Name: Barryls Diddens
Alignment: NG
Race: Human
Class: Cleric
Level: 8
XP: 36,951 (updated 3/3, session #42)
BtH: 4
Grapple Attack/AC: +4/19
Overbear Attack/AC: +4/19
HP: 54/54
AC: 23 (24 dodge)
AC: 21 (22 dodge) when using 2-handed flail (No shield)
Touch Armor Class: 12
Str** 13
Dex** 10
Con* 13
Int*** 10
Wis* 18
Cha* 14 (16 with cloak)
Languages: Common,
Secondary Skill: Farming
Advantages: Great Protector, Dodge, Signature Spell
Luck Points: 1d6+3
Hero Points: 1
Armor: dwarven full plate +10, expert small steel shield +12 mark of alrux silverheal
Weapons: war hammer (+5 to hit, 1d8+1) expert sling & bullets (+5 to hit, 1d4+3)
+3 Magical Flail (+8 to hit, 1d10+4)
Equipment: backpack, holy symbol, prayer beads, white robe, white cloth gloves, white soft boots
Money & Treasure:2,398 gp, 4 sp, and 4 cp
Magical Equipment:
scroll: augury, sending
scroll: cure moderate wounds x2
cloak of charisma +2
Ring of Protection +1
Pearl of Power (3rd level: Searing Light)
Hold Person Wand (Caster Level 7, 5 charges)
Daylight Wand (Caster level 5, 20 charges)
Bracers of Armor +1 (+1 to touch AC)
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Barryl's Updated Spells: 5/5/5/4/2/1
Prepared Spells
Level 0: Create Water (), Light(), Endure Elements(), First Aid (), Purify Food and Drink ()
Level 1: Detect Undead(), Sanctuary(), Shield of Faith(), Divine Favor() (CC), Deathwatch () (CC)
Level 2: Absorb Life Essence() (CC), Shield Other() (CC), Life Share() (CC), Lesser Restoration(), Rebuke () (CC)
Level 3: Prayer()(), Invisibility Purge() (CC), Dispel Magic ()
Level 4: Air/Water Walk (), Divine Power () (CC)
Level 5: Flame Strike ()
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HEALING DOMAIN SPELLS:
Healing: cast healing spells at +1 caster level
Level 1 Spell: Cure Light Wounds(x): Cures 1d8 damage +1/level (max +5)-
Level 2 Spell: Cure Moderate Wounds(): Cures 2d8 damage +1/level (max +10)-
Level 3 Spell: Cure Serious Wounds(x): Cures 3d8 damage +1/level (max +15)-
Level 4 Spell: Cure Critical Wounds(x): Cures 4d8 damage +1/level (max +20)
Level 5 Spell: Mass Cure Light Wounds (): Cures 1d8 damage +1/level (max 25) (1 creature/level)
Luck: gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.-
Level 1 Spell: Entropic Shield():Ranged attacks against you have 20% miss chance. (CC)
Level 2 Spell: Aid(): +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10)
Level 3 Spell: Protection from Energy(): Absorb 12 points/level of damage from one kind of energy.
Level 4 Spell: Freedom of Movement(): Subject moves normally despite impediments.
Level 5 Spell: Break Enchantment (): Frees victims from enchantments, transmutaions, and curses
*spell followed by a (x) symbol means already cast
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Signature Spells:
0-Level: Detect Magic
1-Level: Sound Burst
2-Level: Spiritual Weapon
3-Level: Searing Light
4-Level: Restoration
5-Level: Flame Strike
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SPELL DESCRIPTIONS:
LEVEL 0:
CREATE WATER, Level 0 cleric, 0 druid
CT 1 R 50 ft. D permanent
SV n/a SR n/a Comp V, S
This spell generates wholesome, drinkable water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large (possibly creating a downpour or filling many small receptacles).
The caster can create 2 gallons of water per caster level (enough to fill 4 waterskins). Water weighs about 8 pounds per gallon, and one cubic foot of water contains roughly 8 gallons and weighs about 65 pounds.
LIGHT, Level 0 wizard, 0 cleric, 0 druid, 0 illusion
CT 1 R 150 ft. D 10 min./lvl.
