Merik Felstaff Jayme Human Neutral Good Fighter1 Cleric9 52000 10 55000
CHARACTER NAME PLAYER RACE ALIGNMENT CLASS EXPERIENCE LEVEL NEXT LEVEL
ABILITY
NAME
ABILITY
SCORE
ABILITY
MOD
TEMP
SCORE
TEMP
MOD
Str
Strength
18 +4

Dex
Dexterity
12 +1

Con
Constitution
16 +3

Int
Intelligence
12 +1

Wis
Wisdom
24 +7

Cha
Charisma
14 +2

HP
Hit Points
  112   MOVE
Base Speed
  Walk 30'  
AC
Armor Class
28

27 11

TOTAL

FLAT TOUCH

BASE ARMOR(+13)
SHIELD(+4)
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS

MISS
CHANCE

ARCANE
FAILURE

ARMOR
CHECK

MAX
DEX

SPELL
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
MODIFIER
CONDITIONAL
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-FightIn 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 SpellSpells 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)
ooooo ooooo
ooooo ooooo
Bolt (Crossbow)
ooooo ooooo
ooooo ooooo
Bolt (Crossbow)
ooooo ooooo
ooooo ooooo
Bolt (Crossbow)
ooooo ooooo
ooooo ooooo
SKILLS
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
Appraise(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

EQUIPMENT
ITEM EQUIPPED QTY WT. GP COST
Armor Spikes
N 1.0 5.0 50
Bolt (Crossbow)
N 40.0 0.1 0.1
Boots of Striding and Springing
Y 1.0 1.0 6000
Crossbow (Light)
N 1.0 6.0 35
Full Plate of Speed +1
Extra Partial Action each round
Y 1.0 50.0 17650
Gloves of Dexterity +2
Y 1.0 0.0 4000
Morningstar
N 1.0 8.0 8
Periapt of Wisdom +4
Y 1.0 0.0 16000
Ring (Feather Falling)
Y 1.0 0.0 2200
Shield +2 (Large/Steel)
Y 1.0 15.0 4170
Shield Spikes
N 1.0 2.5 10
Sword +1 (Long/Sure Strike)
Acts as +5 for dmg reduction
Y 1.0 4.0 8315
TOTAL WEIGHT CARRIED 95.5 lbs
WEIGHT ALLOWANCE
Light 100.0 Medium 200.0 Heavy 300.0
ASSETS
Warhorse (Light - 690 lbs load)

cp: 30
sp: 40
gp: 180
pp: 5

COMPANIONS

MAGIC
Full Plate of Speed +1 (+4 haste bonus to AC and extra partial action)
Large Steel Shield +2
Longsowrd +1 of Sure Strike (with continual flame cast upon it)
Boots of Striding and Springing
Hat of Disguise (Change Self at will)
Periapt of Wisdom +4
Gloves of Dexterity +2
Ring of Feather Falling
2 potions of Cure Serious Wounds (3d8 +10)

PROFICIENCIES
Armor Spikes; Axe; Axe (Throwing); Battleaxe; Blowgun; Club; Crossbow (Heavy); Crossbow (Light); Cutlass; Dagger; Dagger (Punching); Dagger (Thrown); Dart; Falchion; Flail (Heavy); Flail (Light); Gauntlet; Gauntlet (Spiked); Glaive; Greataxe; Greatclub; Guisarme; Halberd; Halfspear; Hammer (Light); Handaxe; Javelin; Lance (Heavy); Lance (Light); Longbow; Longbow (Composite); Longspear; Mace (Heavy); Mace (Light); Maul; Morningstar; Pick (Heavy); Pick (Light); Quarterstaff; Ranseur; Rapier; Saber; Sap; Scimitar; Scythe; Shieldbash; Shortbow; Shortbow (Composite); Shortspear; Sickle; Sling; Sword (Bastard/2-H); Sword (Great); Sword (Long); Sword (Short); Trident; Unarmed Strike; Warhammer
PROHIBITED

