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Gazadriel

Ability Scores
Base
Str
14
Dex 10
Con 14
+2,000xp/25,000xp
Int
14
Wis 14
Chr 14
Level:
Race:
Racial Abilities:

Cost
5
0
5
5
5
5

Race 4th

+2
+2

+1

Final
14 (+2)
10 (+0)
14 (+2)
14 (+2)
17 (+3)
16 (+3)

GOLD
16,000 gp
23,000xp /
60

6
Aasimars
Native Outsider: Aasimars are outsiders with the native subtype.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability
(caster level equal to the aasimars class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and
electricity resistance 5.
Known Languages: Common, Celestial, Draconic, Infernal
Alignment:
Neutral Good
Hit Die:
d8 (6)
Hit Points:
48 (6d8 HD) +12 (6x2 Con Bonus) = 60 Hit Point total
Armor Class:
16 (10 base, +6 for chain mail armor)
Initiative:
+6 (Improved Initiative, Reactionary)
BAB:
+4
CMB:
+6 (BAB (4) + STR bonus (2) + Size bonus(0))
CMD:
+16 (10 + BAB (4) + STR bonus (2) + DEX bonus (0) + Size bonus (0))
Fort Save (+5):
+7
Ref Save (+2):
+2
Will Save (+5):
+8
Class:
Cleric
Diety:
Sarenrae (NG; Domains: Fire, Glory, Good, Healing, Sun; Favored Weapon:
Scimitar)
Favored Class:
Cleric: +1 HP or +1 Skill Point or Add +1/2 to dmg when using positive energy
vs. undead or using Alignment Channel to damage evil
outsiders.
Class Abilities:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons,
light armor, medium armor, and shields (except tower
shields). Clerics of are also proficient with the favored weapon of their
deity. (Scimitar)
Aura (Ex): He has a particularly powerful good aura.
Spells: The DC for a save vs. his spells is 10 + spell level + Wis mod (3).
Channel Energy (Su): Can deal damage to undead creatures or to heal living
creatures. Causes a 30-foot radius burst centered on the
cleric that damages or heals 3d6. The damage can be halved with a Will
save vs. DC17. Healing can't exceed max HPs. The

cleric may channel 6 times per day and is a standard action that does not
provoke an AoO. He can choose whether or not to
include himself in this effect. He must have his holy symbol to use this
ability.
Domains: He has the domains of Glory and Good. He gains one domain spell slot
for spell levels 1 through 3. Each day, a cleric
places one domain spell in each slot. If a domain spell is not on the cleric
spell list, a cleric can prepare it only in his domain
spell slot. Domain spells cannot be used spontaneous casting. In addition,
a cleric gains the listed powers of his level from both
of his domains. Unless noted, domain powers need a standard action.
Orisons: Clerics can prepare 4 orisons, or 0-level spells, each day. These spells
are cast like any other spell, but they are not expended
when cast and may be used again.
Spontaneous Casting: He can channel stored spell energy into healing spells not
prepared ahead of time. The cleric scrifices a prepared spell
that is not an orison or domain spell to cast a cure spell of the same spell
level or lower (a cure spell is a spell w/ cure in its name).
Chaotic, Evil, Good, and Lawful Spells: He cant cast spells of an alignment
opposed to his or Sarenrae's. Spells associated with
particular alignments are indicated by the chaotic, evil, good, and lawful
descriptors in their spell descriptions.
Bonus Languages: A clerics bonus language options include Celestial, Abyssal,
and Infernal (the languages of good, chaotic evil, and
lawful evil outsiders, respectively). These choices are in addition to the
bonus languages available to the character because of his race.
Domain Abilities: Glory: When you channel positive energy to harm undead creatures, the save DC
to halve the damage is increased by 2 (is included in the
above number) Touch of Glory (Sp): Your hand can shimmer with divine
radiance, allowing you to touch a creature as a standard
action and give it a +5 bonus on a single Charisma-based skill check or
Charisma ability check. This ability lasts for 1 hour or until
used on a roll. You can use this ability 6 times per day. Domain Spells: 1st
- Shield of Faith, 2nd - Bless Weapon, 3rd - Searing Light.
Good: Touch of Good (Sp): You can touch a creature as a standard action,
granting a +2 sacred bonus on attack rolls, skill checks,
ability checks, and saving throws for 1 round. You can use this ability a
number of times per day equal to 3 + your Wis mod
(4). Domain Spells: 1st - protection from evil, 2nd - align weapon (good
only), 3rd - magic circle against evil.
Class Skills:
Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana)
(Int), Knowledge (history) (Int), Knowledge (nobility) (Int),
Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int),
Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points:
4 per level (including Int bonus)
Skill Points Total: 24
Skills:
Skill
AbilityRanks
Trained
Bonus
Total
Diplomacy
Cha (+3)
+3
+3

