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Torin Truehart - Stats

Torin Truehart CR 14
Male elf Cleric 14
CG Medium humanoid
Init +0; Senses low-light vision, Listen +9, Spot +9
Languages Common, Elven
Height 5 ft. 3 in., weight 121 lb., age xx, XP 91,000 (0)


AC 25, touch 12, flat-footed 25
hp 122 (14 HD)
Immune magical sleep effects
Fort +14, Ref +6, Will +18 (+20 vs. enchantment or charm)

Speed 30 ft. (6 squares)
Melee +2 giant bane longsword +15/+9 (1d8+5/19-20) or
+2 giant bane longsword +17/+12 (1d8+7+2d6/19-20) (vs. giants) or
Ranged +1 longbow +11/+6 (1d8+1/20) or
ranged touch +10
Base Atk +10; Grp +13
Attack Options spells, Reach Spell (SL +2), 4 metamagic points
Special Attack turn/destroy undead 6/day at CL 14
Special Actions 14 rounds of freedom of movement per day, automatic as needed.
Combat Gear
Cleric Spells Prepared (CL 14 or CL 15 for Good spells):
7th— fortunate fate, holy wordD, mass restoration, radiant assault
6th— blade barrierD, bolt of glory, energy immunity, greater dispel magic, heal
5th— teleportD, righteous wrath of the faithful, spell resistance (2), true seeing
4th— assay spell resistance (2), dimension doorD, dimensional anchor (2), restoration
3rd— awaken sin, dispel magic, flyD, ghost touch weapon, invisibility purge, mass align weapon, mass conviction
2nd— augury, close wounds, ghost touch armor, lesser restoration, locate objectD, remove paralysis, silence, spiritual weapon
1st— command (2), comprehend languages, delay disease, longstriderD, moon lust (2), resurgence
0— detect magic, detect poison, light, mending, purify food and drink, read magic
Domains
Good (Cast Good spells at +1 Caster Level)
1st—protection from evil, 2nd—aid, 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX.
Travel (Cleric Level rounds per day of automatic freedom of movement as needed. Survival is a class skill.)
1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—find the path, 6th—teleport, 7th—greater teleport, 8th—phase door, 9th—astral projection.
Abilities Str 16, Dex 10, Con 16, Int 10, Wis 23, Cha 16
SQ half-elf traits
Feats Armor Proficiency (Light, Medium, Heavy), Alertness, Augment Healing, Combat Casting, Improved Toughness, Reach Spell, Shield Proficiency, Weapon Group (Basic, Bows, Heavy Blades, Slings & Thrown Weapons, Spears & Lances). 12 2/3 General Feat Points available.
Skills Appraise +0, Balance -4, Bluff +3, Climb -1, Concentration +12, Diplomacy +5, Disguise +3, Escape Artist -4, Heal +17, Hide -4, Jump -1, Knowledge (Nature) +8, Knowledge (Religion) +10, Listen +9, Move Silently -4, Search +1, Spot +9, Survival +8, Swim -5, Use Rope +0
Possessions +2 giant bane longsword, +1 longbow, arrows (30), +3 elven chain (body), least crystal of adaptation, +3 heavy steel shield, crystal of bent sight, phylactery of faithfulness (head), (face) periapt of wisdom +6 (throat), shirt of health +2 (torso), cloak of resistance +2 (shoulders), belt of giant strength +4 (waist), armband of maximized healing (arms), gloves of dexterity +2 (hands), anklet of translocation (feet), ring of protection +2 (ring 1), ring of feather fall (ring 2), spell component pouch (5), healing belt, silver holy symbol of Arianrhod, silver ingot (25) (focus for moon lust), backpack, augury bones (25), healer's kit (1) (@5), horn of plenty, silk rope (10), magic bedroll, everlasting rations, everfull mug, 7,040 gp
Other Possessions.
Half-Elf traits: Low-Light Vision; Immune to magic sleep spells and effects; +2 racial bonus on saves against Enchantment spells and effects; +1 racial bonus on Listen, Search, and Spot checks (already figured into the statistics given above). +2 racial bonus on Diplomacy and Gather Information checks (already figured into the statistics given above). Elven Blood: For all effects related to race, a half-elf is considered an elf.
Everfull Mug (MIC 160)

This common-looking brown clay mug has persistant stains just under the rim.

Three times per day, when you recite the command word, this mug fills with 12 ounces of water, cheap ale, or watery wine (your choice).

Everlasting Rations (350) (MIC 160)

This nondescript, small leather pouch has a light blue silk drawstring.

This pouch contains enough trail rations to feed a Medium creature for one day. Every morning at sunrise, the pouch magically creates another day's worth of rations.

Healing Belt (750) (MIC 110)

This broad leather belt is studded with three moonstones.

While weaeing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation.
In addition, the belt has 3 charges which are renewed each day at dawn. Spending one or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

Magic Bedroll (500) (MIC 163)

This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender.

A magic bedroll grants you a comfortable and peaceful night's sleep. As long as you lie in it, you gain the benefit of an endure elements spell. After sleeping for 8 hours in the bedroll, you recover 1 hit point per character level, in addition to the hit points you recover normally. Getting into or out of a magic bedroll is a full-round action.


AUGMENT HEALING [GENERAL] (Complete Divine p. 79)
Prerequisite: Heal 4 ranks
Benefit: Add +2 points per spell level to the amount of damage healed by a Conjuration [Healing] spell that you cast.

REACH SPELL [METAMAGIC] (Complete Divine p. 84)
You can cast touch spells without touching the recipient
Benefit: 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 on a ranged touch attack to bestow the spell on the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level.


Righteous Wrath of the Faithful (SC 177)
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 5
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Target Allies within a 30-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

When you cast this spell, you fire your allies with a divine madness or fury, greatly enhancing their combat abilities.

Allies gain one additional melee attack each round, at their highest attack bonus, when making a full attack. (This additional attack is not cumulative with other effects that grant extra attacks, such as a haste spell.) They also gain a +3 morale bonus on attack rolls and damage rolls. (This bonus on melee attack rolls does stack with the bonus provided by haste.)


Copyright © 2013 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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