Erashk

Cleric of Istus, Tall guy in full plate mail armor with large shield and morningstar

Description:

Erashk
Human, Cleric 8th
Medium Humanoid (Human) with 16350, XP
Alignment:Lawful Neutral [Istus]
Hit Dice:8d8+8 (63 hp)
Initiative:-1
Speed:20’ (4 sq) (medium enc.)
Space/Reach: 5 ft./5 ft.
AC:23 (+9 Armor, +3 Shield, -1 Dex, +1 Natural Armor, +1 Deflection), Touch 10, Flat-Footed 23

Saves:Fort 9, Ref +3, Will +13
Abilities:Str 16, Dex 9, Con 12, Int 12, Wis 20, Cha 16
Base Att/Grapple: +6/
9
Single Attack:
Morningstar – masterwork: 11 melee (1d82/20)
Light Crossbow: 5 ranged (1d8-1/19-20)
Sling: +5 ranged (1d4
2/20)
Dagger: 5 thrown (1d42/19-20)
Dagger: 10 melee (1d42/19-20)

Full Attack:
Morningstar – masterwork: 11/6 melee (1d8+2/20)
Light Crossbow: 5 ranged (1d8-1/19-20)
Sling: +5 ranged (1d4
2/20)
Dagger: 5 thrown (1d42/19-20)
Dagger: 10/5 melee (1d4+2/19-20)

“────┤ FEATS ├────
Armor Proficiency (heavy), Armor Proficiency (medium), Armor Proficiency (light), Simple Wpn Proficiency, Shield Proficiency, Extra Turning, Reach Spell, Devine Metamagic (Reach Spell), Wpn Focus: Morningstar, Endurance, Improved Turning.

────┤ SKILLS ├────
Appraise 1, Balance -6, Bluff +3, Climb -2, Concent +12, Diplomacy +5, Disguise +3, Escape Art -6, Forgery +1, Gather Info +3, Handle Anim +4, Heal +9, Hide -6, Intimidate +3, Jump -8, Listen +5, Mv Silently -6, Ride +0, Search 15, Sense Mot 5, Speak Lang +2, Spellcraft +12, Spot +5, Survival +7, Swim -74, Use Rope -1, Kn:Religion +11, Kn:History +3.

────┤ CLERIC SPELLS ├────
Spells per Day: (6/6+1/4+1/4+1/3+1; save DC 15+spell level):
Bleed [], Create Water [], Cure Minor Wounds [o], Detect Magic [oo], Detect Poison [], Guidance [], Inflict Minor Wounds [], Light [o], Mending [], Purify Food and Drink [], Read Magic [], Resistance [], Stabilize [o], Virtue [], Bane [], Bless [], Bless Water [], Cause Fear [], Command [], Comprehend Languages [], Cure Light Wounds [], Curse Water [], Deathwatch [], Detect Chaos [],
Detect Evil [o], Detect Good [], Detect Law [], Detect Undead [o], Divine Favor [o], Doom [], Endure Elements [], Entropic Shield [], Hide from Undead [], Inflict Light Wounds [], Magic Stone [], Magic Weapon [], Obscuring Mist [], Protection from Chaos [], Protection from Evil [o], Protection from Good [], Protection from Law [], Remove Fear [o], Sanctuary [], Shield of Faith [], Summon Monster I [], Aid [],
Align Weapon [], Augury [], Bear’s Endurance [], Bull’s Strength [], Calm Emotions [], Consecrate [], Cure Moderate Wounds [], Darkness [], Death Knell [o].

