Jergmo
2009-07-29, 08:49 PM
Good Barry
Conjuration (Summoning) [Good]
Level: Clr 4
Components: V, S, XP
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: See text
Duration: 1 round/level
Saving Throw: No
Spell Resistance: None
This spell summons Barry the Benevolent, a Neutral Good level 6 human cleric with the Healing domain, who will proceed to buff and heal all allied creatures for the duration of the spell.
This spell was created for the Misheard Spells thread, and for some reason I wanted to stat the guy out. :smallsmile:
Barry the Benevolent
Size/Type: Medium Humanoid
Hit Dice: 6d8+6 (32 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 10 (+0 Dex)
Base Attack/Grapple: +4/+3
Attack: Unarmed strike +3 melee (1d3-1)
Full Attack: Unarmed strike +3 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, turn undead
Special Qualities: —
Saves: Fort +6, Ref +2, Will +8
Abilities: Str 8, Dex 10, Con 12, Int 13, Wis 16, Cha 14
Skills: Concentration +11, Diplomacy +8, Sense Motive +8, Heal +10, Survival +5, Knowledge(Religion) +6
Feats: Extra Turning, Improved Initiative, Negotiator, Self-Sufficient
Environment: —
Organization: Solitary, unique
Challenge Rating: 4
Treasure: None
Alignment: Neutral Good
Advancement: By character class
Level Adjustment: +0
No one is certain where the enigmatic Barry is from, and he won't say where. All that is known is that Barry is there for should you need him to lend a helping hand.
Combat
Barry avoids physical combat, finding it disdainful. His involvement in combat is comprised of casting buffing and healing spells.
Turn Undead (Su): Barry can use the Turn Undead ability 9 times per day and receives a +2 circumstance bonus.
Spells
Barry casts spells as a level 6 cleric. He receives a +1 caster level bonus on healing spells and can convert spell slots to healing spells spontaneously.
Cleric Spells Per Day:(5/4+1/4+1/3+1)
Cleric Spells Prepared: 0—Create Water(1), Guidance(1), Mending(1), Resistance(2); 1st—Cure Light Wounds(1), Bless(1), Protection from Evil(2), Remove Fear(1); 2nd—Cure Moderate Wounds(1), Aid(1), Restoration, Lesser(1), Consecrate(1), Shield Other(1); 3rd—Cure Serious Wounds(1), Prayer(1), Protection from Energy(1), Remove Disease(1)
Conjuration (Summoning) [Good]
Level: Clr 4
Components: V, S, XP
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: See text
Duration: 1 round/level
Saving Throw: No
Spell Resistance: None
This spell summons Barry the Benevolent, a Neutral Good level 6 human cleric with the Healing domain, who will proceed to buff and heal all allied creatures for the duration of the spell.
This spell was created for the Misheard Spells thread, and for some reason I wanted to stat the guy out. :smallsmile:
Barry the Benevolent
Size/Type: Medium Humanoid
Hit Dice: 6d8+6 (32 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 10 (+0 Dex)
Base Attack/Grapple: +4/+3
Attack: Unarmed strike +3 melee (1d3-1)
Full Attack: Unarmed strike +3 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, turn undead
Special Qualities: —
Saves: Fort +6, Ref +2, Will +8
Abilities: Str 8, Dex 10, Con 12, Int 13, Wis 16, Cha 14
Skills: Concentration +11, Diplomacy +8, Sense Motive +8, Heal +10, Survival +5, Knowledge(Religion) +6
Feats: Extra Turning, Improved Initiative, Negotiator, Self-Sufficient
Environment: —
Organization: Solitary, unique
Challenge Rating: 4
Treasure: None
Alignment: Neutral Good
Advancement: By character class
Level Adjustment: +0
No one is certain where the enigmatic Barry is from, and he won't say where. All that is known is that Barry is there for should you need him to lend a helping hand.
Combat
Barry avoids physical combat, finding it disdainful. His involvement in combat is comprised of casting buffing and healing spells.
Turn Undead (Su): Barry can use the Turn Undead ability 9 times per day and receives a +2 circumstance bonus.
Spells
Barry casts spells as a level 6 cleric. He receives a +1 caster level bonus on healing spells and can convert spell slots to healing spells spontaneously.
Cleric Spells Per Day:(5/4+1/4+1/3+1)
Cleric Spells Prepared: 0—Create Water(1), Guidance(1), Mending(1), Resistance(2); 1st—Cure Light Wounds(1), Bless(1), Protection from Evil(2), Remove Fear(1); 2nd—Cure Moderate Wounds(1), Aid(1), Restoration, Lesser(1), Consecrate(1), Shield Other(1); 3rd—Cure Serious Wounds(1), Prayer(1), Protection from Energy(1), Remove Disease(1)