Post by (George) 3.5./ ZEM ( 4.0) on Feb 11, 2014 7:45:27 GMT -5
LN Vanara, lv 7 going to 8thlv cleric
His name Is George
STR: 10+0 DEX: 14+2 CON: 14+2 (16+3)
Int: 16+3 WIT: 16+3 (18+4) Cha: 14+2
Hp 69
Roll a one . So 4 hp at lv8. Yet iteam of con bumped it by a bit .
AC is : 10+ dex of +2, magic mithril +2 brestplate armor ac (+7) magic tower shield+2 (+6) = 25.
Touch is 12 flatfooded is 23.
Bab +6/+1
M: +7/+2 with magic darksteel weapon+1 doing 1d6+1( eletric).
Range masterwork light crossbow
+8/+3 to hit d8 damage.
Turn undead 5 times perday
They have a climb speed of 20, lowlight vision,
feats: tower shield Proficiency
natural heavyweight.
Leadership.
his god is Fharlanghn, god of roads who is Neutral domains are Luck, Protection, Travel
fort: base +6 : mod +3 = 9
will: Base +6 : Mod + 3 = 9
Ref: base +2 :mod +2= 4
1= 20
2= 25
3=30
4=35
5=40
6=45
7=50
8=55
Ride 1 mod+2 = 3
Concentration (Con), 7 + mod of +3 = 10
Heal (Wis), 2 + mod of +4 = +6
Knowledge (arcana)(Int), 1 + mod of +2= 3
Knowledge (history)(Int), 5 + mod of +2= 7
Knowledge (religion)(Int), 7 + mod of +2= 9
Knowledge (the planes)(Int), 4 + mod of +2 = 6
Spellcraft (Int). 1 + mod of +2= 3
Domain skill i get Survival
Survival: 3 points +4 = 7
Cross class
+8 on Climb checks :
Climb 2 rank +0 +8 racial mod -1= 9
+4 racial bonus on Balance and jump checks,
+2 racial bonus on Hide and Move Silently checks:
balance: 2 dex of 2 +4 racial-1 armor penalty= 7
jump: 2 str of 0 +4 racial -1=5
hide : 3 dex of 2 +2 racial -1=6
move silent: 3 dex of 2 +2 racial -1=6
TRAVEL& Luck
LUCK DOMAIN
Deities: Fharlanghn, Kord, Olidammara.
Granted Power: You gain the power of good fortune, which is
usable once per day. This extraordinary ability allows you to reroll
one roll that you have just made before the DM declares whether
the roll results in success or failure. You must take the result of the
reroll, even if it’s worse than the original roll.
TRAVEL DOMAIN
Deity: Fharlanghn.
Granted Powers: For a total time per day of 1 round per cleric
level you possess, you can act normally regardless of magical effects
that impede movement as if you were affected by the spell freedom of
movement. This effect occurs automatically as soon as it applies, lasts
until it runs out or is no longer needed, and can operate multiple
times per day (up to the total daily limit of rounds). This granted
power is a supernatural ability.
Add Survival to your list of cleric class skills.
spells per day
6 lv 0 n/a
5 lv 1 +1
4 lv 2 +1
4 lv 3 +1
3 lv 4 +1
I get 3 Lv 4 and one domain
1 devine power
1 Sending
1 Controll water
Domian: dimension door
4 lv 3 spells and one domain.
One create food and drink
Two summon monster 1
Stone shape.
Need one more
Domain: fly
4 Lv 2 spells one domain
One summon monster 2
One bears endurance
One bulls Str
One aid.
Domian locate object
5 lv 1 one domain
1 bless water
1 detect evil
1 devine favor
1 protection from Evil
1 sheild of faith.
Domain : Longstrider
6 Lv 0 domain n/a
1 detect magic
2 detect poison
1 purify food and drink.
2 light.
spontaneously cast healing spells
extra spells per day is one extra first and second
master work light crossbow 335gp + 40 bolts, 4 gp.
The ring heirloom,: can cast light at will.
magical +1 darksteel mace: it inflicts 1 point of electrical damage per hit.
5XOil (1-pint flask) 1gp 10 lb.
10xPaper (sheet) 2gp
5xParchment (sheet) 1gp
1xPot, iron 1gp
Pouch, belt (empty) 1 gp 1/2 lb.1
19 days worth Rations, trail (per day) 5 sp 1 lb.
1xRope, silk (50 ft.) 20 gp 10 lb.
1xSack (full) 2 sp 1 lb.
1XTent 10 gp 20 lb. 1
10xVial, ink or potion 10 gp 1 lb.
Waterskin 1 gp 4 lb. 1
1XBackpack (full) 2 gp 2 lb.1
1xBedroll 1 sp 5 lb.
10x Candle 1gp —
1xCase, map or scroll 1 gp 1/2 lb.
5xChalk, 1 piece 1 cp —
2XFishhook 1 gp —
has 4 Flask left 8
1xFlint and steel 1 gp —
1xGrappling hook 2gp 8 lb.
