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Post by Toptomcat on May 3, 2007 13:11:43 GMT -5
James Dodd- human cleric of Pelor 5
Strength: 14 +2 Dexterity: 10 +0 Constitution: 15 +2 (+1 level) Wisdom: 18 +4 (+2 enhancement) Intelligence: 10 +0 Charisma: 14 +2
HP: 10 + 4d8+8 (36 hp)
AC: 22 (10 +9 armor +3 shield)
Base attack bonus: +3 Melee attack bonus: +5 Ranged attack bonus: +3
Attacks: Morningstar +6 melee 1d8+3 bludgeoning and piercing, 20/x2 crit
Saves: Fortitude +6 Reflex +1 Will +7
Skills: Knowledge (religion) 8 ranks Heal 5 ranks Diplomacy 8 ranks
Spells/day: 0th 5 1st 4 + 1 domain (typically prepared Bless, Divine Favor, Obscuring Mist, Shield of Faith, Endure Elements) 2nd 3 + 1 domain (typically prepared Lesser Restoration, Bull's Strength, Shatter, Heat Metal) 3rd 2 + 1 domain (typically prepared Dispel Magic, Prayer, Searing Light)
Class features: Turn undead 9/day Aura of good Healing domain: +1 CL on healing spells Sun domain: Greater turning 1/day
Feats: Sacred Healing (Player's Handbook II version) Extra Turning Agument Healing
Equipment: Periapt of Wisdom +2 Full plate +1 Large metal shield +1 with a Pelorian design that counts as a holy symbol Morningstar +1 BAG Belt of One Mighty Blow Armband of Elusive Action Reach Gauntlets (unusable, but look cool) Cloak of the Bat Boots of Striding and Springing
(Healing spells are at +1 caster level and heal +2 points of damage per level of the spell; a turn undead attempt can be expended to heal a further +2 points of damage per die. CLW 1d8+7/1d8+9 CMW 2d8+10/2d8+14 CSW 3d8+12/3d8+18)
Appearence: James is the very image of a cleric of Pelor; clad in armor, wielding a morningstar, with blonde hair, blue eyes and an attractive face. His shield has an elaborate Pelorian design on it.
Background: Born of a high church official and an aasimar, it was always assumed that James would become a cleric. His education had a religious bent from the first, and he entered and graduated a great academy of Pelorian clerics two years early, with honors. As a result of his focused upbringing, he excelled in the areas traditional for Pelorian clerics, becoming impressively adept at healing and turning the undead; also perhaps because of his focused upbringing, he acquired few aptitudes outside that of the clergy, as well as few interests and friends. As his training neared completion, he began to feel discontented with the narrow path his life was on, and he requested permission from his father, now extraordinarily aged and the High Priest of the temple of Pelor in the world's largest city, to go out into the world and become an adventuring cleric, spreading the word and might of Pelor throughout the lands. It has just been granted.
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Post by Toptomcat on Aug 9, 2007 20:36:02 GMT -5
James Dodd- human cleric of Pelor 6/Radiant Servant of Pelor 1
Strength: 14 +2 Dexterity: 10 +0 Constitution: 15 +2 (+1 level) Wisdom: 18 +4 (+2 enhancement) Intelligence: 10 +0 Charisma: 14 +2
HP: 10 + 5d8+10 + 1d6+2 (48 hp)
AC: 22 (10 +9 armor +3 shield)
Base attack bonus: +4 Melee attack bonus: +6 Ranged attack bonus: +4
Attacks: Morningstar +7 melee 1d8+3 bludgeoning and piercing, 20/x2 crit
Saves: Fortitude +9 Reflex +2 Will +11
Skills: Knowledge (religion) 10 ranks Heal 6 ranks Diplomacy 9 ranks
Spells/day: 0th 6 1st 5 + 1 domain (typically prepared Bless x2, Divine Favor, Obscuring Mist, Shield of Faith, Endure Elements) 2nd 4 + 1 domain (typically prepared Lesser Restoration, Bull's Strength, Shatter, Animalistic Power, Heat Metal) 3rd 3 + 1 domain (typically prepared Dispel Magic, Prayer, Crown of Smiting, Searing Light) 4th 2 + 1 domain (typically prepared Divine Power, Blessing of the Righteous, Fire Shield)
Class features: Turn undead 9/day Aura of good Healing domain: +1 CL on healing spells Sun domain: Greater turning 1/day Extra Greater Turning: Greater turning 5/day Radiance
Feats: Sacred Healing (Player's Handbook II version) Extra Turning Agument Healing Imbued Healing
Equipment: Periapt of Wisdom +2 Full plate +1 Large metal shield +1 with a Pelorian design that counts as a holy symbol Morningstar +1 BAG CL 7, 8 for healing spells (Healing spells are at +1 caster level and heal +2 points of damage per level of the spell; a turn undead attempt can be expended to heal a further +2 points of damage per die, and recipiants of any healing spell gain one temporary hit point per level or Hit Die for one minute CLW 1d8+7/1d8+9 CMW 2d8+12/2d8+16 CSW 3d8+14/3d8+20 CCW 4d8+16/4d8+24 )
Appearence: James is the very image of a cleric of Pelor; clad in armor, wielding a morningstar, with blonde hair, blue eyes and an attractive face. His shield has an elaborate Pelorian design on it.
