Ard, Knight of Daris Kotar
Character Name
Cleric Human
Class Race
12 M 19 Male
Level Size Age Gender
Kent Wayson  
Player
Neutral Fharlanghn
Alignment Deity
6' 2" 157    
Height Weight Eyes Hair
Bexlee Underdark
Home Campaign Setting
Celerity Luck 72,124
Domains Experience Points
Veins of the Earth Monte Cook
Campaign DM
Stats
Ability Score Mod Temp
Score
Temp
Mod
STR 14 +2    
DEX 17 +3 19 +4  
CON 14 +2    
INT 11 +0    
WIS 16 +3 18 +4  
CHA 7 -2    
 
 
 
 
Hit Points
Grace   59    •Fire Resist: 15 (75 points/day)
 •Cold Resist 20
Health   50  
 
SPEED  50
  Total   Dex   Misc   Temp
INIT +4 = +4 +   +  

Saving Throws
Total   Base   Abil   Gloves   Cloak   God
bonus
FORTITUDE +11 = +8 + +2 +   +   + +1
REFLEX +11 = +4 + +4 + +2 +   + +1
vs. [Fire] spells +16 =             +5
WILL +13 = +8 + +4 +   +   + +1
Attack Bonuses 1st 2nd 3rd 4th   Abil   God
Bonus
MELEE +9 +4 - -   +2   +1
RANGED +9 +4 - -   +4   +1
  Total   Base   Armor   Shield   Dex   Gloves   Temp   Notes
ARMOR CLASS 26 / 27 / 30 = 10 + +8 + +2 + +4 + +2 +      Defensive Stance feat
 Mobility feat (+4)
HERO POINTS
 - Touch   16 = 10 + n/a + n/a + +4 + +2 +     2?
 - Flat-Footed   22 = 10 + +8 + +2 + n/a + +2 +    
 
Weapons
Total Attack Bonus Damage Critical Range Weight Type Size Special Properties [Earthblood bonus +6 to melee damage in earthnode/flow]
+1 crystal Mace of Absorption +13/+8/0/0 1d8+3 20/x2   8 Bludgeoning Medium  absorbs spells, as a Rod of Absorption; adds +2 to DC of all Divine spells
m.w. cold iron Mace +13/+8/0/0 1d8+2 20/x2   8 Bludgeoning Medium  
Light Crossbow +14/+9/0/0 1d8 19-20/x2 80 ft. 4 Piercing Medium
 
Armor
Type Armor Bonus Max Dex Bonus Check Penalty Arcane
Spell Fail
Speed Weight Special Properties
Mithril Chain Mail +3 Light +8 +4 -2 20% 30' 20  
+1 Buckler of Arrow Deflection (1/round) Light +2 -- 0 5% -- 5  Deflect incoming arrow, 1/round
 
Skills
Skill Name Ability Tot
Mod
Abil
Mod
God
Bonus
Ranks Note

Concentration CON +18 +2 +1 15  
Heal WIS +15 +4 +1 8  Healing Kit adds +2
Jump STR +11 +2 +1 0  +8 from Speed

Knowledge: The Planes INT +3 +0 +1 2  
Knowledge: Religion INT +7 +0 +1 6  

Profession: Sailor WIS +8 +4 +1 3  
Spellcraft INT +7 0 +1 6  

 
Feats / Disciplines
Feat / Ability Note

Defensive Stance +1 to AC against melee attacks
Mobility +4 to AC vs. Attacks of Opportunity
Speed Burst level/2 times per day, gain an additional move action, 1/round max

Extend Spell 3/day
Healing Touch Discipline Heal others; 3d8+12 healing (# of people per day: 1 + WIS Mod + level = 17)
Harm Undead Healing Touch can be used to harm undead. (Healing Touch discipline enhancement)

Greater Healing Adds 1d8 to Healing Touch (Healing Touch discipline enhancement)
Divine Inspiration Discipline Using a standard action, you grant all allies within 30 feet a +1 luck bonus to the following:
  • attack and damage rolls; or
  • saving throws, ability checks, and skill checks; or
  • Armor Class
This bonus increases by +1 every five levels. The effect lasts for 1 round per level before it must be renewed.
Spring Attack Move before and after an attack

Healing Link Healing at range up to 25 ft + 5 ft/2 levels (55') (Healing Touch discipline enhancement)
Mobile Spellcasting You can make a special Concentration check (DC 20 + spell level) when casting a spell; if successful, you can cast the spell and move up to your speed as a single standard action. You can't use the feat to cast a spell that takes longer than one standard action to cast. If the check fails, you lose the spell and fail to cast it, just as if you had failed to cast the spell defensively.
You still provoke attacks of opportunity for casting spells from any creatures who threaten you at any point of your movement.
You can cast defensively while using the feat, but doing so increases the Concentration DC to 25 + dpell level.
Earthblood Awareness You can sense nearby earthblood flows and nodes, usually within 500 feet, although you may sense larger, more potent areas from even greater distances (DM’s discretion). You can use your connection to determine the precise passage of time. You also can use it to navigate by setting markers anywhere and everywhere you go. You can always find your way back to within 100 feet of such a marker.

Tap Earthblood In an earthnode or earthflow, all spells are Empowered, the save DC gains a +2 enhancement bonus, and physical attacks inflict +1 point of additional damage per two levels. In addition, you can use a standard action to suffuse your weapon with earthblood; during the next round, the first target the weapon strikes must make a saving throw (10 + half lvl + Cha mod) or be stunned and fall prone.
Greater Healing Adds 1d8 to Healing Touch (Healing Touch discipline enhancement)
 
Future feats: 13-Scribe Scroll or other crafting feat or Maximize Spell?, 14-Divine Inspiration (all 3)
 
Languages: Common, Draconic, Undercommon, Drow, Giant.
 