LANGUAGES
Chondathan, Common, Infernal, Literacy

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
Cleric Known Spells
0:
Create WaterCure Minor WoundsDetect MagicDetect PoisonGuidance
Inflict Minor WoundsLightMendingPurify Food and DrinkRead Magic
ResistanceVirtue
1:
BaneBlessBless WaterBurial Blessing*Burning Hands
Cause FearCommandComprehend LanguagesCure Light WoundsCurse Water
DeathwatchDetect ChaosDetect EvilDetect GoodDetect Law
Detect UndeadDivine FavorDoomEndure ElementsEntropic Shield
Faith HealingHandfire*Inflict Light WoundsInvisibility to UndeadMagic Stone
Magic WeaponObscuring MistProtection from ChaosProtection from EvilProtection from Good
Protection from LawRandom ActionRemove FearRosemantleSanctuary
Shield of FaithSummon Monster IVision of GloryWieldskill
2:
AidAnimal MessengerAuguryBody BladesBrambles
Bull's StrengthCalm EmotionsConsecrateCure Moderate WoundsCurse of Ill Fortune
DarknessDeath KnellDelay PoisonDesecrateDivine Flame
Divine ZephyrEagle's SplendorEnduranceEnthrallFilter
Find TrapsFox's CunningGaze ScreenGentle ReposeGuidance of the Avatar
Hand of DivinityHold PersonInflict Moderate WoundsKnife SprayLesser Restoration
Make WholeOwl's Wisdom*Produce FlameRemove Paralysis*Resist Elements
*ShatterShield OtherSilenceSound BurstSpeak with Animals
Spectral StagSpell ShieldSpiritual WeaponStone BonesSummon Monster II
Undetectable AlignmentZone of truth
3:
AmanuensisAnimate DeadBeastmaskBestow CurseBlessed Aim
Blindness/DeafnessBriar WebChain of EyesCircle Dance*Contagion
Continual FlameCreate Food and WaterCure Serious WoundsCurse of the BruteDark Way
DarkfireDaylightDeeper DarknessDispel MagicFlame of Faith
ForcewardGlyph of WardingHelping HandInflict Serious WoundsInvisibility Purge
Lesser Telepathic BondLocate ObjectMace of OdoMagic Circle against ChaosMagic Circle against Evil
Magic Circle against GoodMagic Circle against LawMagic VestmentMass Resist ElementsMeld into Stone
Mystic LashNegative Energy ProtectionObscure ObjectPlanar FamiliarPrayer
Protection from ElementsRemedy Moderate WoundsRemove Blindness/DeafnessRemove CurseRemove Disease
*Resist ElementsSearing LightSpeak with DeadSpeak with PlantsSpikes
Stone ShapeSummon Monster IIISweet WaterSword StreamUnderstand Device
Water BreathingWater WalkWeapon of ImpactWind Wall
4:
Air WalkBeast ClawsBlindsightCastigateControl Water
Cure Critical WoundsDeath WardDimensional AnchorDiscern LiesDismissal
DivinationDivine InterdictionDivine PowerDoomtideFreedom of Movement
Giant VerminGreater Magic WeaponHand of TormHarrierImbue with Spell Ability
*Inflict Critical WoundsIron BonesKnow VulnerabilitiesLesser Planar AllyNeutralize Poison
PoisonRecitationRepel VerminRestorationRevenance
SendingSkull of SecretsSpell ImmunityStatusSummon Monster IV
TonguesUnfailing EnduranceWall of ChaosWall of Evil*Wall of Fire
Wall of GoodWall of LawWeapon of the DeityWeather Eye
5:
AtonementBattletideBear's HeartBlightBreak Enchantment
*Circle of DoomCommuneCrawling DarknessDirge of DiscordDispel Chaos
Dispel EvilDispel GoodDispel LawDivine AgilityEthereal Jaunt
*Fire ShieldFlame StrikeGreater CommandHallowHealing Circle
Insect PlagueMark of JusticePlane ShiftRaise DeadRighteous Might
ScryingSlay LivingSpell PhylacterySpell ResistanceSummon Monster V
True SeeingUnhallowWall of Stone

Merik Felstaff
RACE
Human
AGE
18
HEIGHT
5' 11 inches
WEIGHT
185 pounds
SKIN COLOR
White
EYE COLOR
Blue
HAIR COLOR
Flame Red
HAIR LENGTH
Long
PHOBIAS

PERSONALITY TRAITS

INTERESTS

Spoken Style

_
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\:
  • Reaching a higher state is inevitable accompanied by difficulty and personal pain
  • Expect to be tested and to rise to the challenge, no matter what difficulty and pain it brings
  • Those fit to succeed do so
  • The reward of successful ambition is power
  • Kossuth sends his pure fire to cleanse us all and tempura our souls so that we can achieve a pure state
  • Those above you have proven their service and deserve your service
  • Guide others to Kossuth's pure light so that he may reforge all life into its essential form