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ATHENA - Quickstats
HP: 43/43 Lv: Clr7 **Ability Scores** **Saves**
AC: 16, -1 flatfooted, -7 touch STR 13 [+1] WIS 18 [+4] For: +4 BAB: +5
Attack Bonus (w/mace): +8, DEX 9 [-1] INT 11 [+0] Ref: +1 ACP: -0
full attack +8 CON 11 [+0] CHA 12 [+1] Wil: +9 ASF: N/A
Damage (w/mace): 1d8+2 (x2) **Equipment**
Initiative: +1 +1 heavy mace, mithral breastplate, mithral
Abilities: heavy shield, amulet of natural armor +1
- Turn Undead (4/4)
- (put prepared spells here!)
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Misc:
Combat Casting (+4 on Concentration checks when casting defensively)
Concentration : +10 Listen : +6
Heal : +14 Search : +2
Know (relig) : +10 Spot : +6
****GP Total: 1268.0
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ATHENA
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Name: Athena Race: Elf
Gender: Female Alignment: Chaotic Good
Physical Description:
5'3", 110 lbs, blue eyes, auburn hair
Strength (STR): 13 [+1] Level: Cleric 7
Dexterity* (DEX): 9 [-1] Experience Points: 21000
Constitution (CON): 11 [+0] BAB: +5
Wisdom (WIS): 18 [+4] Fort Save: 5 (+0 con) = +4
Intelligence (INT): 11 [+0] Ref Save : 2 (-1 dex) = +1
Charisma (CHA): 12 [+1] Will Save: 5 (+4 wis) = +9
Speed: 30 ft
Hit Points: (8+8+8+4+7+4+4) (+0 con x3) = 43
Armor Class: 10 (-1 dex, +7 armor) = 16
Attack Bonus (melee): 5 (+1 str) = +6
Attack Bonus (ranged): 5 (-1 dex) = +4
Armor Check Penalty: -0
Initiative: -1 dex = -1
FEATS:
- Combat Casting
- Weapon Focus (heavy mace)
SKILLS:
Skill Points = 3/level; [s] denotes class skill
- [s]Concentration [CON]: 10 (+0 con) = +10
- [s]Heal [WIS]: 10 (+4 wis) = +14
- [s]Knowledge (religion) [INT]: 10 (+0 int) = +10
- Listen [WIS]: 0 (+4 wis) = +6 (+2 racial)
- Search [INT]: 0 (+0 int) = +2 (+2 racial)
- Spot [WIS]: 0 (+4 wis) = +6 (+2 racial)
SIZE: Medium LANGUAGES: Common, Elven, Dwarven
Class Specials:
- Simple Weapon Proficiency
- Light/Medium/Heavy Armor Proficiency
- Shield Proficiency
- Turn/Rebuke Undead
- Spontaneous Casting
Racial Specials:
- Low-light Vision
- Immunity to Sleep effects
- +2 bonus against Enchantment effects
- +2 bonus to Listen/Spot/Search checks
- Detect hidden doors within 5 ft.
Spells per Day
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Domains: Healing, Protection
Lv0: 5/day
Lv1: 3+1/day, +1 domain
Lv2: 3+1/day, +1 domain
Lv3: 2+1/day, +1 domain
Lv4: 1+1/day, +1 domain
Equipment and Inventory
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Equipped: +1 heavy mace (1d8/x2 blunt) [8 lbs]
Equipped: Mithral breastplate (AC +5, MD +5, CP -0) [15 lbs]
Equipped: Mithral shield, heavy (AC +2, CP -0) [7.5 lbs]
Equipped: Amulet of natural armor +1 [none]
Inventory: Bag of holding type I (vol: 250 lbs) [15 lbs]
Total Gold: 1268.0 gp
Total Weight: 45.5 lbs
Loads: 50 lbs light, 100 lbs medium, 150 lbs heavy/max
CLERIC SPELLS
0-LEVEL CLERIC SPELLS (ORISONS)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
1ST-LEVEL CLERIC SPELLS
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.
2ND-LEVEL CLERIC SPELLS
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL CLERIC SPELLS
Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual Flame M: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding M: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL CLERIC SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination M: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration M: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels.
Summon Monster IV: Calls extraplanar creature to fight for you.
Tongues: Speak any language.
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