Folkin

Description:

Male Gnome Cleric (Sune: Charm, Good) AL: Chaotic Good; Lv. 6; Size Small (3 ft., 3 in. tall);
Languages Spoken: Common, Gnome, Celestial
XP: 23,000
Speed: 20 ft.
STR: 8 [ – 1], DEX: 10 [ + 0], CON: 15 [ + 2], INT: 13 [ + 1], WIS: 17 [ + 3], CHA: 18 [ + 4]
HP: [60 / 60] / 5d8 + 5(2);
Initiative: [ 0 ] = [ 0 ] + [misc]
AC: [ 16 ] = 10 + [ 0 Dex ]+ [ 3 Armor ] + [ 2 Shield ] + [ 1 Deflection ] +
[ 0 ] Natural] + [ 0 Misc];
Touch AC: [ 11 ] = 10 + [0 Dex]+ [1 Deflection] + [0 Natural] + [0 Misc];
FF AC: [ 16 ] = 10 + [3 Armor] + [2 Shield] + [1 Deflection] + [0 Natural] + [0 Misc]
Fort: [ + 7] = [+ 5 base] + [+ 2 mod] + [] + []
Ref: [ + 2] = [+ 2 base] + [+ 0 mod] + [] + []
Will: [ + 8] = [+ 5 base] + [+ 3 mod] + [] + []
Base Attack Bonus: [ + 3]
Skills: 18 / 18 skill ranks
/Class skill Total Mod / Ranks / C.S. / Misc
/Appraise (Int) [ + 0] = [ + 1] + [ + 0] + [ + 3] + [ + 0]
/Craft (Int) [Alchemy] [ + 6] = [ + 1] + [ + 0] + [ + 3] + [ + 2](Racial)
/Diplomacy (Cha) [ + 12] = [ + 4] + [ + 5] + [ + 3] + [ + 0]
/Heal (Wis) [ + 6] = [ + 3] + [ + 0] + [ + 3] + [ + 0]
/Knowledge (arcana) (Int) [+ 4] = [ + 1] + [ + 0] + [ + 3] + [ + 0]
/Knowledge (history) (Int) [ + 5] = [ + 1] + [ + 1] + [ + 3] + [ + 0]
/Knowledge (nobility) (Int) [ + 4] = [ + 1] + [ + 0] + [ + 3] + [ + 0]
/Knowledge (planes) (Int) [ + 5] = [ + 1] + [ + 1] + [ + 3] + [ + 0]
/Knowledge (religion) (Int) [ + 9] = [ + 1] + [ + 5] + [ + 3] + [ + 0]
/Linguistics (Int) [ + 4] = [ + 1] + [ + 0] + [ + 3] + [ + 0]
Perception (Wis) [ + 7] = [ + 3] + [ + 4] + [ + 0] + [ + 0]
/Profession (Wis) {Priest} [ + 6] = [ + 3] + [ + 0] + [ + 3] + [ + 0]
/Sense Motive (Wis) [ + 6] = [ + 3] + [ + 0] + [ + 3] + [ + 0]
/Spellcraft (Int) [ + 6] = [ + 1] + [ + 2] + [ + 3] + [ + 0]

Feat: Extra Channels, Brew Potions, Craft Wands,

Weapons:
+ 1 Silken Whip +2 (1d2 – 1, 20 x2)

Channel Energy: 3d6, 4 (Cha) + 3 (std) + 2 (feat) = 9 / per day;

Charm Domain
Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1 / 2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
Domain Spells: 1st charm person, 2nd calm emotions, 3rd suggestion, 4th heroism, 5th charm monster, 6th geas/quest, 7th insanity, 8th demand, 9th dominate monster.

Good Domain
Granted Powers: You have pledged your life and soul to goodness and purity.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st protection from evil, 2nd align weapon (good only), 3rd magic circle against evil, 4th holy smite, 5th dispel evil, 6th blade barrier, 7th holy word, 8th holy aura, 9th summon monster IX (good spell only).

Spells per Day: 4 / 3+D / 3+D / 2+D
0: Stabilize, Mending, Detect Magic, Create Water, Light, Read Magic, Resistance,
1: Bless, Bless Water, Cure Light Wounds, Divine Favor, Endure Elements, Hide from Undead, Remove Fear, Shield of Faith, Sanctuary, Summon Monster I, Cure Light Wounds
2: Aid, Align Weapon, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cure Moderate wounds Darkness, Delay Poison, Eagle’s Spelndor, Enthrall, Find Trap, Gentle Repose, Hold Person, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth
3: Continual flame(M), Create Food & Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Invisibility Purge, Locate Object, Magic Circle, Magic Vestment, Meld to Stone, Obscure object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall,

Money: 1764.09gp / 10,500gp
Inventory:
[ 1 ] + 1 Whip (1d2) 2,001gp disarm, nonlethal, reach, trip
[ 10 ] Studded Leather 25gp,
[ 5 ] Heavy Wood Shield 7 gp
[ ] Ring of Sustinance 2,500gp
[ ] +1 Ring of Protection 2,000gp
[ ] Belt Pouch 1gp
[ 1.25 ] Bedroll .1gp
[ ] Flint and Steel 1gp
[ .75 ] Winter Blanket 5gp
[ 1 ] Waterskin 1gp
[ 1 ] Silver Holy Symbol (Sune) 25gp
[ 1.5 ] Cleric’s Vestments (free)
[ 5 ] Handy Havasack 2,000gp (Carried Items have – before entry)
=[ 3 ] 3x Oil .3gp
=[ 3 ] 3x Soap 1.5gp
=[ 4 ] 4x Holy Water 25gp
=[] 10x Chalk .01gp
=[ .5 ] Mirror 10gp
=[ 2 ] Explorer’s Outfit 8gp
=[ 2 ] Mwk Manacles 50gp
[]
[]
[ 26.5 ] Total lbs.
Carrying Capacity: 20, 40, 60, 60, 120, 300

Primary motivation: Chivalry. The character believes that
helping others is an end in and of itself.
Secondary motivation: Divine. The character is compelled to
act according to their religious beliefs.
Racial Traits:
+ 2 Constitution, + 2 Charisma, – 2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes
them naturally agreeable.
Small: Gnomes are Small creatures and gain a + 1 size bonus to their AC, a + 1 size bonus on attack rolls, a – 1 penalty to their
Combat Maneuver Bonus and Combat Maneuver Defense, and a + 4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7.
Defensive Training: Gnomes get a + 4 dodge bonus to AC against monsters of the giant type.
Gnome Magic: Gnomes add + 1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a
Charisma of 11 or higher also gain the following spell-like abilities:
1 /day dancing lights, ghost sound, prestidigitation, and speak with animals.
The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a + 1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due
to special training against these hated foes.
Illusion Resistance: Gnomes get a + 2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a + 2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a + 2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose
from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Class Features:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
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).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Chapter 10. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, Clerics meditate or pray for their spells. Each cleric
must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare
during her daily meditation.
Channel Energy (Su): 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.. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30 foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd,
3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1 / 2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point
total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to
present her holy symbol to use this ability.
Domains: A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Orisons: Clerics can prepare a number of orisons, or 0 level spells, each day, as noted on Table 3/5 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) 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 (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
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 her race.

Bio:

Folkin

Dungeons & Dragons ~ A New Beginning Raven42