Segaric grew up in the Kingdom of Vandor, working as a tradesman until joining the church in his mid-30s. When the kingdom disintegrated into the Ten Princedoms, he left his homeland and set off with the church's blessing to find adventure and spread the word. After five years abroad in the neighboring nation-states, he honed his skills through a series of encounters with danger. However, in his travels, he developed a nasty habit of drinking himself to sleep, and often begins his days with a residual buzz from the night before. Now in his late 40s, his study of the domains of water and destruction drive his conscious thought, those few times he's not intoxicated, though arguably the booze is the intersection of water and destruction, a sort of destructive water...
Segaric Wandariks
Medium-size Male Human
Cleric10
Hit Dice: (10d8)+30
Hit Points: 91
Initiative: +0
Speed: Walk 20 ft.
AC: 18 (flatfooted 18, touch 10)
Attacks: Crossbow +3 (Repeating Light) +10/+5;*Mace +2 (Light) +9/+4; ;
Damage: Crossbow +3 (Repeating Light) 1d8+3;*Mace +2 (Light) 1d6+2; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Rebuke Water (Su) 6/day (turn level 10) (turn damage 2d6+13), Smite 1/day (Su), Spontaneous casting, Turn Fire (Su) 6/day (turn level 10) (turn damage 2d6+13), Turn Undead (Su) 6/day (turn level 10) (turn damage 2d6+13)
Saves: Fortitude: +10, Reflex: +3, Will: +11
Abilities: STR 11 (+0), DEX 10 (+0), CON 16 (+3), INT 10 (+0), WIS 18 (+4), CHA 16 (+3)
Skills: Appraise 0; Balance -6; Bluff 3; Climb -6; Concentration 7; Craft (Alchemy) 6; Craft (Untrained) 0; Diplomacy 16; Disguise 3; Escape Artist -6; Forgery 0; Gather Information 3; Heal 7; Hide -6; Intimidate 3; Jump -12; Knowledge (Arcana) 2; Knowledge (History) 2; Knowledge (Religion) 4; Listen 4; Move Silently -6; Ride 0; Search 0; Sense Motive 4; Spellcraft 5; Spot 4; Survival 4; Swim -12;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Combat Casting, Exotic Weapon Proficiency (Crossbow (Repeating Light)), Far Shot, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 10
Alignment: Chaotic Good
Possessions: Ale (Gallon); Boots (BOOT); Backpack; Bedroll; Bell; Belt (BELT); Bit and Bridle; Bolts, Repeating, Crossbow (50); Caltrops; Candle; Case (Map or Scroll); Case (Map or Scroll); Chalk (1 piece); Cheese (Hunk); Crossbow +3 (Repeating Light); Elven Chain +3; Fishing Net (25 Sq. Ft.); Flask (Empty); Ginger (Per Lb.); Healer's Kit; Holy Symbol (Silver); Holy Water (Flask); Hourglass; Ink (1 Oz. Vial); Inkpen; Jug (Clay); Jug (Clay); Mace +2 (Light); Meals (Good/Per Day); Mirror (Small/Steel); Mug or Tankard (Clay); Mule; Oil (1 Pt. Flask); Outfit (Traveler's); Paper (Sheet); Parchment (Sheet); Pepper (Per Lb.); Pitcher (Clay); Piton; Pouch (Belt); Quiver; Rations (Trail/Per Day); Robe (ROBE); Rope (Hempen/50 Ft.); Sack; Sack; Saddle (Riding); Saddlebags; Salt (Per Lb.); Scale (Merchant's); Sealing Wax; Sewing Needle; Signal Whistle; Soap (Per Lb.); Spell Component Pouch; Tent; Tobacco (Per Lb.); Torch; Cleric's Vestments; Vial; Waterskin; Waterskin (Filled); Wine (Common/Pitcher); Wine (Fine/Bottle);
Deity: None Domains: Water(Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.) Destruction(You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.)
Spells:
Spells per Day: (6/5+1/5+1/4+1/4+1/2+1/0/0/0/ DC:14+spell level)
Cleric - Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, Inflict Minor Wounds, Light, Light My Fire, Mending, Pain Touch, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Sort, Startle, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Obscuring Mist, Protection from Evil, Protection from Law, Purge Inner Darkness, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness
Level 2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Eagle's Splendor, Enthrall, Find Traps, Fog Cloud, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Weaken Stone, Zone of Truth
Level 3: Armor of Light, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Forced Manifestation, Gas Mask, Ghost Touch, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Evil, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Repeat Action, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Track Target, Water Breathing, Water Breathing, Water Walk, Wind Wall
Level 4: Air Walk, Blinding Light, Control Water, Control Water, Cure Critical Wounds, Death Link, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Eternal Shadow, Freedom of Movement, Giant Vermin, Haunting Melody, Imbue with Spell Ability, Inflict Critical Wounds, Inflict Critical Wounds, Magic Weapon, Greater, Neutralize Poison, Planar Ally, Lesser, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Tongues
Level 5: Atonement, Break Enchantment, Command, Greater, Commune, Cure Light Wounds, Mass, Dispel Evil, Dispel Law, Disrupting Weapon, Flame Strike, Ghost Bomb, Hallow, Ice Storm, Inflict Light Wounds, Mass, Inflict Light Wounds, Mass, Insect Plague, Mark of Justice, Plane Shift, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Summon Monster V, Symbol of Sleep, True Seeing, Wall of Stone
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