Krazed Squirell wrote:
Bit early, but here's me character...
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NAME: Krayse
Race: Human Class: Cleric
Level: 1 EXP:0
Alignment: Neutral Good
Initiative: 1D20 +5
*once combat starts, the person with the highest initiative goes first
Speed: 20 ft. (30 ft.)
*you can move X Spaces per Turn
Base Attack: +0
Weapon: (Heavy Mace) Attack: 1D20+1 (STR) +1 (WF) Damage: 1d8 +1 (x2)
weapon(ranged)d20(Roll for attack) d6(roll for damage)
Armor Class: 16 (15 flat footed, 11 vs. Touch) CHK: -5
*monsters need to roll your AC or better on their attack rolls to hit you
Hit Points: 10/10
*if you run out of hit points, you die. (bummer)
____________SKILLS________________
Diplomacy:d20+/+3
Disable Device:D20+/-X
Hide:D20+/-X
Listen:d20+/-X
move Silently: D20+/+1
Open Lock:D20+/-X
search:D20
Spot:D20+/+1
Additional Skills:
Concentration: (Used to avoid distraction during spell casting) D20 +2
Heal: (Used to help wounds heal faster and to treat Poison and Disease) D20 +4
Knowledge (Religion): D20+ 3
_________ABILITY SCORES__________
roll a D20 for the For the following Scores, and a D4 for bonus;penalty on Wisdom
Strength: 12 / +1
Dexterity: 13 / +1
Constitution: 15/ +2
Intelligence: 10 / +0
Wisdom: 16/ +3
Charisma: 10/ +0
_____________SAVING THROWS_____________
Fortitude: D20+/ +4 (+2 base+CON)
Reflex: D20+/ +1 (+0 base+DEX)
Will: D20+/ +4 (+2 base+WIS)
______________SPELLS__________________
Spell Save: (Add on to Save Throw when opponent saves vs. my spell) +3
Spells per Day:
0=3 spells
1=3 spells +1 domain spell
Domains:
Luck: Reroll one roll per day Lev.1: Entropic Shield (Ranged attacks have 20% miss chance)
Healing: Cast Healing Spells at +1 per level. Lev. 1: Cure Light Wounds (heal 1D8 +1 HP per lev.)
Turn Undead:
Check +0 ( Roll 1d20 to determine # of Hit Dice you can turn)
Damage: 2d6 +1 (roll 2d6 + CHA to determine # of Hit Dice turned)
Usable 3 times per day
Armor: Scale Mail (+4 AC/-4 CHK) Lt. Steel Shield (+1 AC/-1 CHK)
Weapons: Heavy Mace
Gear: 2 Potions Cure Light Wounds, Backpack, Bedroll, Holy Symbol (Silver), Waterskin, Trail Rations (3), Clerics Vestments, Glowrods (2)
86 GP, 5 SP
Other: 4 skill points at Level 1, +1 per lev. +1 feat at level 1
Neutral Good Aura (For Detect spells)
Feats:
Weapon Focus: Heavy Mace (+1 base attack with war hammer)
Improved Initiative (+4 to Initiative Rolls)
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Pretty generic Cleric...Heh, rhyming is fun.
I tried to make the text smaller so I wouldn't take up so much room in a thread. I have a few notes on things that I'll get into later. Questions? Notice one of my many screw-ups? Point it out.
Couple of things:
If you used the Point Buy System, you could set your stats to:
STR: 14
DEX: 8
CON: 14
INT: 10
WIS: 16
CHA: 14
Which is IMHO is more optimal than what you have it set as. (Better STR for better melee, 14 CON gives nearly the same benifit as 15 CON, 14 CHA gets you a better Diplomacy skill number and increases the number of undead you can turned per round, 8 DEX has practicly no down side for a Cleric.)
Also, you forgot your Cleric LVL 1 bonus Feats. They are:
Armor Proficiency, Heavy.
Armor Proficiency, Medium
Armor Proficiency, Light
Sheild Proficiency
Turn Undead (required for the Divine Might and Divine Sheild feats)
Weapon Proficincy, Simple (proficient with club, dagger, mace, sickle, spear, morningstar, quarterstaff, dart, sling, lightcrossbow, heavy crossbow)
Also, the morningstar is a better choice than the heavy mace: They both deal the same dammage, but the morningstar weighes 2 pounds less. Also, the morningstar and deals both bludgeoning and piercing dammage, while the mace only deals bludgeoning. Oh, and it costs 4 Gp less than a mace.