Robard Red Blood
A stalwart cleric of Dumathoin but more than a bit on the ugly side.
- STR- 17 +3
- DEX- 14 +2
- CON- 16 +3
- INT- 11
- WIS- 15 +2
- CHA- 6 -2
Initiative Mod +4
Weapons: Warhammer 1D8 +3
- Balance +2
- Bluff -2
- Climb +3
- Concentration +3
- Diplomacy -2
- Disable Device
- Disguise -2
- Escape Artist +2
- Gather Info -2
- Handle Animals -2
- Heal +3
- Hide +2
- Intimidate -2
- Jump +3
- Architect & Eng +3
- History +3
- Listen +2
- Move Silently +2
- Open Locks +2
- Sense Motive +2
- Spot +2
- Survival +2
- Swim +3
- Tumble +4
- Use magical devices -2
Spells: * SPELLS: Lvl 0—3+1= 4
- 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.
- LVL 1 Spells 1+1=2
- 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, 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.
DWARFNESS: Darkvision 60 Stonecunning +2 VS Poison +2 vs SPELLS +1 Attack against Orcs and Goblinoids +4 Doge from Giants +2 on Appraise +2 Stone/Metal craft checks
Cleric of [[Dumathoin]]