Cleric Sheet
Aug. 28th, 2015 01:15 amFemale Aasimar Cleric 5
Chaotic Good
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Domains: Animal + Healing
Granted Powers: You cast healing spells at +1 caster level.
You can use speak with animals once per day as a spell-like ability.
Energy: Positive [Healing / Turns Undead]
Total Hit Points: 49
Action Points: 31
Speed: 30 feet
Armor Class: 12 = 10 +1 [dexterity] + 1 (House Rules)
- Touch AC: 12
Flat-footed: 11
| Initiative modifier: | +2 | = +1 [dexterity] +1 [empathic] |
| Fortitude save: | +6 | = 4 [base] +2 [constitution] |
| Reflex save: | +2 | = 1 [base] +1 [dexterity] |
| Will save: | +9 | = 4 [base] +5 [wisdom] |
| Attack (handheld): | +3 | = 3 [base] |
| Attack (unarmed): | +3 | = 3 [base] |
| Attack (missile): | +4 | = 3 [base] +1 [dexterity] |
| Grapple check: | +3 | = 3 [base] |
Feats & Skills
Purchased (7/20) Birthday (0/0)
Self-Sufficient: You get a +2 bonus on all Heal checks and Survival checks.
Life Learned: Your number of skill points per level is based on Wisdom, not Intelligence.
Self Improvement: Gains +1 to one ability score. [WIS]
Channel Energy: 3d6 - Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
Spontaneous Casting: A good cleric can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower.
Spell Focus: [Compulsion] Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Greater Spell Focus: [Compulsion] Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Augment Healing: Your Conjuration [Healing] spells are more effective. Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast.
Reach Spell: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level.
Godless Healing: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total hit dice as a move action. This is a supernatural ability.
Empathic: +2 to Sense motives and Diplomacy, +1 to initiative
Heart of the Mountain: +2 hit points per level, applied retroactively, in addition to all future levels.
Ability | Modifier | Modifier | Modifier | ||
| Appraise | Int | 0 = | |||
| Balance | Dex* | 1 = | |||
| Bluff | Cha | 4 = | |||
| Climb | Str* | 0 = | |||
| Concentration | Con | 6 = | +4 | ||
| Craft_1 | Int | 0 = | |||
| Craft_2 | Int | 0 = | |||
| Craft_3 | Int | 0 = | |||
| Diplomacy | Cha | 10 = | +4 | +2 | |
| Disguise | Cha | 7 = | +3 | ||
| Escape Artist | Dex* | 1 = | |||
| Forgery | Int | 0 = | |||
| Gather Information | Cha | 4 = | |||
| Heal | Wis | 14 = | +6 | +2 | |
| Hide | Dex* | 1 = | |||
| Intimidate | Cha | 4 = | |||
| Jump | Str* | 0 = | |||
| Knowledge (nature) | Int | 1 = | +1 | ||
| Knowledge (arcana) | Int | 2 = | |||
| Knowledge (history) | Int | 2 = | |||
| Knowledge (religion) | Int | 2 = | +4 | ||
| Knowledge (planes) | Int | 2 = | |||
| Listen | Wis | 8 = | +2 [aasimar] | ||
| Move Silently | Dex* | 1 = | |||
| Perform_1 | Cha | 4 = | |||
| Perform_2 | Cha | 4 = | |||
| Perform_3 | Cha | 4 = | |||
| Perform_4 | Cha | 4 = | |||
| Perform_5 | Cha | 4 = | |||
| Ride | Dex | 1 = | |||
| Search | Int | 3 = | +3 | ||
| Sense Motive | Wis | 10 = | +2 | +2 | |
| Spellcraft | Int | 5 = | +5 | ||
| Spot | Wis | 10 = | +2 | +2 [aasimar] | |
| Survival | Wis | 8 = | +2 | ||
| Swim | Str** | 0 = | |||
| Use Rope | Dex | 1 = |
* = check penalty for wearing armor
Spells
To prepare or 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.
Zero-level Cleric spells: 5 per day
First-level Cleric spells: 5 (3+2) per day +1 from a domain: Healing = Cure Light Wounds
Second-level Cleric spells: 4 (2+2) per day +1 from a domain: Healing = Cure Moderate Wounds
Third-level Cleric spells: 2 (1+1) per day +1 from a domain: Healing = Cure Severe Wounds
Prepared Spells
Aasimar:
- +2 wisdom, +2 charisma (already included)
- +2 on listen and spot checks (already included)
- Light once per day
- Acid, cold & electricity resistance 5
- Darkvision (see 60 feet in pitch-dark)
- "Native outsider." Check with your referee.
- Level adjustment +1
Cleric:
- Alignment Aura
- Spontaneous Casting (heal)
- Turn Undead (7x/day)
- High wisdom gains bonus spells daily
- Domain choices give additional abilities