1xHammer 1gp 4 lb.
1xInkpen 1 sp —
1xLamp, common 1 sp 1 lb.
1xLantern, hooded 7 gp 2 lb.
8X scrolls of cure light wounds.= 200
8x cure light wounds at 25gp each
400
600gp
14k total going to mithril magic armor and magic tower shield.
13,400
Con +2 not added in yet.
Wis +2 not added in yet
8k on those
2,900 left.
Boots of eleven kind 2,500
Haversack 2k
900gp
Times per Day: You may attempt to turn undead a number of
times per day equal to 3 + your Charisma modifier.
Range: You turn the closest turnable undead first, and you can’t
turn undead that are more than 60 feet away or that have total cover
relative to you. You don’t need line of sight to a target, but you do
need line of effect (see page 176).
Turning Check: The first thing you do is roll a turning check to
see how powerful an undead creature you can turn. This is a Charisma
check (1d20 + your Charisma modifier) d20+2+(2) from the 5 ranks in K( religion)
. Table 8–9: Turning
Undead gives you the Hit Dice of the most powerful undead you
can affect, relative to your level. On a given turning attempt, you can
turn no undead creature whose Hit Dice exceed the result on this
table.
Turning Damage: If your roll on Table 8–9: Turning Undead is
high enough to let you turn at least some of the undead within 60
feet, roll 2d6 + your cleric level + your Charisma modifier for turning
damage. 2d6+3+2
That’s how many total Hit Dice of undead you can turn.
If your Charisma score is average or low, it’s possible (but
unusual) to roll fewer Hit Dice of undead turned than indicated on
Table: 8–9 Turning Undead. For instance, 1 1st-level cleric with an
average Charisma score could get a turning check result of 19
(cleric’s level +3, or 4 HD), which is enough to turn a wight, but then
roll only 3 on his turning damage roll—not enough to turn that
wight after all.
You may skip over already turned undead that are still within
range, so that you do not waste your turning capacity on them.
Effect and Duration of Turning: Turned undead flee from you
by the best and fastest means available to them. They flee for 10
rounds (1 minute). If they cannot flee, they cower (giving any attack
rolls against them a +2 bonus). If you approach within 10 feet of
them, however, they overcome being turned and act normally. (You
can stand within 10 feet without breaking the turning effect—you
just can’t approach them.) You can attack them with ranged attacks
(from at least 10 feet away), and others can attack them in any
fashion, without breaking the turning effect.
Destroying Undead: If you have twice as many levels (or more)
as the undead have Hit Dice, you destroy any that you would
normally turn.
His name Is George
STR: 10+0 DEX: 14+2 CON: 14+2 (16+3)
Int: 16+3 WIT: 16+3 (18+4) Cha: 14+2
Hp 69
Roll a one . So 4 hp at lv8. Yet iteam of con bumped it by a bit .
AC is : 10+ dex of +2, magic mithril +2 brestplate armor ac (+7) magic tower shield+2 (+6) = 25.
Touch is 12 flatfooded is 23.
Bab +6/+1
M: +7/+2 with magic darksteel weapon+1 doing 1d6+1( eletric).
Range masterwork light crossbow
+8/+3 to hit d8 damage.
Turn undead 5 times perday
They have a climb speed of 20, lowlight vision,
feats: tower shield Proficiency
natural heavyweight.
Leadership.
his god is Fharlanghn, god of roads who is Neutral domains are Luck, Protection, Travel
fort: base +6 : mod +3 = 9
will: Base +6 : Mod + 3 = 9
Ref: base +2 :mod +2= 4
1= 20
2= 25
3=30
4=35
5=40
6=45
7=50
8=55
Ride 1 mod+2 = 3
Concentration (Con), 7 + mod of +3 = 10
Heal (Wis), 2 + mod of +4 = +6
Knowledge (arcana)(Int), 1 + mod of +2= 3
Knowledge (history)(Int), 5 + mod of +2= 7
Knowledge (religion)(Int), 7 + mod of +2= 9
Knowledge (the planes)(Int), 4 + mod of +2 = 6
Spellcraft (Int). 1 + mod of +2= 3
Domain skill i get Survival
Survival: 3 points +4 = 7
Cross class
+8 on Climb checks :
Climb 2 rank +0 +8 racial mod -1= 9
+4 racial bonus on Balance and jump checks,
+2 racial bonus on Hide and Move Silently checks:
balance: 2 dex of 2 +4 racial-1 armor penalty= 7
jump: 2 str of 0 +4 racial -1=5
hide : 3 dex of 2 +2 racial -1=6
move silent: 3 dex of 2 +2 racial -1=6
TRAVEL& Luck
LUCK DOMAIN
Deities: Fharlanghn, Kord, Olidammara.
Granted Power: You gain the power of good fortune, which is
usable once per day. This extraordinary ability allows you to reroll
one roll that you have just made before the DM declares whether
the roll results in success or failure. You must take the result of the
reroll, even if it’s worse than the original roll.
