casting: 1 standard action
Duration: 10 minutes [D]   Range: Touch   Components: V, S, DF
SR: Yes   Effect: Undead can't perceive 1 subjects.   Target: 1 touched creatures
Inflict Light Wounds (Necromancy)
Saves: Will half   DC: 15   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components: V, S
SR: Yes   Effect: Touch deals 1d8+1 damage.   Target: Creature touched
Magic Stone (Transmutation)
Saves: Will negates (harmless, object)   DC: 15   Casting: 1 standard action
Duration: 30 minutes or until discharged   Range: Touch   Components: V, S, DF
SR: Yes (harmless, object)   Effect: Three stones gain +1 on attack rolls, deal 1d6+1 damage.   Target: Up to three pebbles touched
Magic Weapon (Transmutation)
Saves: Will negates (harmless, object)   DC: 15   Casting: 1 standard action
Duration: 1 minutes   Range: Touch   Components: V, S, DF
SR: Yes (harmless, object)   Effect: Weapon gains +1 bonus.   Target: Weapon touched
Obscuring Mist (Conjuration)
Saves: None   DC:    Casting: 1 standard action
Duration: 1 minutes   Range: 20 ft.   Components: V, S
SR: No   Effect: Fog surrounds you.   Target: Cloud spreads in 20-ft. radius from you, 20 ft. high
Protection from Chaos (Abjuration)
Saves: Will negates (harmless)   DC: 15   Casting: 1 standard action
Duration: 1 minutes [D]   Range: Touch   Components: V, S, M/DF
SR: No; see text   Effect: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.   Target: Creature touched
Protection from Evil (Abjuration)
Saves: Will negates (harmless)   DC: 15   Casting: 1 standard action
Duration: 1 minutes [D]   Range: Touch   Components: V, S, M/DF
SR: No; see text   Effect: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.   Target: Creature touched
Remove Fear (Abjuration)
Saves: Will negates (harmless)   DC: 15   Casting: 1 standard action
Duration: 10 minutes; see text   Range: Close (25 ft.)   Components: V, S
SR: Yes (harmless)   Effect: Suppresses fear or gives +4 on saves against fear for 1 subjects.   Target: 1 creatures, no two of which can be more than 30 ft. apart
Sanctuary (Abjuration)
Saves: Will negates   DC: 15   Casting: 1 standard action
Duration: 1 rounds   Range: Touch   Components: V, S, DF
SR: No   Effect: Opponents can't attack you, and you can't attack.   Target: Creature touched
Shield of Faith (Abjuration)
Saves: Will negates (harmless)   DC: 15   Casting: 1 standard action
Duration: 1 minutes   Range: Touch   Components: V, S, M
SR: Yes (harmless)   Effect: Aura grants +2 deflection bonus.   Target: Creature touched
Summon Monster I (Conjuration)
Saves: None   DC:    Casting: 1 round
Duration: 1 rounds [D]   Range: Close (25 ft.)   Components: V, S, F/DF
SR: No   Effect: Calls extraplanar creature to fight for you.   Target: One summoned creature

 
------------------------ Description -----------------------
Height: 4' 2"             Weight: 155 lbs.                Gender: Male   
Eyes:   Blue             Hair: Red,Long braided         Skin: Brown
Dominant Hand: Right      Quirks: ,    
Speech style:        Quotable:
Full Description

Background

Manzokushi

#1
Hasabushi, I cleaned up your sheet and fixed a few things. I also rerolled your stat block and a few other minor changes. I kept the base of the character the same and filled in the blanks. If you are not happy with what I have done feel free to delete this. I am mainly using this as a place holder reference for your character as a NPC till you return.

Name: Ludar Fink
Race: Pathfinder Dwarf
Class: Cleric
Alignment: Lawful Good
Deity:
------------------------ Description -----------------------
Height: 4' 2"             Weight: 155 lbs.                Gender: Male   
Eyes:   Blue             Hair: Red, Long braided         Skin: Brown
Dominant Hand: Right      Quirks:   

Stats:   Stats Bonus:
Str: 12    +1
Dex: 12  +1
Con: 19  +5
Int: 16    +3
Wis: 20  +5
Cha: 7    -1

Used the stat roller on the web site, 4d6 value no modifiers, dropped the lowest
[4d6] 6, 4, 6, 6 = 18
[4d6] 2, 5, 2, 5 = 12
[4d6] 6, 5, 5, 5 = 16
[4d6] 3, 3, 4, 5 = 12
[4d6] 6, 6, 2, 5 = 17
[4d6] 3, 4, 3, 3 = 9

Standard Racial Traits: Dwarf
?   Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and ?2 Charisma.
?   Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
?   Type: Dwarves are humanoids with the dwarf subtype.
?   Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
?   Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
?   Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
?   Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
?   Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
?   Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
?   Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits
?   Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
?   Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
?   Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word ?dwarven? in its name as a martial weapon.


