Risa Mortus

Alignment
NG
Race
Size
Medium
Class
Cleric 1
Gender
Female
Diety
Lathoth
Languages
Human
Total HP
10 1 (fcb) + 8 (Cleric) + 1 (level 0)
Initiative
0 0 (ability)
Speed
30

Defense

Saves

Fort
+3 2 (base) + 1 (ability)
Ref
0 0 (base) + 0 (ability)
Will
+5 3 (ability) + 2 (base)

AC

AC
10 10 (base) + 0 (armor) + 0 (dex)
Touch
10 10 (base) + 0 (dex)
Flat
10 10 (base) + 0 (armor)

 

CMD
12 0 (bab) + 2 (str) + 10 (base) + 0 (dex)

Offense

BAB
0
CMB
+2 0 (bab) + 2 (str)
Morningstar +2 0 (iterative) + 0 (base) + 2 (ability) (1d8+2 2 (ability) / x2) B and P
Heavy Crossbow 0 0 (ability) + 0 (iterative) + 0 (base) (1d10+0 / 19-20x2) P 120 ft.
Longsword +2 0 (iterative) + 2 (ability) + 0 (base) (1d8+2 2 (ability) / 19-20/x2) S

Ability Scores

Ability Score Mod
Str 14 +2
Dex 10 0
Con 12 +1
Int 8 -1
Wis 17 +3
Cha 13 +1

Skills

Dex
0 0 (dex)
Int
-1 -1 (int)
Cha
+1 1 (cha)
Str
+2 2 (str)
Int
-1 -1 (int)
Cha
+1 1 (cha)
Cha
+1 1 (cha)
Dex
0 0 (dex)
Dex
0 0 (dex)
Wis
+3 3 (wis)
Cha
+1 1 (cha)
Int
+3 1 (ranks) + 3 (class) + -1 (int)
Wis
+3 3 (wis)
Cha
+1 1 (cha)
Dex
0 0 (dex)
Wis
+3 3 (wis)
Dex
0 0 (dex)
Wis
+3 3 (wis)
Str
+2 2 (str)

Special Abilities

Class

Spellcasting

A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. 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. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare 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. 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.

Aura

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Orisons

Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Channel Energy

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 a neutral cleric 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 a neutral cleric 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 of 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 can cast 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 channel 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, activating a domain power is a standard action.

  • A complete listing of cleric domains can be found here: Cleric Domains

Fur Domain

Associated Domain: Animal

Domain Spells

  • 1st—magic fang

  • 2nd—hold animal

  • 3rd—beast shape I (animals only)

  • 4th—summon nature’s ally IV (animals only)

  • 5th—beast shape III (animals only)

  • 6th—antilife shell

  • 7th—animal shapes

  • 8th—summon nature’s ally VIII (animals only)

  • 9th—shapechange.

Predator's Grace

You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healing Domain

Domain Spells

  • 1st—cure light wounds

  • 2nd—cure moderate wounds

  • 3rd—cure serious wounds

  • 4th—cure critical wounds

  • 5th—breath of life

  • 6th—heal

  • 7th—regenerate

  • 8th—cure critical wounds (mass)

  • 9th—heal (mass)

Rebuke Death

You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 of 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).

Race

+2 To One Ability Score

Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium

Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed

Humans have a base speed of 30 feet.

Bonus Feat

Humans select one extra feat at 1st level.

Skilled

Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages

Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feats

Birthmark (Faith Trait)

This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Spell Focus

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Selective Channeling

When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Inventory

Inventory Weight
88.14 lbs.
Value
850 gp

Weapons

cold-iron Morningstar
Cost
16 gp
Weight
6 lbs.

A morningstar is a spiked metal ball, affixed to the top of a long handle.

Heavy Crossbow
Cost
50 gp
Weight
8 lbs.

You draw a heavy crossbow back by turning a small winch. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Load: Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.

Longsword
Cost
15 gp
Weight
4 lbs.

This sword is about 3½ feet in length.

Eastern Version: Hwandudaedo This heavy sword consists of large straight blade with a thick back and wickedly sharpened edge. It is equivalent to a longsword.

Armor

Breastplate
Cost
200 gp
Weight
30 lbs.

A breastplate protects a wearer's torso with a single piece of sculpted metal, similar to the core piece of a suit of full plate. Despite its sturdiness, its inflexibility and open back make it inferior to complete suits of metal armor, but still an improvement over most non-metal armors.

Items

Crossbow Bolt (x10)
Cost
1 gp
Weight
1 lbs.

Bolts come in a case or quiver that holds 10 bolts (or 5 for a repeating crossbow).

A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2).

Alchemist's Fire (x3)
Cost
60 gp
Weight
3 lbs.

Alchemist's fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. Crafting this item is a DC 20 Craft (alchemy) check.

Holy Water (x4)
Cost
100 gp
Weight
4 lbs.

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell holy water at cost (making no profit). Holy water is made using the bless water spell.

Oil of Bless Weapon
Cost
200 gp
Weight
0 lbs.

A character can drink this potion as a standard action to gain the effects of {spell}

Potion of Cure Light Wounds (x2)
Cost
100 gp
Weight
0 lbs.

A character can drink this potion as a standard action to gain the effects of {spell}

Potion of Protection From Evil
Cost
50 gp
Weight
0 lbs.

A character can drink this potion as a standard action to gain the effects of {spell}

Sunrod (x3)
Cost
6 gp
Weight
3 lbs.

This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.

Backpack
Cost
2 gp
Weight
2 lbs.

This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.

Bedroll
Cost
1 gp
Weight
5 lbs.

This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

Belt Pouch
Cost
1 gp
Weight
5 lbs.

A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.

Candle (x5)
Cost
05 gp
Weight
0 lbs.

A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light). A candle cannot increase the light level above normal light. A candle burns for 1 hour. Price 1 cp; Weight

Chalk (x5)
Cost
05 gp
Weight
0 lbs.

This fat piece of white chalk easily marks wood, metal, or stone. You can write with it for about 24 hours before it is expended. Chalk also comes in other colors, but these are rarer and can be more expensive.

Crowbar
Cost
2 gp
Weight
5 lbs.

A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If it is used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Flint and Steel
Cost
1 gp
Weight
0 lbs.

Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long

Silver Holy Symbol
Cost
25 gp
Weight
1 lbs.

A holy symbol focuses positive energy and is used by good clerics and paladins (or by neutral clerics who want to cast good spells or channel positive energy). Each religion has its own holy symbol.

Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics ( or by neutral clerics who want to cast evil spells or channel negative energy).

Mess Kit
Cost
2 gp
Weight
1 lbs.

This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Sack
Cost
1 gp
Weight
5 lbs.

This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.

Silk Rope
Cost
10 gp
Weight
5 lbs.

This rope has 4 hit points and can be burst with a DC 24 Strength check.

Trail Rations (x5)
Cost
2.5 gp
Weight
5 lbs.

The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.

Waterskin
Cost
1 gp
Weight
4 lbs.

A water or wineskin holds 1/2 gallon of liquid and weighs 4 lb when full.

Gold Piece (x7)
Cost
7 gp
Weight
14 lbs.

A gold piece is the most common form of currency