Immune negative levels
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Combat Options |
- +1 attack rolls with heavy mace
- Disciple of the Sun (Su) You may spend two turn undead attempts when you turn undead instead of one. If you do then you get destroy the undead instead of turning them.
- Heighten Turning (Su) When you turn undead, you may choose a number no higher than your cleric level. Add that number to your turning check, while subtracting it from your turning damage roll.
- Ignore Turn Resistance (Su) Whenever you attempt to turn or destroy undead, their turn resistance (if any) is effectively reduced by a number equal to your Charisma modifier (to a minimum turn resistance of +0) for that attempt only.
- Improved Turning You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.
- Inspire Allies (Su) ( ) 1/dayAs a full-round action, give allies within 30 ft. a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear you speak for 1 round. The effect lasts for 54 Cha modifier rounds.
- Inspired Mighty Precise Spirited Turn Undead (Su) ( ) 123 plus 5 Cha plus 4 Extra Turning/dayChoose which undead to turn within 60 ft. that do not have total cover. Roll a Charisma check 1d20+7(d20 + Cha modifier + 2 commanding armor) and consult Turning Undead chart to see the most powerful HD of undead you can affect. Roll turning damage 3d6+253d6 + character level + Charisma modifier x 1.5 to determine how many total HD of undead you affect. Turned undead take 3d6 damage and cower (frozen in fear, takes no actions, -2 penalty AC and loses Dex bonus to AC) for 10 rounds. If you approach within 10 ft., they are no longer turned. You can stand within 10 ft., but you may not approach (i.e. get closer) to the undead without breaking the effect. You may attack with ranged weapons from at least 10 feet away, and others may attack without breaking the effect. If you have twice as many cleric levels than the undead have HD, you destroy those you would have normally turned.
- Protective Ward (Su) ( ) 1/dayAs a standard action, grant someone you touch a +2020 cleric levels resistance bonus on his next saving throw. This abjuration effect lasts 1 hour or until discharged.
- Quicken Spell Metamagic (+6 mp) Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. Casting a quickened spell doesn't provoke an attack of opportunity.
- Quicken Turning (Su) You can turn undead as a free action. You may still make only one turning attempt per round.
- Reach Spell Metamagic (+4 mp) You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient.
- Second Wind (Ex) ( ) 1/encounterAs a move action that does not provoke an attack of opportunity, choose one of the following effects: cure self of 30equal to character level x 1.5 hit points, gain a +6+1 plus +1/four character levels bonus to a single attack roll, gain a +6+1 plus +1/four character levels bonus to a single weapon damage roll, gain a +6+1 plus +1/four character levels bonus to a single skill check, gain a +1 bonus to a single spell DC, regain 10character level/2 mana points, or reduce the mana cost of a single spell by 2 (minimum cost of 1). Bonuses must apply to a standard action taken, and completed, in the same round Second Wind is activated. Second Wind may only be utilized during combat.
Table: Turning Undead
Check |
Max HD |
Check |
Max HD |
Check |
Max HD |
0 or less |
Level -4 |
7-9 |
Level -1 |
16-18 |
Level +2 |
1-3 |
Level -3 |
10-12 |
Level |
19-21 |
Level +3 |
4-6 |
Level -2 |
13-15 |
Level +1 |
22+ |
Level +4 |
|
Spell/Effect |
|
|
|
|
|
|
Duration |
|
|
|
|
|
|
Caster/Level |
|
|
|
|
|
|
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Skills
Appraise +2 (+1 Int, 0 ranks, +1 luckstone),
Balance -7 (+3 Dex, 0 ranks, +1 luckstone, -9 armor),
Bluff +8 (+5 Cha, 0 ranks, +1 luckstone, +2 commanding armor),
Climb -0 (+2 Str, 0 ranks, 1 cross-class ranks, +1 luckstone, +5 legendary climber's kit, -9 armor),
Concentration +26 (+2 Con, 23 ranks, +1 luckstone),
Diplomacy +8 (+5 Cha, 0 ranks, +1 luckstone, +2 commanding armor),
Disguise +8 (+5 Cha, 0 ranks, +1 luckstone, +2 commanding armor),
Escape Artist -5 (+3 Dex, 0 ranks, +1 luckstone, -9 armor),
Forgery +2 (+1 Int, 0 ranks, +1 luckstone),
Gather Information +8 (+5 Cha, 0 ranks, +1 luckstone, +2 commanding armor),
Heal +20 (+9 Wis, 10 ranks, +1 luckstone),
