Name: | Duchess Claire Whidmoore Suffolk of Stonedale |
Class: | Cleric 8 |
Race: | Human |
Age: | 16 |
Gender: | Female |
Height: | 5'1'' |
Build: | Petite |
Weight: | 119 |
Hair: | Red (Burnt Orange) |
Eyes: | Pale Blue |
Alignment: | Lawful Neutral |
Religion: | Raethor |
Family Motto: | A word once spoken cannot be recalled. |
Str | 13 | +1 |
Dex | 10 | +0 |
Con | 10 | +0 |
Int | 16 | +3 |
Wis | 24 | +7 |
Cha | 14 | +2 |
[/td][/tr][/table]
Fort: | 11= | 6 | +0 | +3 | +2 |
Ref: | 7= | 2 | +0 | +2 | +3 |
Will: | 16= | 6 | +7 | +3 |
Special:Aura: A cleric of a chaotic, evil, good, or lawful deity
has a particularly powerful aura corresponding to the
deity’s alignment
Channel energy 4d6 - 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 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.
Domain: 1/dayLaw DomainGranted Powers: You follow a strict and ordered code
of laws, and in so doing, achieve enlightenment.
Touch of Law (Sp): You can touch a willing creature as a
standard action, infusing it with the power of divine order
and allowing it to treat all attack rolls, skill checks, ability
checks, and saving throws for 1 round as if the natural d20
roll resulted in an 11. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): At 8th level, you can give a weapon
touched the axiomatic 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 chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos,
4th—order’s
wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—
shield of law, 9th—summon monster IX (law spell only).
Protection DomainGranted Powers: Your faith is your greatest source of
protection, and you can use that faith to defend others. In
addition, you receive a +1 resistance bonus on saving throws.
This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch
an ally to grant him your resistance bonus for 1 minute.
When you use this ability, you lose your resistance bonus
granted by the Protection domain for 1 minute. You can
use this ability a number of times per day equal to 3 +
your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot
aura of protection for a number of rounds per day equal
to your cleric level. You and your allies within this aura
gain a +1 def lection bonus to AC and resistance 5 against
all elements (acid, cold, electricity, fire, and sonic). The
def lection bonus increases by +1 for every four cleric levels
you possess beyond 8th. At 14th level, the resistance against
all elements increases to 10. These rounds do not need to
be consecutive.
Domain Spells: 1st—sanctuary,
2nd—shield other, 3rd—
protection from energy, 4th—spell immunity, 5th—spell resistance,
6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—
prismatic sphere.
0-Level Cleric Spells (Orisons) 4/dayDetect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
Detect Poison - You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
1st-Level Cleric Spells 5/day- Bane: Enemies take –1 on attack rolls and saves against fear.
- Cause Fear: One creature of 5 HD or less f lees for 1d4 rounds.
- Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
- Abadar's Truthtelling:This spell functions like zone of truth, except as noted above. Abadar’s symbol appears above the head of the target so all present can see that he is affected by the spell.
- Diagnose Disease
- Range close (25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell resistance no
You determine whether a creature, object, or area carries any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature’s disease. The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
2nd Level Cleric Spells 5/day- Hold Person - Range medium (100 ft. + 10 ft./level)
Target one humanoid creature
Duration 1 round/level (D); see text
Saving Throw Will negates; see text; Spell Resistance yes
Paralyzes one humanoid for 1 round/level.
- Inflict Moderate Wounds- Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
Touch attack, 2d8 damage + 1/level (max +10).
- Grace: Until the end of your turn, your movement does not provoke attacks of opportunity.
Delay PoisonRestoration, Lesser3rd Level Cleric Spells- 4/day- Daylight - Range touch
Target object touched
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no
You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
- Searing Light - Range medium (100 ft. + 10 ft./level)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target.
A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8).
An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8).
A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
- Blindness - Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration permanent (D)
Saving Throw Fortitude negates; Spell Resistance yes
- Dispel Magic - Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature, or object
Duration instantaneous
Saving Throw none; Spell Resistance no
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
4th Level Cleric Spells- 3/day- Holy Smite - Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration instantaneous (1 round); see text
Saving Throw Will partial; see text; Spell Resistance yes
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.
The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.
- Spiritual Ally - Range medium (100 ft. + 10 ft./level)
Effect spiritual ally of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
An ally made of pure force appears in a single 5-foot square within range. The ally takes the form of a servant of your god.
