Retep, Priest of Horus-Re

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Retep, Priest of Horus-Re

Post  Admin on Sun Jun 05, 2011 6:10 pm



Human Cleric 8

Str 13 +1
Dex 13 +1
Con 15 +2
Int 11 --
Wis 22 +6 (26 +8 )
Cha 16 +3

8 Fort 6 2
3 Ref 2 1
14 Will 6 8

HP: 74
AC: (10 +
Init: +3
Speed: 30 (20 Armored)
BAB: 6/1

FEATS:
H: Extend Spell
1: Turn Undead
3: Improved Channel
5: Selective Channeling
7: Spell Penetration

SKILLS: 32/32
14 Diplomacy 3 8 3
11 Knowledge: Religion -- 8 3
11 Linguistics -- 8 3
11 Spellcraft -- 8 3

CHANNELING: 6/Day
4d6 Positive Energy (Vs. Undead, 4d6+8--can't use channel resistance on save)
DC 19 to resist (10 + 1/2 Cleric level + Cha bonus + 2 Improved Channeling)

DOMAINS:

SUN DOMAIN (Subdomain: Day)
--Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
--Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
--Day’s Resurgence (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.
Domain Spells:
1st—Endure Elements
2nd—Continual Flame
3rd—Daylight
4th—Fire Shield
5th—Flame Strike
6th—Fire Seeds
7th—Sunbeam
8th—Sunburst
9th—Prismatic Sphere

NOBILITY DOMAIN (Subdomain: Leadership)
--Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.
--Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect. 3 + Wis mod/day.
--Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).
Domain Spells:
1st—Bless
2nd—Enthrall
3rd—Prayer
4th—Discern Lies
5th—Greater Command
6th—Brilliant Inspiration
7th—Repulsion
8th—Demand
9th—Storm of Vengeance

SPELLS: DC = 18 + SpLvl
0 - 1 - 2 -- 3 -- 4
4 6+1 5+1 5+1 4+1

Zero:
1: Stabilize
2: Purify Food and Drink
3: Light
4: Virtue

First:
D: Bless
1: Deathwatch
2: Bless
3: Summon Monster I
4: Sanctuary
5: Shield of Faith
6: Obscuring Mist

Second:
D: Enthrall
1: Admonishing Ray
2: Bull's Strength
3: Bear's Endurance
4: Lesser Restoration
5: Shatter

Third:
D: Prayer
1: Extended Eagle's Splendor
2: Protection From Energy
3: Dispel Magic
4: Dispel Magic
5: Invisibility Purge

Fourth:
D: Fire Shield
1: Death Ward
2: Freedom of Movement
3: Dimensional Anchor
4: Blessing of Fervor

EQUIPMENT:
Handy Haversack
Headband Wis +4
Breastplate +1
Longspear +1
1000 GP in spell components
275 GP
Clay Golem
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Epins, Cohort of Retep

Post  Admin on Mon Jun 06, 2011 12:47 pm

Human Sorc 1 / Wiz 4 / Ultimate Magus 1

Str 12 +1
Dex 14 +2
Con 14 +2
Int 20 +5 (22 +6)
Wis 14 +2
Cha 8 -1

3 Fort 0 1 0 2
3 Ref 0 1 0 2
7 Will 2 4 1 2 -2

HP: 46
AC:
Init: 4 (8 w/ familiar)
BAB 2

TRAITS: Reactionary, Magical Lineage

FEATS:
H: Spell Focus: Conjuration
S1: Eschew Materials
1: Augment Summoning
W1: Scribe Scroll
3: Imbued Summoning
5: Sculpt Spell

Sorcerer Bloodline:
Crossblooded (Sage & Arcane): Drawbacks: A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known. Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.
--Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
--Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
--Arcane Bond: familiar, sorc levels stack w/ wiz

Familiar: Jana

Conjuration Arcane School (Evo, Necro Banned)
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Teleportation School Focus
Replacement Power: The following school power replaces the acid dart power of the conjuration school.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

SKILLS:
15 Appraise 6 6 3
11 Fly 2 6 3
17 Knowledge Arcana 6 6 3 2
12 Knowledge Geography 6 3 3
12 Knowledge History 6 3 3
12 Knowledge Nature 6 3 3
12 Knowledge Planes 6 3 3
12 Knowledge Religion 6 3 3
8 Profession Scribe 2 3 3
17 Spellcraft 6 6 3 2
11 UMD 2 6 3
15 Linguistics 6 6 3
2 Perception 2 - -

Caster Levels:
Sorcerer: 2
Wizard: 6

Spells/Day: Sorcerer
1st: 5

Spells Known: Sorcerer
0:
Detect Magic
Light
Prestidigitation

1:
Expiditious Retreat

Spells/Day: Wizard
0: 4
1: 5+1
2: 4+1
3: 2+1

Spells Known: Wizard

0: All but Evo and Ecro spells

1:
Grease
Obscuring Mist
Summon Monster I
Identify
Comprehend Languages
Mount
Mage Armor
Shield
Enlarge Person
Jump

2:
Web
Glitterdust
See Invisibility
Mirror Image

3:
Sleet Storm
Summon Monster III

Equipment:
Headband int +2
Metamagic Rod: Silent (Lesser)
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