SV none SR no Comp V, F
This spell causes an object to shed light, clearly illuminating the area around it as much as a torch, albeit with clear, white light. Although the effect is immobile, it can be cast on a movable object. Light taken into an area of magical darkness does not function. The caster needs a piece of clear quartz crystal, natural, cut or polished worth 5 gp.
ENDURE ELEMENTS, Level 0 cleric, 0 druid, 0 wizard
CT 1 R person D 24 hrs.
SV none SR yes Comp V, S, DF
Protective magical energies merge with the caster’s body, providing protection against natural elements. The subject can withstand extreme temperatures, such as sub-zero or extremely hot temperatures, or other natural effects harmful to a normal person. For example, this spell allows the subject to travel through a snowstorm wearing normal clothing.
FIRST AID, Level 0 cleric, 0 druid
CT 1 R touch D permanent
SV n/a SR yes (h) Comp V, S
When the caster lays hands upon a living creature, this minor healing spell magically bandages any wound on the creature’s body, preventing further loss of hit points from bleeding. It prevents infection, but cures no damage.
PURIFY FOOD AND DRINK, Level 0 cleric, 0 druid
CT 1 R 10 ft. D permanent
SV none SR no Comp V, S
This spell makes spoiled, rotten, poisonous or otherwise contaminated food and water pure and suitable for eating and drinking. It does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type, nor upon magic potions. The caster can purify 1 cubic foot per level. Note: one cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
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DETECT UNDEAD, Level 1 cleric
CT 1 R 50 ft. x 10 ft. D 1 min./lvl.
SV none SR none Comp V, S, DF
By means of this spell, the caster can detect undead in the direction the caster is facing, along a path 150 feet long and 10 feet wide. The caster must spend one round concentrating along the path, although the caster may cast the spell and detect in the round the spell is cast. The strength of the undead will be revealed as faint (1 HD or less), moderate (2-4 HD), strong (5-10 HD), or overwhelming (11+ HD). 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.
SANCTUARY, Level 1 cleric
CT 1 R touch D 1rd./lvl.
SV charisma negates SR no Comp V, DF
This spell prevents creatures from attacking the caster or the spell’s recipient. Any creature attempting to attack a character with sanctuary must make a charisma saving throw in order to make the attack. A failed save means that the attacker ignores the person under the spell (it does not lose its attack, but must choose another target). If the warded character attacks or casts offensive spells then the sanctuary spell is negated. This spell does not prevent the warded creature from being affected by area of effect spells.
SHIELD OF FAITH, Level 1 cleric
CT 1 R touch D 1 tn./lvl.
SV none SR yes (h) Comp V, S, M, DF
This spell creates a protective shield of divine energy around its subject granting a +2 to armor class and to saving throws. The caster must have a drop of holy/unholy water to cast the spell.
DIVINE FAVOR (CC)
LEVEL: Cleric 1
CASTING TIME: 1
RANGE: Personal
DURATION: 1 minute
COMPONENTS: V, S, DF
Calling upon the strength and wisdom of a deity, you gain a +1 bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.
DEATHWATCH (CC)
LEVEL: Cleric 1, Necromancer 1
CASTING TIME: 1
RANGE: 30 ft.
AREA OF EFFECT: Cone-shaped emanation
DURATION: 10 min./level
SAVING THROW: None
SPELL RESISTANCE: No
COMPONENTS: V, S
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
REBUKE
LEVEL: Cleric 2
CASTING TIME: 1
RANGE: 60 feet
DURATION: 1d4+1 rounds
SAVING THROW: N/A
SPELL RESISTANCE: Yes
COMPONENTS: V, S
This spell allows the caster to attempt to turn an evil creature that is neither undead or extraplanar in origin. The caster must make a Wisdom check with the difficulty increased by the creature's hit dice. If successful, the creature is turned for 1d4+1 rounds. This spell cannot be used to destroy a creature, however.
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ABSORB LIFE ESSENCE (CC)
LEVEL: Cleric 2, Necromancer 2
CASTING TIME: 1
RANGE: Touch
DURATION: 1 hour/level
SAVING THROW: None
SPELL RESISTANCE: No
COMPONENTS: V, S, M
This spell enables the caster to absorb a portion of the life essence of a recently slain individual, restoring 1d8+1 hit points and granting them a +1 bonus to all rolls for the duration of the spell. Additional castings of this spell will not stack with previous castings.
SHIELD OTHER (CC)
LEVEL: Cleric 2
CASTING TIME: 1
RANGE: 50 ft.
