Andwar Kel
uc?id=0B1zg08q_w1MwQ21mZmJ3T1Z0UEE

Background


Description


Traits (scale of 1-10)


[https://drive.google.com/file/d/0B1zg08q_w1MwdFY4eGVCS0E2MDA/edit?usp=sharing]


Male Human cleric 18
NG medium humanoid (human)
Init +2; Senses Perception +21,
Aura Aura of Good, Aura of Law,
Languages Celestial, Common


AbilitiesStr18,Dex14,Con16,Int13,Wis25,Cha13
AC 28, touch 15, flat-footed 26
hp 202 (18HD)
Fort +18, Ref +11, Will +21


Speed 35 ft. (7 squares)
Face5 ft.Reach5 ft.
Base Atk +13; CMB +17; CMD 33
Atk Options Power Attack,
Special Actions Channel Positive Energy (9d6, DC 20, 4/day), , Agile Feet  (10/day) , Dimensional Hop  (36 5-ft. increments)
Melee greataxe +3 (holy) [power attack (two-handed)](two handed) +19/+19/+14/+9 ((two handed) 1d12+29/19-20/x3)
Melee greataxe +3 (holy)(two handed) +23/+23/+18/+13 ((two handed) 1d12+17/19-20/x3)
Melee dagger +1+24/+24/+19/+14 (1d4+11/19-20)
Ranged dagger +1 (thrown)+22/+22/+17/+12 (1d4+11/19-20)
Ranged crossbow +1 (light)+22/+22/+17/+12 (1d8+7/19-20)
Melee mace +1 (heavy)+24/+24/+19/+14 (1d8+11)
Prepared Spells Prepared Spell List
Cleric (CL 18th):
9th - true resurrection
8th - holy aura (DC 25) , shield of law (DC 25)
7th - bestow grace of the champion (DC 24) , destruction (DC 24) , repulsion (DC 24)
6th - dispel magic (greater) , harm (DC 23) , heal (2) (DC 23)
5th - break enchantment (DC 22) , flame strike (DC 22) , righteous might (DC ) , true seeing (DC 22)
4th - cure critical wounds (DC 21) , divination (DC ) , divine power (2) (DC )
3rd - create food and water , daylight , dispel magic (2) , searing light
2nd - darkness , hold person (2) (DC 19) , silence , spiritual weapon
1st - divine favor (3) (DC ) , protection from evil (DC 18) , remove fear (DC 18)
0th - detect magic , guidance (DC 17) , stabilize (DC 17)
*: Domain spell.
Deity Acerion; Domains Travel,


Special Qualities Agile Feet (10/day), Aura of Good, Aura of Law, Bonus Feat, Bonus Feat, Dimensional Hop (36 5-ft. increments), Diminished Spellcasting, Legion's Blessing, Orisons, Skilled, Spontaneous Casting,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Combat Casting, Dodge, Extend Spell, Furious Focus, Improved Critical (Greataxe), Improved Critical (Greataxe), Persistent Spell, Power Attack, Reach Spell, Selective Channeling, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Spellcraft), Weapon Focus (Greataxe), Weapon Specialization (Greataxe)
Skills Acrobatics -2, Acrobatics (Jump) +3, Appraise +1, Bluff +1, Climb +6, Craft (Untrained) +1, Diplomacy +1, Disguise +1, Escape Artist -3, Fly -3, Heal +15, Intimidate +1, Knowledge (History) +5, Knowledge (Nature) +2, Knowledge (Nobility) +6, Knowledge (Planes) +14, Knowledge (Religion) +16, Perception +21, Perform (Untrained) +1, Ride +1, Sense Motive +16, Spellcraft +26, Stealth -3, Survival +9, Swim +6,