Spells per day
Lvl:   1   2   3   4   5   6   7   8   9   10   11   12
   
DC:   15   15   16   16   17   17   18   18   19   19   20   20
    17   17   18   18   19   19   20   20   21   21   22   22   <=== with Mace in hand or in an earthnode
    19   19   20   20   21   21   22   22   23   23   24   24   <=== In an earthnode and mace in hand
   
# Spells:   4+1   3   3+1   3   2+1   2   2+1   1   1+1   1   1+1   1
   
 
Default Spells(don't forget Extend Spell 3/day; and Earthblood adding to DC & Empowering all spells)
1st levelInspired Initiative, Magic Weapon, Obscuring Mist, Magic Weapon bonus spell from amulet), Expeditious RetreatD
2nd levelDivine Favor, Second Chance, Second Chance
3rd levelCat's Grace, Cat's Grace, Bear's Endurance, Cat's GraceD, (Pearl of Power)
4th levelLesser Restoration, Resist Energy, Soundburst
5th levelDaylight, Protection from Energy, BlurD
6th levelDispel Magic, Searing Light (ranged touch, 5d8)
7th levelDismissal, Dismissal, Freedom of MovementD
8th levelDimensional Anchor
9th levelBlazing Light (800' line 10' wide, Reflex half, 12d8), Break Enchantment D
10th levelWall of Stone
11th levelBanishment, Mislead D
12th levelHeroes Feast
 
Gear    Unusual Items
Item Qty Wt
200 pp, 123 gp, 13 sp, 57 cp -- --
Gilles' ring 1 0.0
Kreon's ring 1 0.0
 - fed to ring: currently nothing
Amulet from Shadowkeep 1 0.0
Augmentation Crystal, Greater (Fire, resist 15, 75/day max) 1 0.0
Backpack 1 2.0
Badge - Knight of Daris Kotar 1 0.0
Bedroll 1 5.01
Book - Terran 1 0.0
Boots of the Unending Journey (+10 speed) 1 5.0
Bloodstone Gem #4 1 0.0
Caltrops 1 2.0
Candle (yellow with spider web pattern; like Incense of Meditation; burns 8 hours: all spells maximized) 1 0.0
Cloak of the Wave 1 0.0
Drow insignia pin (amulet; House Noquar; Spider Climb 1/day) 1 0.0
Everburning Torch 1 0.0
Genie amulet 1 0.0
Gloves (Drow lab, dark green; +2 deflection bonus to AC; +2 to worst save) 1 0.0
Gourd of Curdled Death 1 0.0
Journal + pencils 1 0.01
50' silk rope 1 5.01
Pearl of Power (3rd or 4th) 1 0.0
Periapt of Wisdom +2 (+ 1 additional 1st level spell) 1 0.0
Potion of Bull's Strength 1 0.0
Potion of See Invisible 1 0.0
Fire Elemental Elixir 1 0.0
Ring of Water Breathing 1 0.0
Ring of Sustenance + Cold Resistance 20 1 0.0
Scroll of Divination 1 0.0
Scroll of Divine Power 1 0.0
Scroll of Magic Vestment 1 0.0
Scroll of Break Enchantment 1 0.0
Scroll of Break Enchantment 1 0.0
Scroll of Neutralize Poison, Remove Disease 1 0.0
Scroll of Unhallow 1 0.0
Scroll of Circle of Doom, Magic Vestment, Spell Immunity 1 0.0
Shadowlight Lighter 1 0.0
Spell Component Pouch 1 2.0
Ultravision Eye Cusps 1 0.0
Wand of Bull's Strength (36 charges) 1 0.0
Wand of Gentle Repose (36 charges) 1 0.0
Wand of Hold Person (49 charges) 1 0.0
Waterskin 1 4.01
Vial of Wight Dust 1 0.0
wooden Holy Symbol 1 0.0
Total Weight (includes weapons & armor)   56.0
1Item left on ship; not included in total
    Cloak of the Wave
  • +5 Reflex saves vs. [Fire] spells
  • Evasion vs. [Fire] spells
  • Extinguish mundane fires 5/day
  • Countspell [Fire] spell 1/day (CL 10)
    Bloodstone Gem #4
  • Adjacent ally with Gem #3; share save rolls and take best roll
  • If both fail, however, both take full effect.
  • Check notes for other powers
    Mace of Absorption
  • Levels absorbed:   0   (50 max)
  • Levels spent:   0  

 
      Encumbrance
1 - 58 59 - 116 117 - 175
Light Load Medium Load Heavy Load
175 350 875
Lift Over Head Lift Off Ground Push or Drag
 
Domains
Celerity Domain (CD)

Granted Power: Your land speed is faster than normal for your race by +10 feet. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load.

    Celerity Domain Spells
  1. Expeditious Retreat: Your speed increases by 30 feet.
  2. Cat's Grace: Subject gains +4 to Dex for 1 min./level
  3. Blur: Attacks miss subject 20% of the time
  4. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  5. Tree Stride: Step from one tree to another far away.
  6. Wind Walk: You and your allies turn vaporous and travel faster.
  7. Cat's Grace, Mass: As cat's grace, affects one subject/level
  8. Blink, Improved (CD): As blink, but safer and with more control.
  9. Time Stop: You act freely for 1d4+1 rounds

Luck Domain

Granted Power: You 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.

    Luck Domain Spells
  1. 1 Entropic Shield: Ranged attacks against you have 20% miss chance.
  2. Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
  3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  4. Freedom of Movement: Subject moves normally despite impediments.
  5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  6. Mislead: Turns you invisible and creates illusory double.
  7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  9. Miracle: Requests a deity's intercession; may have an Experience Point cost.