DURATION: 1 hour/level
SAVING THROW: Wisdom negates (h)
SPELL RESISTANCE: Yes (h)
COMPONENTS: V, S, F
CRUSADER'S COMPANION 155
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 bonus to AC and a +1 bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the
warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.
LIFE SHARE
LEVEL: Cleric 2, Necromancer 2
CASTING TIME: none
RANGE: Touch
DURATION: Instantaneous
SAVING THROW: None
SPELL RESISTANCE: No
COMPONENTS: V, S
Touching a character of any alignment not opposed to their own, the caster transfers as many of their own F though the character's HP may not exceed their normal limit, nor can the character refuse the gift of HP.
LESSER RESTORATION, Level 2 cleric
CT 10 min. R touch D permanent
SV n/a SR yes (h) Comp V, S, DF
The strength-sapping touch of the ray of enfeeblement, the fiendish attacks of certain foul creatures and the insidious effects of some poisons may sap a character’s attributes, reducing strength, inhibiting constitution and so on.
Lesser restoration completely dispels any magical effects that have reduced the character’s attribute scores, but cannot reverse permanent attribute drain.
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PRAYER, Level 3 cleric
CT 1 R see below Dur 1 rd./lvl.
SV none SR yes Comp V, S, DF
The caster and the caster’s allies gain a +1 bonus on attack rolls, weapon damage rolls and saving throws while their foes suffer a -1 penalty on such rolls. The area of effect for this spell is 50 feet. Everyone in this area is effected.
DISPEL MAGIC, Level 3 cleric, level 3 wizard, 4 druid
CT 1 R 150 ft. D see below
SV none SR yes Comp V, S
This spell ends ongoing spells and spell-like effects that have been cast on a creature or object, temporarily suppresses the magical abilities of a magic item or counters another spellcaster’s spell within an area 30 feet x 30 feet x 30 feet. The caster must make a successful intelligence check against each spell, effect, object or creature in the area of effect to succeed. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. The effects of spells with instantaneous duration can’t be dispelled, because the magic effect is already over before dispel magic can take effect.
All magic within the area of effect is affected. The functioning of magic items is suppressed for 1d4 rounds, but artifacts are unaffected. Inter dimensional portals close for a number of rounds equal to the caster’s level. A creature or object whose presence is maintained by an ongoing spell, such as a summoned monster, is sent back to whence it came, because the spell that conjured
it ends.
If an ongoing spell’s area overlaps that of the dispel, the effect is ended only within the area of the dispel magic. The caster automatically succeeds at the dispel check against their own spells as long as the character is of the same or higher level as when the spell was cast.
INVISIBILITY PURGE (CC)
LEVEL: Cleric 3
CASTING TIME: 1
RANGE: Personal
DURATION: 1 min./level
SAVING THROW: None
SPELL RESISTANCE: No
COMPONENTS: V, S
You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility. Anything invisible becomes visible while in the area.
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AIR/WATER WALK, Level 4 cleric
CT 1 R touch D 10 tn./lvl.
SV wisdom negates (h) SR yes (h) Comp V, S, DF
This spell allows a single target creature to tread on air or liquid as if walking on solid ground. The caster must choose the version of the spell desired upon the initial casting of the spell.
Air Walk: The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the creature’s normal movement. A strong wind (21+ mph) can push an air walker along or hold the walker back. Each round at the end of the walker’s turn, the wind blows the walker 5 feet for each 5 miles per hour of wind speed.
Water Walk: The creature’s feet hover an inch above the surface. Any liquid may be traversed, including mud, oil, snow, quicksand, running water, ice, and even lava (although creatures crossing molten lava or other harmful surfaces still take damage from the heat or other harm). The creature can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater (or while the subject is partially submerged), the subject is borne toward the surface at 60 feet per round until they can stand on it.
DIVINE POWER (CC)
LEVEL: Cleric 4
CASTING TIME: 1
RANGE: Personal
DURATION: 1 round/level
COMPONENTS: V, S, DF
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your BtH becomes equal to your character level, you gain a +6 bonus to Strength, and you gain 1 temporary hit point per caster level.