The spiritual ally occupies its space, though you and your allies can move through it, since it is your ally. The spiritual ally carries a single weapon, one favored by your deity (as for spiritual weapon), which has the same threat range and critical modifiers as a real weapon of its form. Each round on your turn, starting with the turn that you cast this spell, your spiritual ally can make an attack against a foe within its reach that you designate. The spiritual ally threatens adjacent squares and can flank and make attacks of opportunity as if it were a normal creature. The spiritual ally uses your base attack bonus (gaining extra attacks if your base attack bonus is high enough) plus your Wisdom bonus when it makes a melee attack. When the spiritual ally hits, it deals 1d10 points of force damage + 1 point of damage per 3 caster levels (maximum +5 at 15th level). It strikes as a spell, not a weapon, so it bypasses DR and can affect incorporeal creatures.
Each round after the first, you can move the spiritual ally as a swift action. It has a speed of 30 feet, and a fly speed of 30 feet (perfect maneuverability). Being a construct of force, the spiritual ally cannot be harmed by any physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual ally's AC against touch attacks is 10.
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual ally strikes it. If the ally is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
- Aura of Doom - Range personal
Area 20-ft.-radius emanation centered on you
Duration 10 minute/level
Saving Throw Will negates; Spell resistance yes
You emanate an almost palpable aura of horror. All non-allies within this spell’s area, or that later enter the area, must make a Will save to avoid becoming shaken. A successful save suppresses the effect. Creatures that leave the area and come back must save again to avoid being affected by the effect.
Skills: | Total | Rank | Mod | Bonus |
Craft: Poisonmaking | 12= | 5 | +3 | +3 | +1 |
Diplomacy: | 12= | 7 | +2 | +3 |
Knowledge: Religion | 11= | 5 | +3 | +3 |
Knowledge: Nobility | 13= | 7 | +3 | +3 |
Linguistics: | 13= | 7 | +3 | +3 |
Sense Motive: | 17= | 7 | +7 | +3 |
Heal: | 21= | 6 | +7 | +3 | +5 |
Spellcraft: | 7= | 1 | +3 | +3 |
Feats:Lightning Reflexes
Great Fortitude
Selective Channeling
Extra Channeling
Brew Potion
Languages:Common (Kellryian)
Orc (Tharian)
Elven (Shallysian)
Gnoll
Goblin (Kezekian)
Undercommon (Talin)
Abyssal
Celestial
Adamanth [Dwarves/Gnomes]
Items:Backpack (empty) 2 gp 2 lbs.
Bedroll 1 sp 5 lbs.
Blanket, winter 5 sp 3 lbs.
Candle 1 cp
Case, map or scroll 1 gp 1/2 lb.
Flint and steel 1 gp
Ink (1 oz. vial) 8 gp
Inkpen 1 sp
Lantern, hooded 7 gp 2 lbs.
Oil (1-pint flask) 1 sp 1 lbs.
Parchment (sheet) 2 sp
Pouch, belt (empty) 1 gp 1/2 lb.
Rations, trail (per day) 5 sp 1 lb.
Sack (empty) 1 sp 1/2 lb.1
Sealing wax 1 gp 1 lbs.
Signet ring 5 gp
Soap (per lb.) 5 sp 1 lb.
Waterskin 1 gp 4 lbs.
Tools, Surgeon's
Courtier’s outfit 30 gp 6 lbs.
2x Noble's outfit
3x Summer noble's outfit
Silk Nightgown
Explorer's Outfit
Ruby necklace worth 5000g
Wedding ring, diamond worth 5000g
Holy symbol, platinum w/ diamonds and pearls worth 750g
1 sapphire worth 800
2 emeralds worth 300 each
3 ametrine worth 80 each
www.kiirnodel.langleyark.com/diamond earrings.jpg[/img]2 diamond earrings set in platinum worth 1100 each
www.kiirnodel.langleyark.com/diamond ring.jpg[/img]2 diamond rings set in platinum worth 1100 each
www.kiirnodel.langleyark.com/diamond necklace.jpg[/img]1 diamond necklace set in platinum worth 1400
Glass Music Box worh 120 gp
3 star rubies worth 900 gp each
Painting of a Pastoral Set worth 1100 gp
Ring of Protection +2
Mace, cold iron, +1
Shield, light steel +1
Boots of Striding and Springing
Breastplate +2
Headband of Wis +4
Wand of cure light wounds
Ring of EvasionHandy Haversack
Scroll of remove paralysis.
Healer's kit
Alchemy lab portable 20 lbs
oil of taggit
arsenic
Heavy horse
Riding saddle
Pack
White horse
Drow Poison Recipe
Luck Potion
126 lbs
Gold: 470
+2417
50 silver