WEIGHT ALLOWANCE |
Light |
43 |
Medium |
87 |
Heavy |
131 |
FEATS |
Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Daunting Presence, Divine Shield, Faster Healing, Goad, Heavy Armor Optimization, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency |
SPECIAL ABILITIES |
+1 racial bonus on attack rolls against kobolds and goblinoids., +2 racial bonus on saving throws against illusions., +4 Dodge bonus to Armor Class against monsters of the giant type., Speak with Animals (burrowing mammal only, duration 1 minute)., Spontaneous casting, Turn Undead (Su) 6/day (turn level 1) (turn damage 2d6+4) |
PROFICIENCIES |
Axe (Throwing), Battleaxe, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Kukri, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Mind Blade, Morningstar, Pick (Heavy), Pick (Light), Quarterstaff, Ranseur, Rapier, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Sling, Spear, Spells(Ray), Spiked Armor, Sword (Bastard/Martial), Sword (Short), Trident, Unarmed Strike, Waraxe (Dwarven/Martial), Warhammer
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Cleric of Yisha |
Domain
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Granted Power
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Healing
| You cast healing spells at +1 caster level.
| Travel
| For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).This granted power is a supernatural ability.
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Speak with Animals (DC:14) | Dancing Lights (DC:13) | Ghost Sound (DC:13) | Prestidigitation (DC:13) | |
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Cleric |
0
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1
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2
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3
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4
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5
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6
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7
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8
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9
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3
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2+1
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0
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0
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0
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0
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0
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0
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0
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0
|
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0: |
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Create Water (DC:11) | Cure Minor Wounds (DC:11) | Detect Magic (DC:11) | Guidance (DC:11) | Light (DC:11) | Mending (DC:11) | Purify Food and Drink (DC:11) | Virtue (DC:11) | |
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1: |
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Bless (DC:12) | **Cure Light Wounds (DC:12) | Cure Light Wounds (DC:12) | Divine Favor (DC:12) | Endure Elements (DC:12) | Entropic Shield (DC:12) | *Longstrider (DC:12) | Remove Fear (DC:12) | Sanctuary (DC:12) | Shield of Faith (DC:12) | **Vigor (Lesser) (DC:12) | Vigor (Lesser) (DC:12) | |
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| * = Domain/Specialty Spell |
FEATS |
NAME |
DESCRIPTION |
Armor Proficiency (Heavy) |
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
Armor Proficiency (Light) |
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
Armor Proficiency (Medium) |
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
Daunting Presence |
You may take a Standard Action to ‘Awe’ an opponent with 30’, who can see you, and who has an Intelligence score. If the opponent fails a Will saving throw (DC 10 + ½ your character level + your Charisma modifier) it is Shaken for 10 minutes. This fear has no effect on a creature that is already Shaken. |
Divine Shield |
As a standard action, spend one of your turn/rebuke undead attempts to channel energy into your shield, granting it a bonus equal to your Charisma modifier. This bonus applies to the shield's bonus to Armor Class and lasts for a number of rounds equal to half your character level. |
Faster Healing |
You recover lost hit points and ability score points faster than you normally would according to the table on page 99 of The Complete Warriors Guide. |
Goad |
As a move action, you can goad an opponent that threatens you, has line of sight to you, can hear you, and has an Inntelligence of 3 or higher. (When the goaded opponent starts its next turn, if it threations you and has a line of sight to you, it must make a Will saving throw (DC 10+ 1/2 your character level + your Cha modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. (If it kills you, knocks you unconscious, loses sight of you, or otherwise is unable to make melee attacks against you, it may make a remaining melee attacks against other foes, as normal) Restricted to melee attacks. |
Heavy Armor Optimization |
When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 1. |
Martial Weapon Proficiency |
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat. |
Shield Proficiency |
You can use a shield and take only the standard penalties. |
Simple Weapon Proficiency |
You make attack rolls with simple weapons normally. |
Tower Shield Proficiency |
You can use a tower shield and suffer only the standard penalties. |
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