Dughal: Turn&Burn cleric of Pholtus

For discussion of the Expedition to Ravenloft
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EvilGenius
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Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Dughal: Turn&Burn cleric of Pholtus

Post by EvilGenius »

Dughal: Male Human(Oeridian) Clr6; CR 6;HD 6d8+12; hp 45;
Init +0; Spd 20 ft/x3;
AC 21 (+9 armor, +2 shield), touch 10, flat-footed 21;
Base Atk/Grapple +4/+4;
Full Atk +5 One-handed (1d8;20/x2, +1 Silver heavy mace);
SA&SQ Aura of Law(Ex), Aura of Good(Ex), Spontaneous Casting, Restricted Spells, Turn Undead(Su);
AL LG;
SV Fort +9, Ref +4, Will +10;
AB Str 10(+0), Dex 10(+0), Con 14(+2), Int 14(+2), Wis 16(+3), Cha 14(+3);
Skills: Concentration¹ +11, Diplomacy¹ +7, Heal¹ +12, Knowledge (arcana) +6,Knowledge (history) +7, Knowledge (religion) +7, Spellcraft +11.
Feats: Extra Turning, Scribe Scroll, Disciple of the Sun, Sacred Vengeance.
Domains: Sun (Greater Turning 1/day, turned undead are destroyed) & Glory (+2 bon to turn undead and +1d6 on the turning damage roll)
Turn Undead(Su): Can turn undead 10 times per day. A turning check is made on 1d20+7; turning damage is equal to 3d6+9 on a successful check.
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EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
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Magical Equipment

Post by EvilGenius »

I made my starting gold go pretty far (helped by the scribe scroll feat).

Full Plate +1 (2650gp)
Hv Steel Shield (20gp)
Hv Mace +1, Silvered (2402)

Wands:
Daylight, CL5 (4500gp)
Light, CL1 (350gp)
Cure Light Wds, CL1 (750)

Scrolls:
3rd level Spell Scrolls: all at CL5, 188gp each
Continual Flame
Dispel Magic
Invisibility Purge
Protection fr Energy
Remove Curse
Speak with Dead
Water Walk

2nd level Spell Scrolls: all at CL3, 75gp each
Augury
Consecrate
Delay Poison
Eagle's Splendor
Remove Paralysis
Restoration, Lesser
Shield Other
Silence
Spiritual Weapon

1st level Spell Scrolls: all at CL1, 12gp each
Command
Comprehend Languages
Detect Evil

Total spent: 12,711gp
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erilar
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Location: Kirkwall
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Post by erilar »

See my previous post - your old cleric was cool. We don't necessarily need a undead-killer cleric, but we do need a cleric. Healing will be every bit as important as turning/destruction ability - perhaps more so.
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer
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