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Name : Okoye | Race : Gnome | Height: 3'
Player: ojames | Gender: Male | Weight: 34lbs
Update: | Age : 38 | Eyes : Green
Align : Neutral-Good | Size : Small | Hair : Gray/Black
Deity : Pharasma | Speed : 20ft | Hand : Right
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Ability | Temporary | Class Level
Score Mod | Score Mod | Cleric 3
STR 9 +0 | | Wizard(Necromancer) 3
DEX 16 +3 | | Mystic Theurge 0
CON 16 +3 | |
INT 15 +2 | |
WIS 18 +4 | |Total Level: 3
CHA 19 +4 | |XP : 0 Next: xxxxxx
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Total Current Subdual | Total Dex Misc
HP : 32 32 | Init : +3 = 3 +
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Total Armr Shld Dex Misc
Full : 19 = 10 + 3 + 0 + 3 + 2+1 size
AC : 19 = 10 + 3 + 0 + 3 + 2+1 size
Touch : 16 = 10 + xxx + xxx + 3 + 2+1 size
FlatFoot: 16 = 10 + 3 + 0 + xxx + 2+1 size
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SAVES Ability
Bonus Base Mod Magic
Fort (Con): +6 = 3 + 3 + 0 +
Ref (Dex): +4 = 1 + 3 + 0 +
Will (Wis): +10 = 6 + 4 + 0 +
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Base Total Base Str Misc | Base Total Base Dex Misc
Melee : +3 =3 + + | Range : +6 = 3 + 3 +
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Combat Total Base Str Misc | Mnvr Total Base Str Dex Misc
Mnvr : +2 =3 + 0 + -1 | Defense: 15 = 3 + 0 + 3 - 1
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Weapon: Dagger Weight: XX lbs
Move Name Type Atk Damage Crit Range Type Special
Attack |Melee | +xx | 1d3 | 19/x3 | - | P | Holy Symbol
Weapon: Weight: 4 lbs
Atk Damage Crit Range Type Special
Crossbow, light (Ranged) 1d6 19–20/×2 80 ft. P 35gp
Bolts, crossbow (10) 1 lb.
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ABILITIES/FEATS
+2 Constitution, +2 Charisma, -2 Strength
Small: Gnomes are small and gain +1 to AC
+1 size bonus to Attack Rolls
+4 Size bonus to Stealth checks
Slow: Base Speed of 20 feet
Low Light: Gnomes see twice as far as humans in dim light
Defensive: Gnomes receive +4 AC dodge bonus against monsters of the
giant type.
Magic: Gnomes add +1 to the DC of Illusion spells they cast.
Dancing Lights, Ghost Sound, Prestidigitation and Speak
with Animals each 1 per Day.
Hatred: +1 to attack rolls against humanoid reptilian and
goblinoid subtypes.
Resistnce: +2 saving throw vs Illusion Spells/Effects
Keen Snse: +2 bonus to Perception
Obsessive: +2 Craft/Profession skill
Weapon: Gnome Weapon = Martial
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Clerics are also proficient with the favored weapon of their deity.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Clerics meditate or pray for their spells. Each cleric must
choose a time when she must spend 1 hour each day in quiet contemplation
or supplication to regain her daily allotment of spells. A cleric may
prepare and cast any spell on the cleric spell list, provided that she
can cast spells of that level, but she must choose which spells to
prepare during her daily meditation.
Channel Energy (Su): Regardless of alignment,
any cleric can release a wave of energy by channeling the power of her
faith through her holy (or unholy) symbol. This energy can be used to
cause or heal damage, depending on the type of energy channeled and the
creatures targeted.
A good cleric (or one who worships a good deity) channels
positive energy and can choose to deal damage to undead creatures or to
heal living creatures. An evil cleric (or one who worships an evil
deity) channels negative energy and can choose to deal damage to living
creatures or to heal undead creatures. A neutral cleric who worships a
neutral deity (or one who is not devoted to a particular deity) must
choose whether she channels positive or negative energy. Once this
choice is made, it cannot be reversed. This decision also determines
whether the cleric casts spontaneous cure or inflict spells (see
spontaneous casting).
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. The amount of damage dealt or healed is equal to 1d6 points of
damage plus 1d6 points of damage for every two cleric levels beyond 1st
(2d6 at 3rd, 3d6 at 5th, and so on). 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 channeled 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. A
cleric must be able to present her holy symbol to use this ability.
Domains: A cleric's deity influences her alignment,
what magic she can perform, her values, and how others see her. A
cleric chooses two domains from among those belonging to her deity. A
cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment
matches that domain. If a cleric is not devoted to a particular deity,
she still selects two domains to represent her spiritual inclinations
and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the
level of the cleric, as well as a number of bonus spells. A cleric gains
one domain spell slot for each level of cleric spell she can cast, from
1st on up. Each day, a cleric can prepare one of the spells from her
two domains in that slot. If a domain spell is not on the cleric spell
list, a cleric can prepare it only in her domain spell slot. Domain
spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her
domains, if she is of a high enough level. Unless otherwise noted, using
a domain power is a standard action. Cleric domains are listed at the
end of this class entry.
Knowledge Domain
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp):
You can touch a creature to learn about its abilities and weaknesses.
