Pregen - Cleric
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NameRaceTiefling
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ClassClericLevel1
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AbilityModifierModifier+Level
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STR16+3+4
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CON14+2+3
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DEX10+0+1
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INT8-1+0
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WIS16+3+4
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CHA14+2+3
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AC18AC Mod0
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PD14PD Mod0
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MD14MD Mod0
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Initiative+1Improved InitiativeNo
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maxHP27ToughnessNo
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maxRecoveries8Extra Recoveries0
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Recovery Dice1d8+2Armor TypeHeavy
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Save BonusShieldYes
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No Armor PenaltyNo
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Melee WeaponMaceMelee TypeLight or Simple One-HandedMelee To-Hit Mod0
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Melee vs. AC+4Melee Damage1d6+3 (Miss:1)Melee Dmg Mod0
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Ranged To-Hit Mod0
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Ranged WeaponCrossbowRanged TypeLight or Simple, CrossbowRanged Dmg Mod0
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Ranged vs. AC+1Ranged Damage1d6+0StrongheartNo
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One Unique Thing
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Backgrounds
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Icon Relationships
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Racial FeaturesCurse of Chaos: 1/battle as free action when nearby enemy rolls natural 1-5 on attack or save, turn roll into natural 1 and improvise a further curse.
+2 Str OR +2 Int
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Class FeaturesHeal; Ritual Magic; +2 Str OR +2 Wis
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Ritual Magic: Take a spell from your list that will be used/expended for the ritual, explain to the GM what you are trying to accomplish through the ritual, gather materials for the ritual as deemed appropriate by you and/or the GM, spend 1d4 minutes/quarter-hours/hours preparing and casting the ritual (ritual is ruined when you either fall unconscious or make an attack), make a skill check using a magical background and an appropriate ability score (as determined by the GM) against a DC based on your tier and the results you're hoping for (repeated castings of the same ritual results in less likelihood for success as the world builds up resistance to being broken by magic). The results of the ritual are naturally/magically the extensions of your spell's normal effects, but failing to hit the DC means the ritual won't work as expected, and rolling a natural 1 means the ritual fails spectacularly. Regardless, even if the spell is normally at-will, after expending it for a ritual you can only regain the use of the spell at the end of a daily heal-up.
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Class TalentsHealing Domain: When you cast a spell that lets you or an ally heal using a recovery, the target also adds hit points equal to double your level to the recovery. You also gain the use of the Invocation of Healing
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Protection or Community Domain: 1/battle you can include two additional allies to the recipients of your spells cast for broad effect. You also gain the use of the Invocation of Protection/Community.
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Sun or Anti-Undead Domain: Unless you choose to deal the normal damage of an attack, all your attacks deal holy damage. You also gain the use of the Invocation of Sun/Anti-Undead.
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InvocationsInvocation of Healing: 1/day Quick Action, cannot cast this while an ally cleric's Invocation of Healing is in effect. Gain an additional use of the Heal spell, and the first healing granted by Heal doesn't eat up a recovery.
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Invocation of Protection: 1/day Quick Action, cannot cast this while an ally cleric's Invocation of Protection is in effect. Crits against you and your allies this battle only deal normal damage, not crit damage
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Invocation of Sun/Anti-Undead: 1/day Quick Action, cannot cast this while an ally cleric's Invocation of Sun/Anti-Undead is in effect. Roll a d6 when you cast a daily cleric spell this battle. If the result is less than or equal to the escalation die, you get the spell back at the end of the fight.
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Class Powers & SpellsHeal (close quarters 2/battle 1/round spell): Quick Action touch range, let you or an ally heal using a recovery.
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Turn Undead (close quarters daily spell): Standard Action vs. 1d4 nearby undead creatures, each with 55 hp or fewer. Wisdom + Charisma + Level vs. MD. If you hit by less than 4, it is dazed for a round. If you hit by less than 8, it also takes holy damage equal to 1d10 per level. If you hit by less than 12, it instead takes half its maximum hit points in holy damage, and is dazed (save ends). Higher than that, or on a natural 20, the target is destroyed.
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Cure Wounds (daily spell): Quick Action. You or one nearby ally gets to heal without having to spend a recovery to do so.
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Shield of Faith (daily spell): Quick Action. Choose between having one ally getting +2 to AC for the duration of battle, or as many as three allies (including yourself) gain +1 to AC for the duration of the battle.
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Javelin of Faith (at-will spell): Standard Action vs. one nearby enemy. Wisdom + Level vs. MD, Hit: 1d6+Wisdom holy damage. Miss: Damage equal to your level.
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Spirits of the Righteous (1/battle spell): Standard Action vs. one nearby enemy. Wisdom + Level vs. MD, Hit: 4d6+Wisdom holy damage, and your nearby ally with the lowest hit points gains a +4 to AC for a round. Miss: Your nearby ally with the lowest hit points gains a +2 to AC for a round.
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FeatsHeal (A): the target of the Heal spell can now be a nearby ally instead of touch range.
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