Balor01
2013-01-17, 07:09 AM
I'd like your opinion on this NPC cleric. It is not equipped yet ... It is a cleric of Nerul and the idea behind it is the following:
- fight starts
- goes invisible (luckily fast due to improved init.)
- BUFF allies
- use last buffs on self, then go melee.
Material allowed is core only.
Male LE Human Cleric 4, HD 4d8+4, hp 29, Init +5, Spd 20 ft; AC 20/18, touch 11, flat-footed 20/18 (+1 Dex,+8 armor,+2 shield) BAB +3; Melee heavy mace +5 one-handed (1d6+2/x3); Ranged Heavy crossbow +4 (1d10) javelin +4 (1d6+2) SA Rebuke Undead (2x/day), Death touch (1x per day), Protective ward (1x per day) SV Fort +5, Ref +2, Will +7; Str 14(+2), Dex 12(+1), Con 13(+1), Int 10(+0), Wis 16(+3), Cha 8(-1)
Skills and Feats:
Appraise +0, Balance -7, Bluff -1, Climb -5, Concentration +11, Diplomacy -1, Disguise -1, Escape Artist -6, Forgery +0, Gather Information -1, Heal +10, Hide -6, Intimidate -1, Jump -11, Knowledge (religion) +1, Listen +3, Move Silently - 6, Ride +1, Search +0, Sense Motive +3, Spot +3, Survival +3, Swim -5, Use Rope +,1Improved Initiative, Skill Focus (Concentration), Empower Spell
Clr Spells Prepared: (5/4+1/3+1) (DC = 13 + spell level) 0--Guidance(5), 1--Cause Fear(1),Bless, Protection from Good, Shield of Faith, Cure Light wounds, 2--Invisibility(2), Cure Moderate Wounds, Bull's Strenght (2)
Domain Spells: (death, trickery): 1--Cause Fear, Sanctuary; 2--Disguise self, Invisibility.
Equiptment: Heavy mace, Heavy crossbow, javelin (3), full plate armor, heavy steel shield
- fight starts
- goes invisible (luckily fast due to improved init.)
- BUFF allies
- use last buffs on self, then go melee.
Material allowed is core only.
Male LE Human Cleric 4, HD 4d8+4, hp 29, Init +5, Spd 20 ft; AC 20/18, touch 11, flat-footed 20/18 (+1 Dex,+8 armor,+2 shield) BAB +3; Melee heavy mace +5 one-handed (1d6+2/x3); Ranged Heavy crossbow +4 (1d10) javelin +4 (1d6+2) SA Rebuke Undead (2x/day), Death touch (1x per day), Protective ward (1x per day) SV Fort +5, Ref +2, Will +7; Str 14(+2), Dex 12(+1), Con 13(+1), Int 10(+0), Wis 16(+3), Cha 8(-1)
Skills and Feats:
Appraise +0, Balance -7, Bluff -1, Climb -5, Concentration +11, Diplomacy -1, Disguise -1, Escape Artist -6, Forgery +0, Gather Information -1, Heal +10, Hide -6, Intimidate -1, Jump -11, Knowledge (religion) +1, Listen +3, Move Silently - 6, Ride +1, Search +0, Sense Motive +3, Spot +3, Survival +3, Swim -5, Use Rope +,1Improved Initiative, Skill Focus (Concentration), Empower Spell
Clr Spells Prepared: (5/4+1/3+1) (DC = 13 + spell level) 0--Guidance(5), 1--Cause Fear(1),Bless, Protection from Good, Shield of Faith, Cure Light wounds, 2--Invisibility(2), Cure Moderate Wounds, Bull's Strenght (2)
Domain Spells: (death, trickery): 1--Cause Fear, Sanctuary; 2--Disguise self, Invisibility.
Equiptment: Heavy mace, Heavy crossbow, javelin (3), full plate armor, heavy steel shield