Merik Felstaff
Jayme
Human
Neutral Good
Fighter1 Cleric9
52000
10
55000
CHARACTER NAME
PLAYER
RACE
ALIGNMENT
CLASS
EXPERIENCE
LEVEL
NEXT LEVEL
ABILITY
NAMEABILITY
SCOREABILITY
MODTEMP
SCORETEMP
MOD
Str
Strength18
+4
Dex
Dexterity12
+1
Con
Constitution16
+3
Int
Intelligence12
+1
Wis
Wisdom24
+7
Cha
Charisma14
+2
HP
Hit Points 112
MOVE
Base Speed Walk 30'
AC
Armor Class28
27
11
TOTAL
FLAT
TOUCH
BASE
ARMOR(+13)
SHIELD(+4)STAT
BONUSSIZE
BONUSNATURAL
ARMORMISC
BONUSMISS
CHANCEARCANE
FAILUREARMOR
CHECKMAX
DEXSPELL
RESIST
AC Mods
Armor Class+10
+17
+1
0
0
0
50
-5
+2
0
SAVING THROWS
TOTAL
BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
RACE
MODIFIER
TEMPORARY
MODIFIERCONDITIONAL
MODIFIERS
Fortitude
Constitution+11
=
+8
+
+3
+
0
+
0
+
Reflex
Dexterity+4
=
+3
+
+1
+
0
+
0
+
Will
Wisdom+13
=
+6
+
+7
+
0
+
0
+
TOTAL
BASE ATTACK BONUS
STR
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
MELEE
ATTACK BONUS+11/+6
=
+7/+2
+
+4
+
0
+
+
RANGED
ATTACK BONUS+8/+3
=
+7/+2
+
+1
+
0
+
+
INITIATIVE
Modifier+5
=
+
+1
+
+
+4
+
TOTAL
BASE ATTACK BONUS
DEX
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
FEATS
Blind-Fight In melee you can re-roll miss due to concealment. Invisible foes get no melee bonus to hit you. You suffer only 1/2 penalty on movement rate when blind Energy Substitution (sonic) You can modify a spell that uses one type of energy to another type of energy. Spell uses a spell slot of the same level. Extend Spell Spells last twice as long and is one level slot higher. Extra Turning (1x) 4 extra turns per day for Clerics and Paladins. Improved Initiative +4 bonus on initiative checks Spellcasting Prodigy (Cleric) You have an exceptional gift for magic.
SPECIAL ABILITIES
Smite 1/day,Turn Undead 9/day (2)
UNARMED
TOTAL ATTACK BONUS
DAMAGE
CRITICAL
+11/+6
1d3+4
20/x2
Armor Spikes
TOTAL ATTACK BONUS
DAMAGE
CRITICAL
+11/+6
1d6+4
20/x2
HAND
RANGE
TYPE
SIZE
SPECIAL PROPERTIES
Neither
0'
P
Crossbow (Light)
TOTAL ATTACK BONUS
DAMAGE
CRITICAL
+8/+3
1d8
19-20/x2
HAND
RANGE
TYPE
SIZE
SPECIAL PROPERTIES
Neither
80'
P
S
Morningstar
TOTAL ATTACK BONUS
DAMAGE
CRITICAL
+11/+6
1d8+4
20/x2
HAND
RANGE
TYPE
SIZE
SPECIAL PROPERTIES
Neither
0'
BP
M
Shield Spikes
TOTAL ATTACK BONUS
DAMAGE
CRITICAL
+11/+6
1d6+4
20/x2
HAND
RANGE
TYPE
SIZE
SPECIAL PROPERTIES
Neither
0'
P
*Sword +1 (Long/Sure Strike)
TOTAL ATTACK BONUS
DAMAGE
CRITICAL
+12/+7
1d8+5
19-20/x2
HAND
RANGE
TYPE
SIZE
SPECIAL PROPERTIES
Neither
0'
S
M
Acts as +5 for dmg reduction
*Full Plate of Speed +1
TYPE
ARMOR BONUS
MAX DEX BONUS
+13
+2
CHECK PENALTY
SPELL FAILURE
SPECIAL PROPERTIES
-4
35
Extra Partial Action each round
*Shield +2 (Large/Steel)
TYPE
ARMOR BONUS
MAX DEX BONUS
+4
CHECK PENALTY
SPELL FAILURE
SPECIAL PROPERTIES
-1
15
AMMUNITION
Bolt (Crossbow)
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Bolt (Crossbow)
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SKILLS