────┤ CLERIC SPELLS ├────
Spells per Day: (6/6+1/4+1/4+1/3+1; save DC 15+spell level):
Delay Poison [], Desecrate [], Eagle’s Splendor [], Enthrall [], Find Traps [], Gentle Repose [], Hold Person [o], Inflict Moderate Wounds [], Make Whole [], Owl’s Wisdom [], Remove Paralysis [o], Resist Energy [], Resist Energy (acid) [], Resist Energy (cold) [o], Resist Energy (elec.) [], Resist Energy (fire) [], Resist Energy (sonic) [], Restoration (Lesser) [], Shatter [], Shield Other [],
Silence [], Sound Burst [], Spiritual Weapon [o], Status [], Summon Monster II [], Undetectable Alignment [], Zone of Truth []. Animate Dead [], Bestow Curse [], Blindness/Deafness [], Contagion [], Continual Flame [], Create Food and Water [], Cure Serious Wounds [], Daylight [], Deeper Darkness [], Dispel Magic [o], Glyph of Warding [], Helping Hand [], Inflict Serious Wounds [], Invisibility Purge [],
Locate Object [], Magic Circle against Chaos [], Magic Circle against Evil [o], Magic Circle against Good [], Magic Circle against Law [], Magic Vestment [], Meld into Stone [], Obscure Object [], Prayer [o], Protection from Energy [], Protection from Energy (acid) [], Protection from Energy (cold) [].

────┤ CLERIC SPELLS ├────
Spells per Day: (6/6+1/4+1/4+1/3+1; save DC 15+spell level):
Protection from Energy (elect.) [], Protection from Energy (fire) [], Protection from Energy (sonic) [], Remove Blindness/Deafness [], Remove Curse [], Remove Disease [], Searing Light [o], Speak with Dead [], Stone Shape [], Summon Monster III [], Telepathic Bond (Lesser) [], Water Breathing [], Water Walk [], Wind Wall []. Longstrider [o], Cure Moderate Wounds [o], Fly [o].

────┤ EQUIPMENT ├────
ARMOR WORN: Full Plate Armor +1.
SHIELD: Darkwood Shield.
Morningstar – masterwork, Light Crossbow, 20xCrossbow Bolt Dagger, 20xSling Bullet 6xSling Bullet Block and Tackle, Bit and Bridle, Bullseye Lantern, Plate Barding, Heavy War Horse, Small Steel Mirror, Waterskin, Trail Rations, 2xAlchemist’s fire, Everburning torch, Flint and Steel, Spell component pouch, Oil, Silver Holy Symbol, Chalk, Pouch, Healer’s kit, Whetstone, Belt of Healing,
2xPotion of Cure light wounds, Wand of Bull’s Strength Candle, Holy water, Explorer’s outfit, Explorer’s outfit

────┤ MAGICAL ITEMS WORN ├────
Goggles of Minute Seeing
Amulet of Natural Armor +1
Ring of Protection +1
Ring of Feather Falling
Bag of Holding Type I
Cloak of Resistance +2

────┤ MONEY ├────
Platinum:0 Gold:5188 Silver:10 Copper:20.

"

“────┤ Racial Traits: Human ├────
One extra feat at first level
+4 skill points at 1st level and +1 skill point at each additional level after that

────┤ Class Features: Cleric 8th ├────
Cannot cast spells of opposed alignment
Spontaneous Casting
Turn Undead (Su) (PHB p159):
• 10/day < OOOOOOOOOO >
• Turning Check: 1d20+5
• Total HD affected per attempt: 2d6+12
• Destroy Undead up to: 4 HD

────┤ Healing Domain ├────
You cast healing spells at +1 caster level.

────┤ Travel Domain ├────
For a total time per day of 8 rounds, you can act normally
regardless of magical effects that impede movement as if you
were affected by the spell freedom of movement.
Added Survival to your list of cleric class skills.

────┤ Conditional Bonus – Magical Items Worn ├────
+5 Search vs secret doors, traps, hidden objs [Goggles of Minute Seeing]

────┤ Conditional Bonus – Feats ├────
+4 to Swim checks made to resist nonlethal damage [Endurance]
+4 to CON to continue running, avoid NL-Dmg from forced march [Endurance]
+4 to CON to hold breath, avoid NL-Dmg from starvation or thirst [Endurance]
+4 Fort to avoid NL-Dmg from hot/cold env., and resist suffocation [Endurance]

────┤ Conditional Skill and Synergies ├────
-6 to Jump [Land Speed of 20’]
+2 to Use Magic Device involving scrolls [Spellcraft Synergy]
+2 to Turn Undead [Knowledge: Religion Synergy]

────┤ Languages ├────
Common, Elf

Bio:

Erashk

Timelessness Curse Fran_Horace nerim