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FLAME STRIKE, Level 5 cleric
CT 1 R 150 ft. D instant
SV dexterity half SR yes Comp V, S, DF
The caster calls down a roaring, vertical column of divine fire, in an area 10 feet in diameter and 40 feet high, inflicting 1d6 damage per caster level, to anyone caught within it. Half the damage is fire damage; the other half results from divine power and is therefore not subject to being reduced by magic or powers that confer protection from fire.
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SIGNATURE SPELLS:
LEVEL 0:
DETECT MAGIC, Level 0 cleric, 0 wizard, 2 illusion
CT 1 R 50 ft. x 10 ft. D 1 tn./lvl.
Sv none SR none Comp V, S
By means of this spell, the caster can detect the presence of magical auras in the direction the caster is facing, along a path 50 feet long and 10 feet wide. The caster must spend one round concentrating along the path to detect magic, although the caster may both cast the spell and begin detecting in the same round that the spell is cast. The strength of the magic detected will be revealed as lingering, faint, moderate, strong or overwhelming.
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. Outsiders and elementals are not inherently magical, but if they have been conjured, the conjuration spell will be detected. Magical areas, multiple types of magic or strong local magical emanations may confuse or conceal weaker auras, although the Castle Keeper may allow the caster to spend additional rounds concentrating to decipher the confusion or reveal weaker auras. The Castle Keeper may require a intelligence check to do so.
LEVEL 1:
SOUND BURST, Level 1 cleric
CT 1 R 50 ft. D n/a
SV see text SR yes Comp V, S, DF
The caster evokes a thunderclap of sound, emanating from any point up to 50 feet away and in a 20 foot diameter circle. Any creature within the area of effect takes 1d8 damage and must make a successful wisdom saving throw to avoid being stunned for 1 round.
LEVEL 2:
SPIRITUAL WEAPON, Level 2 cleric
CT 1 R 50 ft. D 1 rd./lvl.
SV none SR no Comp V, S, DF
By invoking a prayer, the caster creates a magical weapon out of divine energy which moves by telepathic command. It will move to attack foes in melee with or at a distance from the caster. The weapon will usually take the form of the favored weapon of the caster’s patron deity or that of the caster’s chosen weapon if the deity has no preferred weapon. The weapon is guided by the caster, and strikes as if the caster were wielding it in melee (at caster’s level with strength bonuses). It does not have any special bonus to hit, and it deals 1d8 damage. The weapon can strike creatures only hit by magic weapons (+1 for every 3 caster levels) as well as incorporeal creatures.
LEVEL 3:
SEARING LIGHT (CC)
LEVEL: Cleric 3
CASTING TIME: 1
RANGE: 150 ft.
DURATION: Instantaneous
SAVING THROW: None
SPELL RESISTANCE: Yes
COMPONENTS: V, S
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).
LEVEL 4:
RESTORATION*, Level 4 cleric
CT 1 hour R touch D permanent
SV see text SR yes (h) Comp V, S, DF
The caster repairs the life energy of a single creature. Restoration dispels any magical effects that reduce the subject’s attribute scores temporarily. Restoration will not restore permanent attribute score loss. The spell also restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than 1 day per caster level.
It does not restore levels or Con points lost as a result of death. The evil reverse of this spell, life drain, sucks one level from a creature. The effects are the same as any level loss. This version allows a Con saving throw to avoid the spell’s effect.
LEVEL 5:
RAISE DEAD, Level 5 cleric
CT 1 tn. R touch D permanent
SV none SR no Comp V, S, DF
This spell restores life to a deceased human or humanoid. This includes all of the player character races, monstrous humanoid creatures like orcs or giants, or creatures that are partially human, such as centaurs or sphinxes. The spell can raise creatures who have been dead longer than 1 day per caster level. The subject loses 1 point of constitution permanently when raised. If constitution is reduced to zero by this loss, the creature is permanently dead and cannot be brought back to life.
Creatures that are raised from the dead are considerably weakened by the process, and require 12 hours of complete rest for each day the creature was dead. During this time the creature is considered to have 1 HP and no mortal wounds. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. Missing appendages
and parts are not regenerated upon return from the dead. Raise dead will not work on creatures that died from old age.
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Cleric Advancement:
2-- 1,083
3-- 3,476
4-- 6,093
5-- 9,779
6-- 14,460
7-- 20,373
8-- 26,878
9-- 38,870
10-- 42,140
11-- 53,266
12-- 66,569
13-- 81,688