Intimidate +8 (+5 Cha, 0 ranks, +1 luckstone, +2 commanding armor),
Jump -1 (+2 Str, 0 ranks, +1 luckstone, -9 armor, +5 boots of striding and springing),
Knowledge (religion) +24 (+1 Int, 22 ranks, +1 luckstone),
Listen +9 (+9 Wis, 0 ranks, +1 luckstone, -1 helm),
Ride +18 (+3 Dex, 12 ranks, +2 racial, +1 luckstone),
Search +2 (+1 Int, 0 ranks, +1 luckstone),
Sense Motive +10 (+9 Wis, 0 ranks, +1 luckstone),
Sneak -5 (+3 Dex, 0 ranks, +1 luckstone, -9 armor),
Spellcraft +25 (+1 Int, 23 ranks, +1 luckstone),
Spot +9 (+9 Wis, 0 ranks, +1 luckstone, -1 helm),
Survival +10 (+9 Wis, 0 ranks, +1 luckstone),
Swim -15 (+2 Str, 0 ranks, +1 luckstone, -18 armor),
Use Rope +9 (+3 Dex, 0 ranks, +1 luckstone, +5 legendary silk rope)
Armor Check Penalty
-9-8 armor -0 helm -1 shield;
Swim Check Penalty -18;
Permanent Class Skills Sense Motive
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Feats
Armor Proficiency (all),
Disciple of the Sun,
Easy Metamagic (Quicken Spell),
Empower Turning,
Exalted Turning,
Extra Turning,
Heighten Turning,
Ignore Turn Resistance,
Improved Turning,
Quicken Spell,
Quicken Turning,
Reach Spell,
Shield Proficiency (all; except tower),
Simple Weapon Proficiency (all)
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Special Qualities |
- Aura of Good (Ex) Detectable aura of good.
- Spontaneous Casting Convert divine spells into "cure" Conjuration (healing) spells of the same level.
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Spellcasting and Spell-Like Abilities |
- Cleric Spells Per Day (0-level 6; 1st 8+1; 2nd 7+1; 3rd 7+1;
4th 7+1; 5th 7+1; 6th 5+1; 7th 5+1; 8th 5+1; 9th 5+1)
- DC to Resist 20 + spell level10 + Wisdom modifier + 1 ring of spellcasting
- Domains Army and Protection
- Caster Level 20th20 levels of cleric;
Spell Penetration d20+24d20 +20 caster level +4 gloves of greater deft casting;
Primary Ability Wisdom
light,
light as a feather,
mending,
monkey climb,
read magic,
tongue of fiends
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armor contingency,
bless,
comprehend languages,
conviction,
hide from undead,
mastiff shield,
resurgence,
sign
sanctuary
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bear's endurance,
calm emotions,
consecrate,
eagle's splendor,
healing lorecall,
living undeath
silence
shield other
|
delay death,
dispel magic,
invisibility purge,
lucky break,
mass resist element,
prayer,
searing light
protection from energy
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anti-dragon aura,
assay resistance,
freedom of movement,
lower spell resistance,
mass resurgence,
recitation,
restoration
divination
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bewildering mischance,
flame strike,
furious assault,
raise dead,
revivify,
true seeing,
wall of dispel magic
spell resistance
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banishment,
blade barrier,
blazing light,
greater dispel magic,
heal
antimagic field
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destruction,
greater harm,
greater restoration,
mass spell resistance,
regenerate
repulsion
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chain dispel,
holy aura,
fire storm,
mass restoration,
wall of greater dispel magic
mind blank
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cloak of the phoenix,
end to strife,
greater visage of the deity,
implosion,
mass heal
prismatic sphere
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|
Miscellaneous Information |
HistoryBorn in Aunkspear, and moved to Suzail at the age of 10 with extended family. Most of Mael's early life was spent with extended family, as both his parents died while he was still young. At 14, through a chance encounter, Mael found himself in conversation with a priest of Torm and would forever be changed. After taking up Torm's cause, and swearing to make war upon the evil and injustice that has corrupted Faerun in recent years, Mael has decided to take the battle to the enemies, more specifically the undead masses that are ravaging the lands and populace. Hearing of the massacre of Waterdeep, Mael has traced the source back to Prendergast, fallen in company with Ranulph, and decided to do all in his power to keep this "Age of Worms" from continuing on it's path of devastation. ;