Base Attack Bonus: +0
Armor Class: 10 (base) + 6 (Armor) +1 (dex) = 17
Touch Armor Class: 10 +1 (dex) = 11
Flatfooted Armor Class: 10 +6 (Chain Mail and Shield) = 16

Hit Die: d8
Hitpoints: = 12
Hitpoints per level: 1d8+4 (con)
Speed:  20 feet
Fortitude save: +2 (class) +4 (con) +2 (Feat) = +8
Reflex save:  +0 (class) +1 (dex) = +1
Will save: +2 (class) +5 (wis) = +7

Attack (melee, mace): +0 (BAB) +1 (str) +1 (Magic) +0 (size) = +2
Attack (melee, morning star): +0 (BAB) +1 (str) +1 (Magic) +0 (size) = +2
Attack (unarmed):  +0 (BAB) +1 (str) +0 (size) = +1
Attack (missile, sling): +0 (BAB) +4 (dex) +0 (size) = +4

Damage (Saints Mace +1): 1d8+2 / x2 [2d6 vs Undead]
Damage (Silver Morning Star +1): 1d8+2 / x2
Damage (Sling): 1d4 / x2
Damage (unarmed): 1d4 (non lethal)

Light load: 43 lbs
Medium load: 44-86 lbs
Heavy load: 87-130 lbs
Push or drag: 650 lbs

Languages: Common, Dwarven, Gnoll, Celestial, Abyssal, and Infernal
Carrying/Wearing:
Chainmail (+5 AC, Max Dex +2)
Light Steel Shield, Emblemed (+1 AC)
Helmet, Winged (+1 Concentration)
Leather Boots
Leather Belt
Leather Pants
Chain Gloves
Chain Shoulder Pauldrons
Backpack
Belt with belt pouches


Skills:

20 Points at level 1
5 skill points per level
*Denotes a class skill

Appraise INT: +3 (int) +2 Racial  = 5
Balance DEX: +1 (dex) = 1
Bluff CHA: -1 (cha) = -1
Climb STR: +1 (str) = 1
*Concentration CON: +4 (con) + 1 Helmet  = 5
*Craft () INT: +3 (int) = 3
*Diplomacy CHA: -1 (cha) = -1
Disguise CHA: -1 (cha) = -1
Escape Artist DEX: +1 (dex) = 1
Forgery INT: +3 (int) = 3
Gather Information CHA: -1 (cha) = -1
*Heal WIS: +5 (wis) +4 Rank = 9
Hide DEX: +0 (dex) = 0
Intimidate CHA: +0 (cha) = 0
Jump STR: +1 (str) = 0
*Knowledge (Arcana) INT: +3 (int) +4 Ranks = 7
*Knowledge (Dungeoneering) INT: +3 (int) +2 Ranks = 5
*Knowledge (Religion) INT: +3 (int) +4 Ranks = 7
*Knowledge (The Planes) INT: +3 (int) +1 Rank = 4
Listen WIS: +5 (wis) +1 Rank = 6
Move Silently DEX: +1 (dex) = 1
Perform WIS: +5 (wis) = 5
*Profession WIS: +5 (wis) = 5
Ride DEX: +1 (dex) = 1
Search INT: +3 (int) = 3
Search INT (Notice unusual stone work): +3 (int) + 1 Rank +2 Racial = 6
Sense Motive WIS: +5 (wis) = 5
*Spellcraft INT: +3 (int) = 3
Spot WIS: +5 (wis) +1 Rank = 6
Survival WIS: +5 (wis) = 5
Swim STR: +1 (str) = 1
Tumble DEX: +1 (dex) = 1
Use Rope DEX: +1 (dex) = 1

Feats:

Great Fortitude

Equipment:

*Back Pack
-Bed Roll
-3 Torches
-1 Flint and steel
-50ft of Rope, hempen
-10 Days of Rations
-water Skin
-3 Holy Water (Flask)
-1 Holy Book
-Change of Clothes
-3 Potion of Cure Light Wounds
-2 Scroll of Cure Light Wounds
-2 Scroll of Bless
-2 Scroll of Aid

*Belt Pouch
-20 Bullets (sling)
-Key (unlocks basement door in Kaelban Estate)

On person:

Holy Symbol
Back Pack
Belt Pouch

Cleric

Level / BAB / Fort / Ref / Will / Special
1st  /+0 / +2 / +0 / +2 / Turn or Rebuke Undead
2nd /+1 / +3 / +0 / +3
3rd  /+2 / +3 / +1 / +3 /
4th  /+3 / +4 / +1 / +4
5th  /+3 / +4 / +1 / +4 /
6th  /+4 / +5 / +2 / +5
7th  /+5 / +5 / +2 / +5 /
8th  /+6:+1 / +6 / +2 / +6
9th  /+6:+1 / +6 / +3 / +6 /

Spells per Day:
Level 0/1/2/3/4/5/6/7/8/9
1st 3/1+1
2nd 4/2+1
3rd 4/2+1/1+1
4th 5/3+1/2+1
5th 5/3+1/2+1/1+1
6th 5/3+1/3+1/2+1
7th 6/4+1/3+1/2+1/1+1
8th 6/4+1/3+1/3+1/2+1
9th 6/4+1/4+1/3+1/2+1/1+1

Domains: Good and Healing

Domain Powers:
Good: You cast good spells at +1 caster level.

Healing: You cast healing spells at +1 caster level.

Spell DC: 10 + 5 (wis) +0 Spell Level = 15 Base DC

Spells Known per Day:

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

0 lvl ? (3): Create Water, Guidance, Resistance
1 lvl ? (3+1):  Bless, Detect Evil, Divine Favor + Protection from Evil

Hasabushi