TRAVEL DOMAIN
Deity: Fharlanghn.
Granted Powers: For a total time per day of 1 round per cleric
level you possess, you can act normally regardless of magical effects
that impede movement as if you were affected by the spell freedom of
movement. This effect occurs automatically as soon as it applies, lasts
until it runs out or is no longer needed, and can operate multiple
times per day (up to the total daily limit of rounds). This granted
power is a supernatural ability.
Add Survival to your list of cleric class skills.
spells per day
6 lv 0 n/a
5 lv 1 +1
4 lv 2 +1
4 lv 3 +1
3 lv 4 +1
I get 3 Lv 4 and one domain
1 devine power
1 Sending
1 Controll water
Domian: dimension door
4 lv 3 spells and one domain.
One create food and drink
Two summon monster 1
Stone shape.
Need one more
Domain: fly
4 Lv 2 spells one domain
One summon monster 2
One bears endurance
One bulls Str
One aid.
Domian locate object
5 lv 1 one domain
1 bless water
1 detect evil
1 devine favor
1 protection from Evil
1 sheild of faith.
Domain : Longstrider
6 Lv 0 domain n/a
1 detect magic
2 detect poison
1 purify food and drink.
2 light.
spontaneously cast healing spells
extra spells per day is one extra first and second
master work light crossbow 335gp + 40 bolts, 4 gp.
The ring heirloom,: can cast light at will.
magical +1 darksteel mace: it inflicts 1 point of electrical damage per hit.
5XOil (1-pint flask) 1gp 10 lb.
10xPaper (sheet) 2gp
5xParchment (sheet) 1gp
1xPot, iron 1gp
Pouch, belt (empty) 1 gp 1/2 lb.1
19 days worth Rations, trail (per day) 5 sp 1 lb.
1xRope, silk (50 ft.) 20 gp 10 lb.
1xSack (full) 2 sp 1 lb.
1XTent 10 gp 20 lb. 1
10xVial, ink or potion 10 gp 1 lb.
Waterskin 1 gp 4 lb. 1
1XBackpack (full) 2 gp 2 lb.1
1xBedroll 1 sp 5 lb.
10x Candle 1gp —
1xCase, map or scroll 1 gp 1/2 lb.
5xChalk, 1 piece 1 cp —
2XFishhook 1 gp —
has 4 Flask left 8
1xFlint and steel 1 gp —
1xGrappling hook 2gp 8 lb.
1xHammer 1gp 4 lb.
1xInkpen 1 sp —
1xLamp, common 1 sp 1 lb.
1xLantern, hooded 7 gp 2 lb.
8X scrolls of cure light wounds.= 200
8x cure light wounds at 25gp each
400
600gp
14k total going to mithril magic armor and magic tower shield.
13,400
Con +2 not added in yet.
Wis +2 not added in yet
8k on those
2,900 left.
Boots of eleven kind 2,500
Haversack 2k
900gp
Times per Day: You may attempt to turn undead a number of
times per day equal to 3 + your Charisma modifier.
Range: You turn the closest turnable undead first, and you can’t
turn undead that are more than 60 feet away or that have total cover
relative to you. You don’t need line of sight to a target, but you do
need line of effect (see page 176).
Turning Check: The first thing you do is roll a turning check to
see how powerful an undead creature you can turn. This is a Charisma
check (1d20 + your Charisma modifier) d20+2+(2) from the 5 ranks in K( religion)
. Table 8–9: Turning
Undead gives you the Hit Dice of the most powerful undead you
can affect, relative to your level. On a given turning attempt, you can
turn no undead creature whose Hit Dice exceed the result on this
table.
Turning Damage: If your roll on Table 8–9: Turning Undead is
high enough to let you turn at least some of the undead within 60
feet, roll 2d6 + your cleric level + your Charisma modifier for turning
damage. 2d6+3+2
That’s how many total Hit Dice of undead you can turn.
If your Charisma score is average or low, it’s possible (but
unusual) to roll fewer Hit Dice of undead turned than indicated on
Table: 8–9 Turning Undead. For instance, 1 1st-level cleric with an
average Charisma score could get a turning check result of 19
(cleric’s level +3, or 4 HD), which is enough to turn a wight, but then
roll only 3 on his turning damage roll—not enough to turn that
wight after all.
You may skip over already turned undead that are still within
range, so that you do not waste your turning capacity on them.
Effect and Duration of Turning: Turned undead flee from you
by the best and fastest means available to them. They flee for 10
rounds (1 minute). If they cannot flee, they cower (giving any attack
rolls against them a +2 bonus). If you approach within 10 feet of
them, however, they overcome being turned and act normally. (You
can stand within 10 feet without breaking the turning effect—you
just can’t approach them.) You can attack them with ranged attacks
(from at least 10 feet away), and others can attack them in any
fashion, without breaking the turning effect.
Destroying Undead: If you have twice as many levels (or more)
as the undead have Hit Dice, you destroy any that you would
normally turn.