Background: Born of a high church official and an aasimar, it was always assumed that James would become a cleric. His education had a religious bent from the first, and he entered and graduated a great academy of Pelorian clerics two years early, with honors. As a result of his focused upbringing, he excelled in the areas traditional for Pelorian clerics, becoming impressively adept at healing and turning the undead; also perhaps because of his focused upbringing, he acquired few aptitudes outside that of the clergy, as well as few interests and friends. As his training neared completion, he began to feel discontented with the narrow path his life was on, and he requested permission from his father, now extraordinarily aged and the High Priest of the temple of Pelor in the world's largest city, to go out into the world and become an adventuring cleric, spreading the word and might of Pelor throughout the lands. It has just been granted.
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Post by Toptomcat on Nov 13, 2007 16:42:52 GMT -5
Jacob- LN quasi-gestalt sorta-human cleric of the Scarlet Dove 6/Radiant Servant 5||cleric of the Scarlet Dove 5\Master of the Unseen Hand 5/cleric of the Scarlet Dove 1
Strength: 18 +4 Dexterity: 10 +0 Constitution: 18 +4 (+2 level) Wisdom: 22 +6 (+2 enhancement) Intelligence: 14 +2 Charisma: 20 +5 (+2 level, +4 template)
HP: 130
AC: 22 (10 +9 armor +3 shield)
Base attack bonus: +9/+4 Melee attack bonus: +13/+8 Ranged attack bonus: +9/+4
Attacks: Morningstar +15/+10 melee 1d8+6 bludgeoning and piercing, 19-20/x2 crit Morningstar vs. evil +15/+10 melee 1d8+6+2d6 (+3d6 6/day) bludgeoning and piercing, 19-20/x2 crit Morningstar vs. evil undead +15/+10 melee 1d8+6+3d6 (+3d6 6/day) bludgeoning and peircing, 19-20/x2 crit (+1d10 on crit) Morningstar vs. evil outsider +17/+12 melee 1d8+8+4d6 (+3d6 6/day) bludgeoning and peircing, 19-20/x2 crit
Saves: Fortitude +13 Reflex +3 Will +17
Skills: Knowledge (religion) 14 ranks, +2 Int, +16 total Heal 10 ranks, +6 Wis, +16 total Knowledge (arcana) 14 ranks, +2 Int, +16 total Diplomacy 14 ranks, +5 Cha, +19 total Concentration 10 ranks, +4 Con, +14 total Bluff 14 ranks, +5 Cha, +19 total Hide 10 ranks, +0 Dex, +10 total Spellcraft 4 ranks, +2 Int, +6 total
Spells/day: 0th 6 1st 7 + 2 domain (Bless x2, Divine Favor x2, Protection from Evil x3) (Disguise Self) (Bless Weapon) 2nd 6 + 2 domain (Bull's Strength x2, Bear's Endurance x2, Status, Benediction) (Invisibility) (Cat's Grace) 3rd 5 + 2 domain (Mass Lesser Vigor, Mass Aid, Magic Vestment, Flame of Faith, Mass Conviction) (Blur) (Nondetection) 4th 4 + 2 domain (Blessing of the Righteous, Divine Power, Greater Magic Weapon, Mass Shield of Faith) (Haste) (Summon Nature's Ally IV) 5th 3 + 2 domain (Divine Retribution, Righteous Wrath of the Faithful, Righteous Might) (Confusion) (Bless Weapon) 6th 2 + 2 domain (Chasing Perfection, Stone Body) (Heal) (Wind Walk)
Class features: Turn or rebuke undead 17/day Aura of good Healing domain: +1 CL on healing spells Celerity domain: +10 ft land speed in light armor or lighter Trickery Domain: Bluff, Hide and Disguise are class skills. Animal domain: Speak With Animals 1/day as a spell-like ability
Radiance Greater turning 8/day Divine Health Empower Healing Aura of Warding Glory domain