AdventuresAoW-011: Into the Wormcrawl Fissure (by James Jacobs), AoW-012: Dawn of a New Age (by Tito Leati);
Lives Remaining 45 Deaths; 03/25/2008 - death from green ray of Thessalar's prismatic spray; 05/06/2008 - death from wormdrake breath weapon; 05/13/2008 - death from wormdrake breath weapon, turned into favored spawn of Kyuss; 05/27/2008 - death from coup de grace from Dragotha; 11/06/2008 - death from Kyuss;
Last Played November 6, 2008
Languages Celestial, Chondathan, Common
Patron Deity Torm; Homeland Cormyr; Heritage 100% Human; Background Cormyrean
Height 6 ft. 2 in.; Weight 210 lb.; Age 34; Hair White; Eyes Brown
Character Level Record |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
Cleric |
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Defeated Enemy Record
1 Avolakia Priest, 1 Dark Lady of Kyuss, 1 Disciple of Kyuss, 1 Favored Spawn of Kyuss Aristocrat/Harbinger/Ranger/Sublime Chord, 2 Kyuss High-Knights, 1 Lich Archmage of Kyuss, 1 Thessalhydra, 1 Warlock Lich of Kyuss
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Equipment & Possessions |
Magical Items
apparatus of the crab (fits two Medium creatures for 1d4+1 hours to depth of 900 feet) (90,000 gp),
belt of priestly might (keyed to Torm; +2 natural armor; +4 enhancement Strength) (40,000 gp),
boots of striding & springing (5,500 gp),
bracers of dawn (move action shine like lantern; 4/dayas standard action, unleash 3d8 searing light) (26,000 gp),
deep red sphere ioun stone (+6 enhancement Dexterity) (72,000 gp),
3 everburning gold pieces (111 gp),
everlasting trail rations (350 gp),
+5 full plate armor of command (+14 armor; +0 max Dex; -7 armor check penalty; 45% spell failure; heavy armor; +2 competence Charisma-based checks; +2 competence Leadership score; allies within 360 ft. gain +4 morale against fear checks) (45,700 gp),
gloves of greater deft casting (gain Greater Spell Penetration) (20,000 gp),
goggles of lifesight (know if creature within 30 ft. is alive, dead, undead or neither) (2,000 gp),
hand of glory (placing ring on hand allows one additional ring be worn) (8,000 gp),
+5 heavy steel shield (+7 shield; -1 armor check penalty; 15% spell failure) (25,170 gp),
+6 periapt of wisdom (36,000 gp),
ring of improved jumping (+10 competence bonus Jump) (10,000 gp) (not worn),
ring of negative protection (immune negative levels; ignore 1d6 damage/round from negative dominant planes) (72,000 gp),
ring of spellcasting (+1 DC to all cast spells) (12,000 gp),
ring of telekinesis (CL 9th; telekinesis as spell on command) (75,000 gp) (not worn),
+5 ring of protection (50,000 gp),
rod of enlarge metamagic (3/day ; 6th-level or lower) (11,000 gp),
secret door detection medium helm (+2 helm; 10% spell failure; use detect secret doors at will; -1 penalty Listen and Spot) (2,185 gp),
stone of good luck (+1 luck bonus on saving throws, ability checks, and skill checks) (20,000 gp),
+5 vest of resistance (25,000 gp),
winged boots ( 3/dayfly as the spell for 5 minutes) (16,000 gp) (not worn)
Potions
- Masterwork Potion Belt
potion of moderate mana (CL 3rd; restores 2d8+3 mana) (300 gp),
potion of water breathing (CL 5th; 10 hour duration) (750 gp)
Wands
None
Nonmagical Items
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
candles (5-ft. radius illumination; 1 hour) (1 cp each),
empty flask (3 cp),
explorer's outfit (10 gp),
flasks of oil (1 sp each),
flint and steel (full-round action) (1 gp),
grappling hook (Use Rope DC 10, +2 per 10 ft. of distance thrown) (1 gp),
hammer (5 sp),
legendary climber's kit (+5 circumstance Climb checks) (580 gp),
legendary silk rope (50 ft.; +5 circumstance Use Rope checks) (510 gp),
masterwork hooded lantern (40-ft. illumination, 80-ft. shadowy; 7 hours/pint of oil) (57 gp),
masterwork potion belt (free action to retrieve; holds 10 potions) (60 gp),
peasant's outfit (1 sp),
pitons (1 sp each),
renowned crowbar (+4 circumstance bonus Strength checks to break or open objects) (202 gp),
2 sacks (1 sp each),
small steel mirror (10 gp),
tent (10 gp),
torches (1 cp each),
trail rations (6 days) (5 sp/day),
vials of legendary antitoxin (+8 alchemical bonus on Fort saves against poison for 1 hour) (550 gp each),
waterskin (1 gp),
whetstone (2 cp),
winter blanket (5 sp)
pp 0,
gp 155,647,
sp 0,
cp 0
Other Wealth None
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