With a successful touch attack, you gain information as if you made the
appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Repose Domain
Granted Powers: You see death not as something to be
feared, but as a final rest and reward for a life well spent. The taint
of undeath is a mockery of what you hold dear.
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of 7 times per day (3 + Wis Mod).
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: Xutec and channel stored spell energy into inflict spells not prepared ahead of time.
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment
opposed to her own or her deity's (if she has one). Spells associated
with particular alignments are indicated by the chaotic, evil, good, and
lawful descriptors in their spell descriptions.
The following are the class features of the wizard.
Weapon and Armor Proficiency: Wizards are proficient with
the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but
not with any type of armor or shield. Armor interferes with a wizard's
movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell
level per day. His base daily spell allotment is given on Table: Wizard.
In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and
prepare his spells ahead of time by getting 8 hours of sleep and
spending 1 hour studying his spellbook. While studying, the wizard
decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar
or a bonded object.
Arcane School: A wizard can choose to
specialize in one school of magic, gaining additional spells and powers
based on that school. This choice must be made at 1st level, and once
made, it cannot be changed. A wizard that does not select a school
receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must
select two other schools as his opposition schools, representing
knowledge sacrificed in one area of arcane lore to gain mastery in
another. A wizard who prepares spells from his opposition schools must
use two spell slots of that level to prepare the spell. For example, a
wizard with evocation as an opposition school must expend two of his
available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks
made when crafting a magic item that has a spell from one of his
opposition schools as a prerequisite. A universalist wizard can prepare
spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In
addition, specialist wizards receive an additional spell slot of each
spell level he can cast, from 1st on up. Each day, a wizard can prepare a
spell from his specialty school in that slot. This spell must be in the
wizard's spellbook. A wizard can select a spell modified by a metamagic
feat to prepare in his school slot, but it uses up a higher-level spell
slot. Wizards with the universalist school do not receive a school
slot.
Cantrips: Wizards can prepare a
number of cantrips, or 0-level spells, each day, as noted on Table:
Wizard under “Spells per Day.” These spells are cast like any other
spell, but they are not expended when cast and may be used again. A
wizard can prepare a cantrip from a prohibited school, but it uses up
two of his available slots (see below).
Necromancy School
The dread and feared promise of necromancy drives Xutec to master its mystery.
Although forbidden by ancient mandate from use of some of the schools more obvious power--Xutec never favored the obvious. . .
Power over Undead (Su): You receive Turn Undead as a bonus feat. You can channel energy a number of 5 times per day (3 + Int Mod)
Grave Touch (Sp): As a standard action, Xutec can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened
for 1 round if it has fewer Hit Dice than your wizard level. Xutec can
use this ability a number of 5 times per day (3 + Int Mod).
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SPELLBOOK:
-All Cantrips except Evocation and Divination
- Level One
5 Spells
2
- Level Two
2
*Read Magic may be prepared from memory
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SPELLS KNOWN/PREPARED:
0:
1:
Domain Spell: Comprehend Languages
Necromancy Spell: Ray of Enfeeblement
2:
Domain Spell: Gentle Repose
Necromancy Spell: False Life
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SPELLS PER DAY / SAVE DC (Spell Level + Ability Mod + 10)
Divine/Arcane
1: / DC xx
2: / DC xx
x: / DC xx
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SKILLS (Max Rank = Level, Class Skills get +3 bonus with at least 1 Rank)
Key Total Ability Class Misc
Ability Mod Mod Ranks Skill Mod
Acrobatics (Dex) + 1 = 1 + 1 + 3 +(-4 Armor)
Appraise (Int) + = + + +
Bluff (Cha) + = + + +
Climb (Str) + 3 = 3 + 1 + 3 +(-4 Armor)
Craft:_____ (Int) + = + + +
Diplomacy (Cha) + 1 = + + + + 1
Disable Device^ (Dex) + = + + +
Disguise (Cha) + = + + +
Escape Artist (Dex) + = + + +
Fly (Dex) + = + + +
Handle Animal^ (Cha) + = + + +
Heal (Wis) + = + + +
Intimidate (Cha) + 8 = 0 + 1 + 3 + 1+3
Knowledge: Nature (Int) + 4 = + 1 + 3 +
Knowledge: Local (Int) + = + + +
Linguistics (Int) + = + + +
Perception (Wis) + = + + +
Perform:_____ (Cha) + = + + +
Profession:_____^ (Wis) + = + + +
Ride (Dex) + = + + +(-4 Armor)
Sense Motive (Wis) + 5 = 0 + 1 + 3 + 1
Sleight of Hand^ (Dex) + = + + + (-4 Armor)
Spellcraft^ (Int) + = + + +
Stealth (Dex) + = + + + 4 Size
Survival (Wis) + = + + (-4 Armor)
Swim (Str) + = + + (-4 Armor)
Use Magic Device^ (Cha) + = + + +
^Trained only
Languages: Common and Orc
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MONEY:
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GEAR (Weight):
TOTAL WEIGHT:
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LOAD: Light Medium (-3) Heavy/Max (-6) Lift (x 2) Push/Drag (x 5)
lb lb lb lb lb
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MAGIC ITEMS
- None
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DESCRIPTION
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BACKGROUND
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Heropoints: 2