Improved Caster Level (TK is effectively 17th caster level) Versatile Telekinesis Telekinetic Wielder Sustained Concentration Full Attack Telekinesis Improved Violent Thrust Telekinetic Flight Fling Skyward
Special Abilities: Horrific Appearance (Su) : Any living creature within 60 feet that views Jacob's left eye must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by his horrific appearance for 24 hours.
Telekinesis (Su) : Jacob can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Of Two Minds (Ex): While he is no longer a simple compound of James and Anias, Jacob retains a degree of mental flexibility and the ability to multitask that no merely singular mind can match. James can take an additional full-round action's worth of purely mental actions every time his initiative comes up; for instance, using a Knowledge spell, casting a spell without a material or verbal component, or using his Telekinesis ability.
Feats: Sacred Healing (Player's Handbook II version) Extra Turning Agument Healing Imbued Healing Domain Spontaneity (Healing)
Iron Will Improved Turning Persuasive Ability Focus (Telekinesis) Extra Turning
Equipment: Periapt of Wisdom +2 Full plate +1 Large metal shield +1 Holy Surge, Ghost Touch Sacred Morningstar of Outsider Bane and Impact +1 BAG Belt of One Mighty Blow Armband of Elusive Action Reach Gauntlets (unusable, but look cool) Cloak of the Bat Boots of Striding and Springing
Background: A compound being formed of a fusion of an idealistic Pelorian cleric and a ghostly cleric of Nerull who posessed him too long to leave, Jacob is a contemplative sort. Fascinated with duality for obvious reasons, he will philosophize on the nature of good and evil for hours on end if given the opportunity. James gave him a sense of wonder, deep knowledge of and appreciation for the healing arts, and a desire to accomplish something positive with his life. Anias gave him an occasionally sardonic wit, a silver tongue, and a pragmatic streak to an extent that is sometimes chilling; given the opportunity to save ten men by murdering one in cold blood, he will take it, thoughtfully but instantly. It's the sort of combination that will go down in history. One way or another.
(Healing spells are Empowered if one Turn Undead attempt is spent on them, at +1 caster level and heal +2 points of damage per level of the spell; an additional turn undead attempt can be expended to heal a further +2 points of damage per die, and recipiants of any healing spell gain one temporary hit point per level or Hit Die and a +4 bonus on saves against death attacks for 1 minute. (Mass) CLW 1d8+7/1d8+9 * 1.5 (Mass) CMW 2d8+12/2d8+16 * 1.5 CSW 3d8+18/3d8+24 * 1.5 CCW 4d8+20/4d8+28 * 1.5)
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Post by Rojito on Nov 15, 2007 18:13:00 GMT -5
God its a good thing i didn't piss you off, i woulda got slaughtered!
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Post by Toptomcat on Nov 16, 2007 0:34:43 GMT -5
Yup. Clerics are scary. Telekinetic clerics are very scary. Telekinetic clerics with twice the normal number of feats and actions per round, specialized for healing to the point of being able to top themselves off after virtually any non-fatal injury, are downright terrifying. Of course, considering our opponent, all bets truly are off.
