DnD:BACharSoriCleric

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Elf and the dragon by saikono-d52mno8.jpg

Cleric of the South Wind

Sori is a cleric of The Four Winds; the four elemental dragons that guard the elemental temples at each cardinal point. She follows a modified Cloistered Cleric Archetype, "Monastic Cleric".

  • Favored Weapon: Quarterstaff


Archetype: Monastic Cleric

Modfication of the Clositered Cleric Archetype.

  • Gives up Medium Armor, Simple Weapons, and Shield Proficiency
    Cloistered clerics are proficient with light armor and with the following weapons: club, heavy mace, light mace, quarterstaff, and sling. They are not proficient with shields.
  • 4 + Int Mod Skill Points
  • Breadth of Knowledge: Bonus on Knowledge skill checks equal to half her class level (minimum +1) and can make Knowledge skill checks untrained.
  • Gains Extra Domain feat at 3rd Level. Replaces Verbal Instruction.
  • Gives up Scribe Scroll for no Diminished Spellcasting


Channeling

  • Channeling Dice: 5d6
  • Channeling Effects:
    Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
  • Quick Channel (Feat): May channel as a move action by spending two uses.


Spell Casting

Spells Per Day
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
4
5+1
4+1
4+1
3+1
-
-
-
-
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http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---cleric


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Domains

Sori has access to the following domains and domain powers.

Air


Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

  • Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).


Weather


Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.

  • Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.


Magic


Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.

  • Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.


Water


Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

  • Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

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