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sigurd_cleric_of_kord

Sigurd

Sigurd, Cleric of Kord, was rescued from the Black Lotus's Dungeon beneath the Gray Orb manor in Torch. His arm had been replaced by a demonic graft (which the party cut off). He had escaped the insanity which most of the graftees had succumbed to. He had come to Torch to search for his missing brother, who had likely been kidnapped by the Black Lotus in Sylvania. He informed Helga that the Oracle of Ysgard wanted to talk to her.(20)

He has joined Helga's army and is currently involved in training new recruits in the Army in Ysgard while his arm grows back.

Sigurd,
Cleric 3

* STR 12(+1) BAB:+2 Atk: Heavy Mace +4 /1d8+1 (Critx3)
* DEX 8(-1) AC:22 Spd:20ft.
* CON 14(+2) HP17 Init:-1
* INT 10(–) F:+5
* WIS 15(+2) R:+0
* CHA 13(+1) W:+5

* SKILLS(12)

  • Concentration +7
  • Diplomacy +6
  • Knowledge (religion) +4


* FEATS

  • Natural Leader (Heroes of Battle p. 98) Prerequisite: Cha 13 Benefit: You gain a +4 bonus on rally checks (p.73) (Also has +2 on rally modifiers due to 5 ranks in Diplomacy)
  • Touch of Healing ( C Champion, p. 62)[Reserve] Prerequisite: Ability to cast 2nd-level spells. You can channel divine energy into healing with a touch. Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.
  • Good Devotion ( Complete Champion, p. 58) [Domain] Once per day as an immediate action, you can surround yourself with an aura of good that grants you and each of your allies within 30 feet damage reduction that can be overcome only by evil-aligned weapons. The numeric value of this damage reduction is 1 + l/five character levels you possess (maximum 5/evil at 20th level). In addition, your and your allies' natural and weapon attacks are good-aligned for the purpose of overcoming damage reduction. This effect lasts for 1 minute.

Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.


* Spells

  • Spells: Domains (Good, Luck (reroll one roll 1/day))
  • Spells/day: 4 level 0, 3+1 (domain) level 1, 2+1 level 2
  • Usual spells: Guidancex2, Create Waterx2, Bless, Magic Weapon, Remove Fear, Protection from Evil (Domain), Spiritural Weapon, Cure Moderate Wounds, Bull's Strength (Domain


sigurd_cleric_of_kord.txt · Last modified: 2019/03/10 05:04 by helga