+0

+8
Heal
Wis (+3)
+3
+3
+0
+9
Knowledge (Arcana)
Int (+2)
+2
+3
+0
+7
Knowledge (Planes)
Int (+2)
+2
+3
+0
+7
Knowledge (Religion)
Int (+2)
+2
+3
+0
+7
Perception
Wis (+3)
+3
+3
+1
+10
Sense Motive
Wis (+3)
+3
+3
+0
+9
Spellcraft
Int (+2)
+3
+3
+0
+8
Traits:
Eyes and Ears of the City - Your religious training involved serving in the city
watch of a large city, the primary duty of which was standing
sentinel on a city wall. Benefits: You gain a +1 trait bonus on Perception
checks, and Perception is always a class skill for you.
Reactionary - You were bullied often as a child, but never quite developed an
offensive response. Instead, you became adept at
anticipating sudden attacks and reacting to danger quickly. Benefit: You
gain a +2 trait bonus on initiative checks.
Feats:
1st Level - Scribe Scroll
3rd Level - Improved Initiative
5th Level - Power Attack: -2 to hit in melee for +4 damage.
Spells Per Day:
Level 0 (Orison): 5
Level 1: 4+1
Level 2: 4+1
Level 3: 3+1
Spell List:
Level 0: Create Water
Detect Magic - Lv0; 1std; V,S; 60'rng cone; Conc.1min/lv; Rnd1: presence of
magic auras; Rnd2: Number of auras, most potent; Rnd3: Str
& location of each aura. (Core267)
Enhanced Diplomacy - lv0; 1std; V,S; Rng:Touch; target; 1min; +2 on one
diplomacy or intimidate check. (PC: Taldor, Echoes of Glory24)
Light - 1std; V,DF; Rng:Touch; Object; 10min/lv; 20'radius (Core304)
Purify Food & Drink - lv0; 1std; V,S; Rng10'; 6cu.ft of food & drink; inst
(Core328)
Level 1: Bless - lv1; 1std; V,S,DF; Rng50'; +1 att rolls & saves vs. fear. Bless
counters & dispels bane. (Core249)
Command - lv1; 1std; V; Rng40'; 1rnd; Approach, Drop (item); Fall (prone);
Flee; Halt. (Core257)
Divine Favor - lv1; 1std; V,S,DF; RngPersonal; 1min; +2 attack & dmg
(Core273)
Sheld of Faith (D) - lv1; 1std; V, S, M (parchment w/holy text); RngTouch; 6min;
+3 deflection AC (Core342)
<open slot>
Level 2: Bless Weapon (D) - lv2; 1std; V, S; RngTouch; +1 good aligned, bypass

DR of evil, all crits confirmed (Core250)