SKILL NAME
ABILITY
SKILL
MODIFIERABILITY
MODIFIERRANKS
MISC
MODIFIERAppraise (INT) 1 = 1 + 0.0 + 0 Balance (DEX) -4 = 1 + 0.0 + -5 Bluff (CHA) 2 = 2 + 0.0 + 0 Climb (STR) 12 = 4 + 13.0 + -5 Concentration (CON) 16 = 3 + 13.0 + 0 Craft (Untrained) (INT) 1 = 1 + 0.0 + 0 Diplomacy (CHA) 2 = 2 + 0.0 + 0 Disguise (CHA) 2 = 2 + 0.0 + 0 Escape Artist (DEX) -4 = 1 + 0.0 + -5 Forgery (INT) 1 = 1 + 0.0 + 0 Gather Information (CHA) 2 = 2 + 0.0 + 0 Heal (WIS) 7 = 7 + 0.0 + 0 Hide (DEX) -4 = 1 + 0.0 + -5 Intimidate (CHA) 2 = 2 + 0.0 + 0 Jump (STR) 13 = 4 + 4.0 + 5 Knowledge (Arcana) (INT) 14 = 1 + 13.0 + 0 Knowledge (Religion) (INT) 14 = 1 + 13.0 + 0 Knowledge (The Planes) (INT) 7 = 1 + 6.0 + 0 Listen (WIS) 13 = 7 + 6.0 + 0 Mimic Voice (CHA) 2 = 2 + 0.0 + 0 Move Silently (DEX) -4 = 1 + 0.0 + -5 Perform (CHA) 2 = 2 + 0.0 + 0 Ride (DEX) 5 = 1 + 4.0 + 0 Scry (INT) 10 = 1 + 9.0 + 0 Search (INT) 1 = 1 + 0.0 + 0 Sense Motive (WIS) 7 = 7 + 0.0 + 0 Spellcraft (INT) 14 = 1 + 13.0 + 0 Spot (WIS) 13 = 7 + 6.0 + 0 Swim (STR) 11 = 4 + 7.0 + 0 Urban Lore (WIS) 7 = 7 + 0.0 + 0 Use Rope (DEX) 1 = 1 + 0.0 + 0 Wilderness Lore (WIS) 7 = 7 + 0.0 + 0
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| Cleric of Kossuth | |
| Domain | Granted Power |
| Destruction | You gain the smite power, a supernatural ability to make a single melee attack with +4 bonus to hit and damage bonus equal to your cleric level once per day. |
| Fire | Turn or destroy water creatures as a good cleric. Rebuke or command fire creatures as an evil cleric. 3 + CHA modifier attempts per day. |
| SPELLS |
| Cleric | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| KNOWN | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| PER DAY | 6 | 6+1 | 6+1 | 5+1 | 4+1 | 2+1 | 0 | 0 | 0 | 0 |
| SPELL DC | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 |
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| Merik Felstaff | ||||||||||||||||||||||||||
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| Description | ||||||||||||||||||||||||||
| Marik has a commanding presence, with his pale white skin and long, flame red hair in sharp contrast to his blue eyes. His armor is etched in flame red and when he draws his weapon, you can see flames burning along it's cold steel blade. Just above average hight, Merik has a warriors physique\: broad sholders and a muscular build. | ||||||||||||||||||||||||||
| Biography | ||||||||||||||||||||||||||
| Merik is holy warrior of the Church of the Eternal Flame and worships Kossuth the Lord of Flames. Meriks grew up in Iriaebor (the city of a thousand spires) in the Western Heartlands. Both his mother and father were members of the church. In fact, Merik can trace back ten generations who have all been members of the Church. Som of the teachings of Kossuth\:
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