Possessions
periapt of wisdom
greataxe +3 (holy)
greataxe +3 (holy)
ring of protection +3
cloak of resistance +3
full plate +4
explorer's outfit
boots of striding and springing
everburning torch
mace +1 (heavy)
shield +2 (heavy/steel/animated)
Handy Haversack [ Flint and Steel; Wand of Cure Moderate Wounds; Wand of Cure Serious Wounds; Pouch (Belt); Pouch (Belt); Pouch (Belt); Pouch (Belt); Pouch (Belt); Case (Map or Scroll); Case (Map or Scroll); Case (Map or Scroll); Rope (Silk/50 ft.); Case (Map or Scroll); Case (Map or Scroll); Case (Map or Scroll); Case (Map or Scroll); Case (Map or Scroll); Case (Map or Scroll); Case (Map or Scroll); Case (Map or Scroll); Chalk (1 Piece); Bedroll; Quiver; Quiver; Waterskin (Filled) (x2); Whetstone; Wand of Cure Light Wounds (x2); ]
Case (Map or Scroll) ; Case (Map or Scroll) [ Paper (Sheet) (x10); ]
Case (Map or Scroll) [ Scroll (Comprehend Languages) (x3); Scroll (Delay Poison) (x3); Scroll (Dispel Magic (Greater)) (x2); ]
Case (Map or Scroll) [ Scroll (Raise Dead) (x3); Scroll (Remove Blindness/Deafness) (x3); Scroll (Remove Curse) (x3); ]
Case (Map or Scroll) ; Case (Map or Scroll) ; Case (Map or Scroll) ; Case (Map or Scroll) ; Case (Map or Scroll) ; Case (Map or Scroll) [ Scroll (Remove Disease) (x3); Scroll (Remove Fear) (x3); Scroll (Remove Paralysis) (x4); ]
Case (Map or Scroll) ; Pouch (Belt) [ Elemental Gem, Fire; ]
Pouch (Belt) ; Pouch (Belt) ; Pouch (Belt) [ Coin (Copper Piece) (x38); Coin (Gold Piece) (x45); Coin (Platinum Piece) (x17); Coin (Silver Piece) (x16); ]
Pouch (Belt) [ Aquamarine; Coral; Jade; Jet; Black Opal; Deep Blue Spinel; Golden Yellow Topaz; ]
Pouch (Belt) [ Potion of Cure Light Wounds (x7); Potion of Cure Moderate Wounds (x2); Potion of Cure Serious Wounds (x2); Potion of Lesser Restoration (x2); Potion of Neutralize Poison; Potion of Remove Blindness/Deafness; ]
Quiver [ Bolt, Crossbow (x20); ]
Quiver [ Bolt, Crossbow (x20); ]
Quiver [ Bolt, Crossbow (x20); ]
Potion Belt (Masterwork) [ Potion of Cure Moderate Wounds; Potion of Cure Serious Wounds; Potion of Lesser Restoration; Potion of Neutralize Poison; Potion of Remove Blindness/Deafness; Potion of Water Breathing; Potion of Water Walk; Potion of Cure Light Wounds (x3); ]
Scroll Organizer (Masterwork) [ Scroll (Comprehend Languages) (x2); Scroll (Remove Paralysis); Scroll (Reverse Gravity); Scroll (Dismissal) (x2); Scroll (Delay Poison) (x2); Scroll (Dispel Chaos); Scroll (Dispel Magic (Greater)) (x3); Scroll (Raise Dead) (x2); Scroll (Remove Blindness/Deafness) (x2); Scroll (Remove Curse) (x2); Scroll (Remove Disease) (x2); Scroll (Remove Fear) (x2); ]
Sheath (Boot) [ Dagger +1; ]
Wand Organizer (Masterwork) [ Wand of Cure Critical Wounds; Wand of Cure Moderate Wounds; Wand of Cure Serious Wounds; Wand of Cure Light Wounds; Wand of Dispel Magic; Wand of Make Whole; Wand of Mending; Wand of Neutralize Poison; Wand of Restoration; ]
Crossbow +1 (Light) ;


**Agile Feet (Su) ** As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 10 times per day.
**Aura of Good (Ex) ** You project an overwhelming good aura.
**Aura of Law (Ex) ** You project an overwhelming lawful aura.
**Bonus Feat ** Humans select one extra feat at 1st level.
**Bonus Feat ** A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level). These bonus feats must be chosen from the following list - Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency, and Weapon Focus*. At 10th level, a crusader may also choose from the following feats - Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*. At 20th level, a crusader may also choose from the following feats - Greater Shield Specialization and Greater Weapon Specialization*. Bonus feats marked with an asterisk (*) must be applied to the favored weapon of the crusader's deity. A crusader need not meet the normal class- or level-based prerequisites for these bonus feats.
**Channel Positive Energy (Su) ** You can unleash a wave of positive energy. You must choose to deal 9d6 points of positive energy damage to undead creatures or to heal living creatures of 9d6 points of damage. Creatures that take damage from channeled energy receive a DC 20 Will save to halve the damage. You can use this abilty 4 times per day.
**Dimensional Hop (Sp) ** You can teleport up to 180 feet per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
**Diminished Spellcasting ** A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.
**Eyes and Ears of the City (Abadar) ** Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
**Heavy Armor Proficiency **
**Improved Critical* (Greataxe) **
**Legion's Blessing (Su) ** At 8th level, a crusader gains the ability to confer beneficial spells quickly to a large group of allies. As a full-round action, the crusader may confer the effects of a single harmless spell with a range of touch to a number of creatures equal to half her cleric level. The spell's range remains touch, so all intended recipients must be within the crusader's reach when the spell is cast. Using the legion's blessing expends the prepared spell, but it also requires the crusader to sacrifice another prepared spell three levels higher, as when spontaneously using a cure or inflict spell. The higher-level spell is not cast but is simply lost, its magical energy used to power the legion's blessing.
**Orisons ** You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
**Resilient ** Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.
**Skilled ** Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
**Spontaneous Casting ** You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
**Weapon Focus (Greataxe) **
**Weapon Specialization* (Greataxe) **


Sanity Points - Total: 94 Current: 94


Resources Used:

Arms & Equipment Guide
Ascender/Slider
Bolt Cutters
Ear Plugs
Flash pellet
Grappling Hook, Collasible
Hacksaw, Superior
Magnet, small
Money Belt
Shoes, silent
Stonebreaker Acid

Complete Adventurer
Catstink
Glass Cutter
Listening Cone
Lockslip Grease
Suregrip
Thieves Tools, Longspoon

Forgotten Realms Campaign Setting
Bandoleer

Magic Items Compendum
Field Provisions Box

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