|Played by Belle Hibiki|
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 + 2 Dexterity + 4 Armor + 1 Shield = 17|
|+0||+2 Dex/+0 Str||+2/+0|
|Dex = +2|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|X||Decipher Script (Int)||+0||+0||+0||+0||+0|
|X||Disable Device (Int)||+0||+0||+0||+0||+0|
|X||Escape Artist (Dex)||+0||+0||+0||+0||+0|
|X||Gather Information (Cha)||+0||+0||+0||+0||+0|
|X||Handle Animal (Cha)||+0||+0||+0||+0||+0|
|C||Knowledge (Stuff) (Int)||+4||+0||+0||+0||+4|
|X||Move Silently (Dex)||+0||+0||+0||+0||+0|
|X||Open Lock (Dex)||+0||+0||+0||+0||+0|
|X||Sense Motive (Wis)||+0||+0||+0||+0||+0|
|X||Sleight of Hand (Dex)||+0||+0||+0||+0||+0|
|X||Speak Language (n/a)||+0||+0||+0||+0||+0|
|X||Use Magic Device (Cha)||+0||+0||+0||+0||+0|
|X||Use Rope (Dex)||+0||+0||+0||+0||+0|
Where C is Class Skill and X is a Cross-Class Skill
Languages Known: Common, Celestial
Skill Tricks go here
Skill Point Total: Total Here
1st 8, <—Breakdown of skills generated per level, helps you keep track.
1st Level: Sacred Healing
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below.
To cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score, see: Bonus Spells. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric uses a spell via one of its domain spell slots, it must come from one of its domains (see Deity, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A cleric may cast any spell on the cleric spell list, provided that he can cast spells of that level.
Like all other spellcasters in Therafim, the Cleric casts spells spontaneously proper prayers are still required to recover spent spell slots.
Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A cleric’s 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.
- An aasimar’s base land speed is 30 feet.
- Darkvision: Aasimars can see in the dark up to 60 feet.
- Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
- Racial Feats: An aasimar gains feats according to its class levels.
- Special Attacks: Daylight. (As the spell, 1/day)
- Special Qualities: Resistance to acid 5, cold 5, and electricity 5.
- Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
- Favored Class: Paladin.
- Level adjustment +0.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Crossbow, Heavy||+2||1d10||19-20 x2||Piercing|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Scale Mail||+4||+3||-4||25%||20ft||30 lb|
|Head||Item name goes here||Brief item description|
|Face||Item name goes here||Brief item description|
|Neck||Item name goes here||Brief item description|
|Shoulders||Item name goes here||Brief item description|
|Torso||Item name goes here||Brief item description|
|Arms||Item name goes here||Brief item description|
|Hands||Item name goes here||Brief item description|
|Right Ring||Item name goes here||Brief item description|
|Left Ring||Item name goes here||Brief item description|
|Waist||Item name goes here||Brief item description|
|Feet||Item name goes here||Brief item description|
|Pack||Item name goes here||Brief item description|
List of Items Here:
x20 Crossbow bolts (2 GP)
Statistics of Items Here:
Spells per Day:
1st: 4 (1 base + 2 bonus for Wis + 1 Domain)
0th: 10 + 5 Wisdom + Spell Level 0 = 15
1st: 10 + 5 Wisdom + Spell Level 1 = 16
Domains: Healing, Community
- 1. Cure Light Wounds
- 1. Bless
Celeste was born in a faraway village near the edge of Elven lands. As a child she lived what some would consider a charmed existence - occasionally poor, but not poor enough to be miserable. Her mother and father were - and are - kind, and her older brother always looked out for her. She was naturally beautiful and graceful, and had a way with animals and adults that protected her from any real harm. Because she stood out so much amongst the other children, however, she was often teased when her older brother wasn't around to protect her. Sweet and soft-spoken in nature, she became more socially withdrawn and shy around strangers.
Always the kind to help others, Celeste eagerly entered the Priesthood for Hathor, where she has dedicated herself ever since. She has earned some notoriety within the ranks of her fellows as being a mender of fences.