Mugnafu

The crazed conundrum of a 1/2 Orc Cleric Ftr of Gruumsh

Description:
  • STR- 18 +4 * DEX- 16 +3 * CON- 14 +2 * INT- 10 +0 * WIS- 16 +3 * CHA- 7 -2
    • HP 21
    • AC 15
    • Speed 20 (30 unarmored)
    • Touch 12
    • Flatfooted 17
    • Initiative Mod +3
    • Appraise
    • Balance +3
    • Bluff -2
    • Climb +4
    • Concentration +7
    • Craft +0
    • Decipher +0
    • Diplomacy -2
    • Disable Device 0
    • Disguise -2
    • Escape Artist +3
    • Forgery +0
    • Gather Info -2
    • Handle Animals -2
    • Heal +3
    • Hide +3
    • Intimidate -2
    • Jump +4
    • Knowledge:
    • Arcana +0
    • Architect & Eng +0
    • Dungeoneering +0
    • Geography +0
    • History +0
    • Local +0
    • Nature +2
    • Nobility +0
    • Religion +0
    • Planes +0
    • Listen +3
    • Move Silently +3
    • Open Locks +3
    • Search +0
    • Sense Motive +3
    • Spot +3
    • Survival +3
    • Swim +4
    • Tumble +3
    • Use magical Devices -2
    • Use ropes +3

HALF ORC-NESS: Darkvision 60’ Orcblood

Turn or Rebuke Undead

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.
Bio:

Mugnafu

CastleGreyhack WMK