Robard Red Blood

A stalwart cleric of Dumathoin but more than a bit on the ugly side.

Description:
  • STR- 17 +3
    • DEX- 14 +2
    • CON- 16 +3
    • INT- 11
    • WIS- 15 +2
    • CHA- 6 -2

HP 15

AC 20

Speed 20’

Touch 11

Flatfooted 20

Initiative Mod +4

Weapons: Warhammer 1D8 +3

  • Appraise
  • Balance +2
  • Bluff -2
  • Climb +3
  • Concentration +3
  • Craft
  • Decipher
  • Diplomacy -2
  • Disable Device
  • Disguise -2
  • Escape Artist +2
  • Forgery
  • Gather Info -2
  • Handle Animals -2
  • Heal +3
  • Hide +2
  • Intimidate -2
  • Jump +3
  • Knowledge:
  • Arcana
  • Architect & Eng +3
  • Dungeoneering
  • Geography
  • History +3
  • Local
  • Nature
  • Nobility
  • Religion
  • Planes
  • Listen +2
  • Move Silently +2
  • Open Locks +2
  • Search
  • 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

Turn Undead

Bio:

Cleric of [[Dumathoin]]

Robard Red Blood

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