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Post by Toptomcat on Nov 28, 2007 19:43:54 GMT -5
Temporary stat block for the Veros fight:
Jacob- LN quasi-gestalt sorta-human buffed-to-the-gills cleric of the Scarlet Dove 6/Radiant Servant 5||cleric of the Scarlet Dove 5\Master of the Unseen Hand 5/cleric of the Scarlet Dove 1
Strength: 26 +8 (+4 enhancement) (+4 size) Dexterity: 6 -2 Constitution: 24 +7 (+2 level) (+4 enhancement) (+2 size) Wisdom: 22 +6 (+2 enhancement) Intelligence: 14 +2 Charisma: 20 +5 (+2 level, +4 template)
HP: 163 + 13 temporary
AC: 25 (10 +10 armor +3 shield +3 deflection +2 natural -2 Dex -1 size)
Base attack bonus: +9/+4
Attacks: Morningstar vs. evil outsider +27/+27/+22 melee 2d6+18+5d6 (+3d6 6/day) bludgeoning and peircing, 19-20/x2 crit
Saves: Fortitude +16 (+18 v. evil) Reflex +4 (+6 v. evil) Will +20 (+22 v. evil)
Skills: Knowledge (religion) 14 ranks, +2 Int, +16 total Heal 10 ranks, +6 Wis, +16 total Knowledge (arcana) 14 ranks, +2 Int, +16 total Diplomacy 14 ranks, +5 Cha, +19 total Concentration 10 ranks, +4 Con, +14 total Bluff 14 ranks, +5 Cha, +19 total Hide 10 ranks, +0 Dex, +10 total Spellcraft 4 ranks, +2 Int, +6 total
Spells/day: 0th 6 1st 7 + 2 domain (Bless x2, Divine Favor) (Disguise Self) 2nd 6 + 2 domain () 3rd 5 + 2 domain (Flame of Faith) 4th 4 + 2 domain (Divine Power) (Haste) (Summon Nature's Ally IV) 5th 3 + 2 domain (Confusion) 6th 2 + 2 domain (Heal) (Wind Walk)
Class features: Turn or rebuke undead 17/day Aura of good Healing domain: +1 CL on healing spells Celerity domain: +10 ft land speed in light armor or lighter Trickery Domain: Bluff, Hide and Disguise are class skills. Animal domain: Speak With Animals 1/day as a spell-like ability
Radiance Greater turning 8/day Divine Health Empower Healing Aura of Warding Glory domain
Improved Caster Level (TK is effectively 17th caster level) Versatile Telekinesis Telekinetic Wielder Sustained Concentration Full Attack Telekinesis Improved Violent Thrust Telekinetic Flight Fling Skyward
Special Abilities: Horrific Appearance (Su) : Any living creature within 60 feet that views Jacob's left eye must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by his horrific appearance for 24 hours.
Telekinesis (Su) : Jacob can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Of Two Minds (Ex): While he is no longer a simple compound of James and Anias, Jacob retains a degree of mental flexibility and the ability to multitask that no merely singular mind can match. James can take an additional full-round action's worth of purely mental actions every time his initiative comes up; for instance, using a Knowledge spell, casting a spell without a material or verbal component, or using his Telekinesis ability.
Feats: Sacred Healing (Player's Handbook II version) Extra Turning Agument Healing Imbued Healing Domain Spontaneity (Healing)
Iron Will Improved Turning Persuasive Ability Focus (Telekinesis) Extra Turning
Equipment: Periapt of Wisdom +2 Full plate +1 Large metal shield +1 Holy Surge, Ghost Touch Sacred Morningstar of Outsider Bane and Impact +1 BAG Belt of One Mighty Blow Armband of Elusive Action Reach Gauntlets (unusable, but look cool) Cloak of the Bat Boots of Striding and Springing
Special abilities: Fast healing 1 The first creature to attack him must make a DC 21 Will save or take 11d6 damage- half holy energy, half sonic- and 1d4 Constitution damage. Success negates half the energy and all of the ability damage. DR 10/adamantine and 3/good Immunity to blindness, extra damage from critical hits, ability score damage, deafness, disease, drowning, poison, stunning, and all spells that effect physiology or respiration Immunity to possession or mental control Immunity to natural weapons of summoned creatures, negatable by SR Large
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