Thou-Shalt-Be-Excellent-Unto-The-Infidel Clematis AKA "Excellent Clem" Male Human, 6'3", 210lbs Level 9 Cleric (domains: Travel, War) Lawful Good (deity is Neutral Good) Base stuff from level: attack 6/1, fort 6, ref 3, will 6, ac 10 Speed: 20ft (in armour) Languages: Common, Celestial Abilities: Str 14 (+2) Dex 10 ( 0) Con 14 (+2) Int 10 ( 0) Wis 18 (+4) Cha 10 ( 0) Initial HP: 68 Current HP: 68 Saves: Fortitude +8, Reflex +3, Willpower +10 Init: 0 Defence: AC 20, flat-footed 20, touch 10 (+2 breastplate, +2 buckler) Attack: 10/5, crit 19/20 x2, damage 2d6+4, 1d6 fire XP: 40000 Turn undead 3 times per day, +2 bonus (from Knowledge/Religion) Freedom of Movement for 9 turns per day (from Travel domain) -------------------------------------------------------------------------------- FEATS Martial Weapon Proficiency: Greatsword (via War domain) Weapon focus: Greatsword (via War domain) (+1 attack roll) Power Attack (reduce attack by up to 6, increase damage, x2 for two-handed) Cleave (bonus attack after reducing an enemy to 0 HP) Endurance (+4 constitution/fortitude checks in various situations) Diehard (can survive and crawl around between -1 and -9 HP) Combat Casting (+4 to Concentration checks for combat casting) -------------------------------------------------------------------------------- SKILL TOTAL STAT RANKS MISC Appraise (Int): 0 0 Balance (Dex): -5 0 -3 from armour Bluff (Cha): 0 0 Climb (Str): -1 2 -3 from armour * Concentration (Con): 12 2 10 Craft (Int): 0 0 Decipher Script (Int): 0 0 * Diplomacy (Cha): 0 0 Disable Device (Int): 0 0 Disguise (Cha): 0 0 Escape Artist (Dex): -5 0 -3 from armour Forgery (Int): 0 0 Gather Information (Cha): 0 0 * Heal (Wis): 9 4 5 Hide (Dex): -3 0 -3 from armour Intimidate (Cha): 0 0 Jump (Str): -1 2 -3 from armour * Knowledge/Arcana (Int): 5 0 5 * Knowledge/Religion (Int): 12 0 12 Knowledge/Nature (Int): 0 0 Listen (Wis): 4 4 Move Silently (Dex): -3 0 -3 from armour Open Lock (Dex): 0 0 Perform (Cha): 0 0 Search (Int): 0 0 Sense Motive (Wis): 5 4 Sleight of Hand (Dex): -5 0 -3 from armour * Spellcraft (Int): 6 0 4 +2 from Knowledge/Arcana Spot (Wis): 5 4 * Survival (Wis): 5 4 Swim (Str): -4 2 -6 from armour Tumble (Dex): -3 0 -3 from armour Use Magic Device (Cha): 0 0 Use Rope (Dex): 0 0 (* class skills) -------------------------------------------------------------------------------- SPELLS Key: (P)ersonal, (T)ouch, ### = already used Casting time is 1 standard action unless indicated otherwise Any spell can be changed spontaneously to healing spell of same level or lower Level 0 (6 per day) Read Magic read magic scrolls and inscriptions / 90 mins Detect Magic detect number and strength of magics / 9 mins ### Detect Poison detect poison, Wis DC 20 to identify ###T Light touched objects glows like torch / 90 mins Create Water create 18 gallons of water Mending (Cure Minor Wounds: 1hp) Level 1 (6 per day + 1 domain) P Longstrider (Travel) +10 feet to movement / 9 hours P Divine Favour +3 luck bonus to attack and damage / 1 min T Shield of Faith +3 deflection bonus to AC for 1 person / 9 mins P Comprehend Languages understand or read languages / 90 mins ### Detect Evil detect number and strength of evil / 90 mins T Hide from Undead hide 9 people from undead / 90 mins (empty slot) (Cure Light Wounds: 1d8+5) Level 2 (5 per day + 1 domain) Locate Object (Travel) locate object within 760ft / 9 mins Spiritual Weapon attack 11/6, damage 1d8+3 / 9 rounds T Resist Energy 20pt resistance against chosen energy / 90 mins Silence Silence in 20ft radius / 9 mins ### Lesser Restoration ### Lesser Restoration (Cure Moderate Wounds: 2d8+9) Level 3 (4 per day + 1 domain) T Fly (Travel) fly at 60ft (40ft in armour) / 9 mins Dispel Magic roll 1d20+9 against 11+caster level to dispel Prayer +1/-1 luck to rolls for allies/enemies / 9 rounds Searing Light ray does 4d8 damage (9d6 to undead) T Water Breathing 18 hours water breathing