Bull's Strength - lv2; 1std; V, S, M/DF (a few hairs from a bull); RngTouch;
6min; +4 strength (Core251)
Calm Emotions - lv2; 1std; V, S, DF; Rng160'; 20'radius; Conc6rnds; Will save
(DC15); Stops attacks, supresses bonuses from bless, good
hope, rage, bard inspire courage, barbarians rage. Suppress fear effects &
confusion. (Core252)
Sound Burst - lv2; 1std; V, S, DF; Rng40'; 10'rad; Fort save (DC15) avoid stun;
1d8, target stunned. (Core346)
<open slot>
Level 3: Magic Circle vs Evil (D); lv3; V, S, DF; 1std; RngTouch; 10'rad;
60min; Will save (DC16); +2AC, +2 saves, much else (Core308)
Dispel Magic; lv3; V, S; 1std; Rng160'; Single target; d20+6 vs DC 11+caster
level to dispell one spell; counterspell (Core272)
Prayer; lv3; V, S, DF; 1std; Rng40'centered on self; 6rnds; +1 att, dmg, saves,
skill checks, foes takes a 1 on such rolls. (Core324)
<open slot>
Gear:
Scimitar
+6 hit (+1 masterwork, +1 magic, +4 BAB), 2d6+3 (1d6 base, +1d6 fire, +2 str,
+1 magic), 18-20/x2, 4lbs, Slashing
Masterwork, Flaming +1d6 Fire Damage, +1 Enhancement
Chainmail
+6 AC, +2 (+4) Max Dex, -5 (-2) Armor Check Penalty, 20' move
Mithril, 1/2 weight, +2 Max Dex, -3 ACP
Clothing, Jewelry, Misc Wearables (while in armor):
Poncho
2.0 lbs.
Signet Ring
0.0 lbs.on a chain, over chest armor
Signal Whistle
0.0 lbs.on a chain with the signet ring, over chest
armor
Wrist Sheath
1.0 lbs.
Wand of Cure Light Wounds 50 charges - 49 remaining
Belt Pouch 1
0.5 lbs.
167gp, 5sp, 24cp
Belt Pouch 2
0.5 lbs.
1 piece of Chalk
0.0 lbs.
Set of Dice
0.0 lbs.
Belt Pouch 3
0.5 lbs.
Flint & Steel
0.0 lbs.
Tinder
0.5 lbs.
Whetstone
1.0 lbs.
Waterskin
4.0 lbs..5 gallon, attached to his belt
2 x Daggers
2.0 lbs.1d4dmg, 19-20/x2, 10', P/S, one in belt, one
in left boot.
Gear on self:
Backpack

2.0 lbs

Unless noted, gear is inside the

backpack
8 x Candles
Candlestick
Dagger
Blanket
Grooming Kit
Journal
Scrivener's Kit
Mess Kit
Clay Mug
50' Hempen Rope

0.0 lbs.
0.5 lbs.
1.0 lbs. 1d4dmg, 19-20/x2, 10', P/S
3.0 lbs.
2.0 lbs.
1.0 lbs.50 pages, oilskin cover
1.0 lbs.Pen & ink supplies
1.0 lbs.
1.0 lbs.
10 lbs.
Hung on the right side of the

backpack
Sealing Wax
Shaving Kit
50' of String
50' of Thread
3x Torch
3 days Trail Rations
Scroll Kit

1.0 lbs.
0.5 lbs.
0.5 lbs.
0.5 lbs.
9.0 lbs.Hung on the left side of the backpack
3.0 lbs.
Waterproof paper (100), ink,

eversharp quill
Haversack scroll case
5x scrolls of cure light wounds
2x scrolls of comprehend languages
3x scrolls of remove paralysis
1x scroll of water breathing
Item Name
Weight
Notes
Bedroll
5.0 lbs.(UE), horse
Blankets
3.0 lbs.(UE), horse
1 square yard of Canvas
1.0 lbs.(UE), horse
Clothing:
Clerical Vestments 6 lbs.
(UE), horse
Explorer's Outfit
8.0 lbs.(UE), horse
Peasant's Outfit
2.0 lbs
(UE), horse
Cooking Kit
16 lbs.
(UE), horse
Crow Bar
2.0 lbs.(UE), horse
1 day of Firewood
20 lbs.
(UE), horse
Fishing Kit
3.0 lbs.(UE), horse
Folding Chair
10 lbs.
(UE), horse
Gear Maintenance Kit
2.0 lbs.(UE), horse
Hammock
3.0 lbs.(UE), horse
Lamp
1.0 lbs.(UE), 6 hours per pint
3 x flasks of Oil
3.0 lbs
1 pint
Musical Instrument (Lute) 3.0 lbs.(UE), horse
2 x Tea (good)
1.0 lbs.(UE), horse
Teapot
1.0 lbs.(UE), horse
Waterskin
4.0 lbs.(UE), .5 gallon, horse.
Heavy Horse (combat)

Ridig Kit (Common)

54 lbs.

(UE), Horse

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