Tianna | |
Aliases: | Tia |
Age: | 110 |
Hair: | Brownish Gray |
Eyes: | Gray Eyes |
Height: | 5'1" |
Weight: | 98 lbs |
Race: | Elf |
Class: | Cloistered Cleric of Oberon and Titania 1 |
Alignment: | Neutral Good |
Level: | 1 |
Experience: | 0 |
Hit Points: | 6/6 |
Gold: | 55 |
Current Status: | Active |
Played by Ibis |
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 8 | -1 | +0 | +0 |
Dexterity | 18 | +4 | +0 | +0 |
Constitution | 10 | +0 | +0 | +0 |
Intelligence | 14 | +2 | +0 | +0 |
Wisdom | 18 | +4 | +0 | +0 |
Charisma | 18 | +4 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Armor + Dexterity = 18 |
Flat-Footed | 14 |
Touch | 14 |
Saving Throws | Base | Bonus | Total |
Fortitude | +2 | +0 | +2 |
Reflex | +0 | +4 | +4 |
Will | +2 | +4 | +6 |
BAB | Mod | Total Range/Melee |
+0 | +Dex/+Str | +4/+0 |
Initiative |
Dex = +4 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
C | Appraise (Int) | +0 | +2 | +0 | +0 | +2 |
C | Balance (Dex) | +0 | +4 | +0 | +0 | +4 |
C | Bluff (Cha) | +0 | +4 | +0 | +0 | +4 |
C | Climb (Str) | +0 | -1 | +0 | +0 | -1 |
X | Concentration (Con) | +4 | +0 | +0 | +0 | +4 |
X | Craft (Int) | +4 | +2 | +0 | +0 | +6 |
X | Decipher Script (Int) | +4 | +2 | +0 | +0 | +6 |
X | Diplomacy (Cha) | +4 | +4 | +0 | +0 | +8 |
C | Disable Device (Int) | +0 | +2 | +0 | +0 | +2 |
C | Disguise (Cha) | +0 | +4 | +0 | +0 | +4 |
C | Escape Artist (Dex) | +0 | +4 | +0 | +0 | +4 |
C | Forgery (Int) | +0 | +2 | +0 | +0 | +2 |
C | Gather Information (Cha) | +0 | +4 | +0 | +0 | +4 |
C | Handle Animal (Cha) | +0 | +4 | +0 | +0 | +4 |
X | Heal (Wis) | +4 | +4 | +0 | +0 | +8 |
C | Hide (Dex) | +0 | +4 | +0 | +0 | +4 |
C | Intimidate (Cha) | +0 | +4 | +0 | +0 | +4 |
C | Jump (Str) | +0 | -1 | +0 | +0 | -1 |
X | Knowledge (Stuff) (Int) | +4 | +2 | +0 | +0 | +6 |
C | Listen (Wis) | +0 | +4 | +0 | +2 | +6 |
C | Move Silently (Dex) | +0 | +4 | +0 | +0 | +4 |
C | Open Lock (Dex) | +0 | +4 | +0 | +0 | +4 |
C | Perform (Cha) | +0 | +4 | +0 | +0 | +4 |
X | Profession (Wis) | +4 | +4 | +0 | +0 | +8 |
C | Ride (Dex) | +0 | +4 | +0 | +0 | +4 |
C | Search (Int) | +0 | +2 | +0 | +2 | +4 |
C | Sense Motive (Wis) | +0 | +4 | +0 | +0 | +4 |
C | Sleight of Hand (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +4 | +2 | +0 | +0 | +6 |
C | Spot (Wis) | +0 | +4 | +0 | +2 | +6 |
C | Survival (Wis) | +0 | +4 | +0 | +0 | +4 |
C | Swim (Str) | +0 | -1 | +0 | +0 | -1 |
C | Tumble (Dex) | +0 | +4 | +0 | +0 | +4 |
C | Use Magic Device (Cha) | +0 | +4 | +0 | +0 | +4 |
C | Use Rope (Dex) | +0 | +4 | +0 | +0 | +4 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Sylvan, Literacy, Celestial, Infernal, Draconic
Skill Tricks:
Craft: Painting
Profession: Artist
Knowledge: Religion, Arcane
Skill Point Total: Total Here
1st 32
Feats:
1st: Extend Spell
Class Abilities:
Weapon and Armor Proficiency: Cloistered clerics are proficient with simple weapons and with light armor.
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.
Lore (Ex):
Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level.
Spellcasting:
Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.
Deity, Domains, and Domain Spells:
Most cloistered clerics worship deities associated with knowledge and learning.
In addition to any domains selected from his deity's list, a cloistered cleric automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity). He gains the Knowledge domain granted power and may select his bonus domain spell from the Knowledge domain or from one of his two regular domains.
Racial Abilities:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Listen, Spot and Search skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Sylvan. Elves with high Intelligence scores can choose from the following: Carnivon, Celestial, Draconic, Goblin, and Wildlander.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Dagger | -1 | 1d4-1 | 19/20 x2 | P or S |
Light Crossbow | +4 | 1d8 | 19/20 x2 | P |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Chain Shirt | +4 | +4 | -2 | 20% | 30ft | 25lb |
Slot | Item | Description |
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:
Light Crossbow
Dagger
30 Crossbow Bolts
Chain Shirt
Masterwork Artisan's Tools
Statistics of Items Here:
Spells per Day:
0: 3
1: 2+1
Spell DCs:
10 + Wis + Spell Level
Spells Known:
Cleric Spells
Charm Domain:
Granted Power: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Charm Domain Spells
1. Charm Person: Makes one person your friend.
2. Calm Emotions: Calms creatures, negating emotion effects.
3. Suggestion: Compels subject to follow stated course of action.
4. Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
5. Charm Monster: Makes monster believe it is your ally.
6. Geas/Quest: As lesser geas, plus it affects any creature.
7. Insanity: Subject suffers continuous confusion.
8. Demand: As sending, plus you can send suggestion.
9. Dominate Monster: As dominate person, but any creature.
Dream Domain:
Granted Power: Because you have long delved into dreams and nightmares, you are immune to fear effects.
Dream Domain Spells
1. Sleep: Puts 4 HD of creatures into magical slumber.
2. AuguryMF: Learns whether an action will be good or bad.
3. Deep Slumber: Puts 10 HD of creatures to sleep.
4. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
5. Nightmare: Sends vision dealing 1d10 damage, fatigue.
6. Dream Sight: Your spirit can hear and see at a distance for 1 min./level.
7. Scrying, GreaterF: As scrying, but faster and longer.
8. Power Word Stun: Stuns creature with 150 hp or less.
9. Weird: As phantasmal killer, but affects all within 30'.
Knowledge Domain:
Granted Power: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level.
Knowledge Domain Spells
1. Detect Secret Doors: Reveals hidden doors within 60'.
2. Detect Thoughts: Allows "listening" to surface thoughts.
3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4. Divination: Provides useful advice for specific proposed actions.
5. True Seeing: Lets you see all things as they really are.
6. Find the Path: Shows most direct way to a location.
7. Legend Lore: Lets you learn tales about a person, place, or thing.
8. Discern Location: Reveals exact location of creature or object.
9. Foresight: "Sixth sense" warns of impending danger.
Character History:
(Pending an approval)