between touched people (Cure Serious Wounds: 3d8+9) Level 4 (3 per day + 1 domain) T Dimension Door (Travel) teleport me and 3 people up to 760ft P Divine Power attack 9/4, Strength +6, 9 temp hp / 9 rounds ### Divination Divination (Cure Critical Wounds: 4d8+9) Level 5 (1 per day + 1 domain) T Teleport (Travel) teleport me and 3 people up to 900 miles ### Wall of Stone create stone wall of nine 5ft squares, 1" thick (Cure Light Wounds, Mass: 1d8+9 x 9) -------------------------------------------------------------------------------- EQUIPMENT WEIGHT COST Buckler +2 5 4165 Flaming Greatsword +1 8 8350 Breastplate +2 (from Grog) 30 -- Non-flaming holy symbol, wood -- 1 Sack 0.5 0.1 "Shield of faith" component -- 0.2 Big wooden greatsword 3 25 Chalk x 10 -- 0.1 Torch x 8 10 0.4 Flint and steel -- 1 Rations x 4 4 2 Bedroll 5 0.1 Peasant's outfit 2 0.1 Total: 67.5 30 (+ original gear) -------------------------------------------------------------------------------- Missing equipment, now found again, yay!: Full Plate +2 50 5650 Gauntlets of Ogre Strength +2 2 4000 Periapt of Wisdom +2 -- 4000 Ring of Protection +1 -- -- Flaming holy symbol, silver -- 75 Cloak of Elvenkind 1 -- Masterwork dagger 1 -- Masterwork silvered dagger 1 -- Spell component pouch 2 5 (misc. spell components) ~275, say Handy Haversack 5 2000 Left pouch (holds 20lbs) Bedroll 5 0.1 Rations x 5 5 2.5 Holy water x 5 5 125 Right pouch (holds 20lbs) Light mace 4 5 Crowbar 5 2 Rope, silk, 50ft 5 10 Sack x 5 2.5 0.5 Mirror 0.5 10 Chalk x 8 -- 0.1 Flint and steel -- 1 Bell -- 1 Central pouch (holds 80lbs) Dagger x 2 2 4 Breastplate 30 200 Bag of Tricks (gray) -- 900 Wand of Cure Light Wounds -- 750 (0 charges left) Elixir of Swimming -- 250 Elixir of Sneaking -- 250 Universal Solvent -- 50 Pearl of Power (1st level) -- 1000 Potions: Cure Light Wounds Cure Moderate Wounds Cure Serious Wounds Scrolls: Restoration -- 800 Remove Curse -- 375 Remove Disease -- 375 Neutralize Poison -- 375 Remove Paralysis -- 150 Lesser Restoration x 3 -- 450 Augury -- 175 Status -- 150 -------------------------------------------------------------------------------- An unusually large and boisterous child, Clematis seemed like a natural for fighter school. However, the teachers frowned on his propensity to fight between as well as during lessons, and his preternatural clumsiness led to a number of unfortunate dismemberments on the archery field. He was expelled after ten days. Clem's stint in barding school was even more disastrous and ended in only eight days. In desperation, his parents packed him off to the Temple of G'taaar, The Awesome God Who Is Most Excellent, where young Clematis finally found his true calling. The monks of G'taar teach a gentle philosophy of peace, love, and of being excellent to each other. While agreeing with this wholeheartedly, Clem found that his boundless energy drove him to take G'taar's message out to the world at large, wielding the sacred FLAMING GREATSWORD and generally striking fear into the enemies of all that is excellent and good. If one were to be critical it might be suggested that he can at times be a bit over-enthusiastic. Since his last adventure, Clem has been taking dancing lessons to improve his footwork. However, an unfortunate tango accident resulted in the dance studio burning down and left him with a hairline skull fracture, slightly reducing the efficiency of his thought processes. In addition to the FLAMING GREATSWORD, Clem wears magical full plate armour and carries a buckler (also magical). When attacking, he can't use the buckler and it gives a -1 penalty to his attack roll, so he usually ditches it once he's warmed up and pumped full of religious fervour. For a light source, Clem usually uses his holy symbol, which tastefully emits harmless flames due to a Continual Flame spell. When he doesn't want the light to be seen, he just tucks it into his armour.