| Verith of the Sand | |
![]() |
|
| Aliases: | Son of Vorox |
| Age: | 174 |
| Hair: | Dark Blue |
| Eyes: | Gold |
| Height: | 5'7 |
| Weight: | 150 |
| Race: | Aasimar |
| Class: | Cloistered Cleric of Aasterinian 1 |
| Alignment: | Neutral |
| Level: | 1 |
| Experience: | 0 |
| Hit Points: | 8/8 |
| Gold: | 245 |
| Current Status: | Active |
| Played by Blackshade | |
| Ability | Score | Mod | Temp Score | Temp Mod |
| Strength | 8 | -1 | +0 | +0 |
| Dexterity | 10 | +0 | +0 | +0 |
| Constitution | 14 | +2 | +0 | +0 |
| Intelligence | 16 | +3 | +0 | +0 |
| Wisdom | 20 | +5 | +0 | +0 |
| Charisma | 20 | +5 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
| Armor Class | Saving Throws | Base | Bonus | Total | ||
| Total | Base 10 = 14 | Fortitude | +2 | +6 | +8 | |
| Flat-Footed | 14 | Reflex | +0 | +0 | +0 | |
| Touch | 10 | Will | +2 | +5 | +7 | |
| BAB | Mod | Total Range/Melee | Initiative |
| +0 | +Dex/+Str | +0/+3 | Dex = +0 |
| C | U | Skills | Rank | Ability | Synergy | Magic Bonuses | Total | |
| - | U | Climb (Str) | + 0 | + 3 | + 0 | + 0 | + 0 | + 0 |
| - | U | Jump (Str) | + 0 | + 3 | + 0 | + 0 | + 0 | + 0 |
| - | U | Swim (Str) | + 0 | + 3 | + 0 | + 0 | + 0 | + 0 |
| - | U | Balance (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Escape Artist (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Hide (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Move Silently (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | - | Open Lock (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Ride (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | - | Sleight of Hand (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | - | Tumble (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Use Rope (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | U | Concentration (Con) | + 4 | + 6 | + 0 | + 0 | + 0 | + 10 |
| - | U | Appraise (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | U | Craft (Int) | + 0 | + 3 | + 0 | + 0 | + 0 | + 0 |
| C | - | Decipher Script (Int) | + 0 | + 3 | + 0 | + 0 | + 0 | + 0 |
| - | - | Disable Device (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Forgery (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | - | Knowledge(Religion) (Int) | + 4 | + 3 | + 0 | + 0 | + 0 | + 7 |
| C | - | Knowledge(Arcana) (Int) | + 4 | + 3 | + 0 | + 0 | + 0 | + 7 |
| - | U | Search (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | - | Spellcraft (Int) | + 4 | + 3 | + 0 | + 0 | + 0 | + 7 |
| C | U | Heal (Wis) | + 4 | + 5 | + 0 | + 0 | + 0 | + 9 |
| - | U | Listen (Wis) | + 0 | + 5 | + 0 | + 0 | + 0 | + 0 |
| C | - | Profession (Wis) | + 0 | + 5 | + 0 | + 0 | + 0 | + 5 |
| - | U | Sense Motive (Wis) | + 0 | + 5 | + 0 | + 0 | + 0 | + 0 |
| - | U | Spot (Wis) | + 0 | + 5 | + 0 | + 0 | + 0 | + 0 |
| - | U | Survival (Wis) | + 0 | + 5 | + 0 | + 0 | + 0 | + 0 |
| - | U | Bluff (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | U | Diplomacy (Cha) | + 4 | + 6 | + 0 | + 0 | + 0 | + 10 |
| - | U | Disguise (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Gather Information (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | - | Handle Animal (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Intimidate (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | U | Perform (Dance) (Cha) | + 4 | + 6 | + 0 | + 0 | + 0 | + 10 |
| C | U | Perform (Percussion Instruments) (Cha) | + 4 | + 6 | + 0 | + 0 | + 0 | + 10 |
| - | - | Use Magic Device (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | - | Speak Language | + 12 |
| Skill Points | Total Skill Points Here |
-U = usable untrained
-C = class skill
Languages Known:
Common
Celestial
Draconic
Abyssal
Aquan
Auran
Axios(1 skill point)
Carnivon(2)
Discordian(3)
Giant(4)
Ignan(5)
Infernal(6)
Parselmouth(7)
Runnertongue(8)
Squeak Squeak(9)
Sylvan(10)
Terran(11)
Trade Tongue(12)
Skill Tricks:
Skill Point Total:
1st 36
Feats:
Skill Knowledge(Perform) - Level 1
Draconic Heritage maybe?
Wish list:
Extend Spell
Persistent Spell
Divine Metamagic(Persistent Spell)
Quicken Spell
Improved Turning
Class Abilities:
In addition to the stated number of spells per day for 1st through 9th level spells, a cleric gets a bonus domain spell for each level starting at 1st. The +1 in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high wisdom score but must be used to cast a domain given spell.
Class Features
All of the following are class features of the cleric.
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.
Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).
Racial Abilities:
Aasimar:
Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.
Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.
Aasimar characters possess the following racial traits.
- +2 Wisdom, +2 Charisma.
- Medium size.
- 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, Giant, Sylvan, Trade Tongue.
- Level adjustment +0.
| Weapon | Attack Bonus | Damage | Crit | Damage Type |
| Iron Pipe | +3 | 1d6+4 | 20 x2 | B |
| Dart x6 | +0 | 1d4+3 | 20 x2 | P |
| Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
| - | + | +0 | - | - | 30ft | 0lb |
| 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:
Statistics of Items Here:
Spells per Day:
3/3+1
Spell DCs:
10+5+Spell Level = 15 + Spell Level
Spells Known:
Domains:
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
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Thoughts: Allows “listening” to surface thoughts.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Divination: Provides useful advice for specific proposed actions.
True Seeing: Lets you see all things as they really are.
Find the Path: Shows most direct way to a location.
Legend Lore: Lets you learn tales about a person, place, or thing.
Discern Location: Reveals exact location of creature or object.
Foresight: “Sixth sense” warns of impending danger.
Celerity Domain
Granted Power
Your land speed is faster than the normal for your race by 10'. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load.
Celerity Domain Spells
Expeditious Retreat: Your speed increases by 30'.
Cats Grace: Subject gains +4 to Dex for 1 min./level.
Blur: Attacks miss 20% of the time.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Tree Stride: Step from one tree to another far away.
Wind Walk: You and your allies turn vaporous and travel quickly.
Cats Grace, Mass: As cat's grace, affects one subject/level.
Blink, Greater: As blink, but safer and with more control.
Time Stop: You act freely for 1d4+1 rounds.
Travel Domain
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.
Travel Domain Spells
Longstrider: Increases your speed.
Locate Object: Senses direction toward object (specific or type).
Fly: Subject flies at speed of 60 ft.
Dimension Door: Teleports you short distance.
Teleport: Instantly transports you as far as 100 miles/level.
Find the Path: Shows most direct way to a location.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Phase Door: Creates an invisible passage through wood or stone.
Astral Projection: Projects you and companions onto Astral Plane.
Cantrips:
Level 1:
Character History:
enter character history here






