I rolled stats using the standard method (which, I believe, is 4d6, drop the lowest number, and then assign as you like) and then had to think about what I wanted to make. The roll wasn't super, but it wasn't too bad, either; very much on the positive side of middle of the road. I kinda like Clerics and find them under-appreciated even though they can be quite potent characters. Though I had no particular deity in mind, I decided to make a Cleric who was less a healer and perhaps more a protector.
After assigning his stats based on my gut instinct, this fellow is not a particularly potent warrior or thinker, though methinks his instincts are quite good. Mostly he should be a survivor. I decided to make his Cleric spell foci Magic and Protection, just to keep things interesting. His skills reflect his interest in magic and religion and his propensity to pay attention. Alas, I was less creative with his feats. They are largely combat/adventuring focused.
I have no idea if he could actually afford the equipment I gave him, though I certainly kept it reasonable.
And so Azual the Protector sallies forth in search of... being shelved for a later date. There's no way I can play everyone I make. So what character comes next? No idea! Stay tuned to find out!
Male Human Cleric 1
Neutral Good
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Domains: Knowledge Protection
Energy: Positive [Healing / Turns Undead]
Total Hit Points: 10
Speed: 30 feet
Armor Class: 16 = 10 +4 [chain shirt] +2 [dexterity]
- Touch AC: 12
Flat-footed: 14
Initiative modifier: | +2 | = +2 [dexterity] |
Fortitude save: | +4 | = 2 [base] +2 [constitution] |
Reflex save: | +2 | = 0 [base] +2 [dexterity] |
Will save: | +5 | = 2 [base] +3 [wisdom] |
Attack (handheld): | +0 | = 0 [base] |
Attack (unarmed): | +0 | = 0 [base] |
Attack (missile): | +2 | = 0 [base] +2 [dexterity] |
Grapple check: | +0 | = 0 [base] |
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: | 33 lb. or less 34-66 lb. 67-100 lb. 100 lb. 200 lb. 500 lb. |
Languages: | Common |
Light Mace [1d6, crit x2, 1 lb, light, bludgeoning]
Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]
Feats:
Combat Casting | |
Improved Turning |
Traits:
Ability | Modifier | Modifier | Modifier | ||
Appraise | Int | 0 = | |||
Balance | Dex* | 2 = | |||
Bluff | Cha | 1 = | |||
Climb | Str* | 0 = | |||
Concentration | Con | 4 = | +2 | ||
Craft_1 | Int | 0 = | |||
Craft_2 | Int | 0 = | |||
Craft_3 | Int | 0 = | |||
Diplomacy | Cha | 1 = | |||
Disguise | Cha | 1 = | |||
Escape Artist | Dex* | 2 = | |||
Forgery | Int | 0 = | |||
Gather Information | Cha | 1 = | |||
Heal | Wis | 5 = | +2 | ||
Hide | Dex* | 2 = | |||
Intimidate | Cha | 1 = | |||
Jump | Str* | 0 = | |||
Knowledge (arcana) | Int | 1 = | +1 | ||
Knowledge (religion) | Int | 3 = | +3 | ||
Listen | Wis | 3 = | |||
Move Silently | Dex* | 2 = | |||
Perform_1 | Cha | 1 = | |||
Perform_2 | Cha | 1 = | |||
Perform_3 | Cha | 1 = | |||
Perform_4 | Cha | 1 = | |||
Perform_5 | Cha | 1 = | |||
Ride | Dex | 2 = | |||
Search | Int | 0 = | |||
Sense Motive | Wis | 3 = | |||
Spot | Wis | 5 = | +2 | ||
Survival | Wis | 3 = | |||
Swim | Str** | 0 = | |||
Use Rope | Dex | 2 = |
* = check penalty for wearing armor
Zero-level Cleric spells: 3 per day
First-level Cleric spells: 2 (1+1) per day +1 from a domain:
Human:
- Extra feat at first level (already included)
- Four extra skill points at first level (already included)
- One extra skill point at each additional level (already included)
- Alignment Aura
- Spontaneous Casting (heal)
- Turn Undead (4x/day)
- High wisdom gains bonus spells daily
- Domain choices give additional abilities
Class | HP rolled | ||
Level 1: | Cleric | 8 |
26 lb 10 lb 1 lb 2 lb _____ 39 lb | Weapons / Armor / Shield (from above) Sling bullets (group of 10) x2 Holy symbol (silver) Spell component pouch Total |