Benedictine    
CHARACTER NAME PLAYER CAMPAIGN
7 Cleric Human Neutral Good
CLASS AND LEVEL RACE ALIGNMENT EXPERIENCE POINTS
 

ABILITY NAME

ABILITY SCORE ABILITY MODIFIER   TOTAL WOUNDS/CURRENT HP NONLETHAL DAMAGE SPEED

STR
strength

9 -1

HP
hit points

41     30ft. (Armored: 20ft.)

DEX
dexterity

14 +2

AC
armor class

22 = 10 + 8 + 2 + 1 + 0 + 0 + 0 + 1

CON
constitution

14 +2 TOTAL BASE ARMOR BONUS SHIELD BONUS DEX MODIFIER SIZE MODIFIER NATURAL ARMOR DEFLECT MODIFIER MISC MODIFIER
DAMAGE REDUCTION

INT
intelligence

12 +1

TOUCH
armor class

12

FLAT-FOOTED
armor class

21
SKILLS
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  (cc)Appraise¤ int 1 = 1 + 0 + 0
  (cc)Balance¤ dex 2 = 2 + 0 + 0
  (cc)Bluff¤ cha 1 = 1 + 0 + 0
  (cc)Climb¤ str -1 = -1 + 0 + 0
  Concentration¤ con 2 = 2 + 0 + 0
  Craft¤ int 1 = 1 + 0 + 0
  (cc)Decipher Script int 1 = 1 + 0 + 0
  Diplomacy¤ cha 1 = 1 + 0 + 0
  (cc)Disable Device int 1 = 1 + 0 + 0
  (cc)Disguise¤ cha 1 = 1 + 0 + 0
  (cc)Escape Artist¤ dex 2 = 2 + 0 + 0
  (cc)Forgery¤ int 1 = 1 + 0 + 0
  (cc)Gather Information¤ cha 1 = 1 + 0 + 0
  (cc)Handle Animal cha 1 = 1 + 0 + 0
  Heal¤ wis 10 = 4 + 6 + 0
  (cc)Hide¤ dex 2 = 2 + 0 + 0
  (cc)Intimidate¤ cha 1 = 1 + 0 + 0
  (cc)Jump¤ str -1 = -1 + 0 + 0
  Knowledge (arcana) int 3 = 1 + 2 + 0
  (cc)Knowledge (architecture & engineering) int 1 = 1 + 0 + 0
  (cc)Knowledge (dungeoneering) int 1 = 1 + 0 + 0
  (cc)Knowledge (geography) int 1 = 1 + 0 + 0
  Knowledge (history) int 1 = 1 + 0 + 0
  (cc)Knowledge (local) int 1 = 1 + 0 + 0
  Knowledge (nature) int 3 = 1 + 0 + 2
  (cc)Knowledge (nobility and royalty) int 1 = 1 + 0 + 0
  Knowledge (religion) int 10 = 1 + 9 + 0
  Knowledge (the planes) int 1 = 1 + 0 + 0

WIS
wisdom

18 +4         TOTAL DEX MODIFIER MISC MODIFIER

CHA
charisma

13 +1

INITIATIVE
modifier

+2 = 2 + 0
SAVING THROWS TOTAL   BASE SAVE   ABILITY MODIFIER   MAGIC MODIFIER   MISC MODIFIER   TEMP. MODIFIER

FORT
constitution

7 = 5 + 2 + 0 + 0 +

REFLEX
dexterity

4 = 2 + 2 + 0 + 0 +

WILL
wisdom

9 = 5 + 4 + 0 + 0 +
BASE ATTACK BONUS 5 SPELL RESISTANCE 0

GRAPPLE
modifier

4 = 5 + -1 + 0 + 0
TOTAL BASE ATT BONUS STRENGTH MODIFIER SIZE MODIFIER MISC MODIFIER
ATTACK ATTACK DAMAGE CRITICAL
Crossbow, light 7 1d8 19-20/x2
RANGE TYPE NOTES
80   4lb, Med,
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
        (cc) crossclass skill
¤ can be used untrained
                                   
POSSESSIONS   SKILLS
ITEM PG. LB. ITEM PG. LB.
Morningstar (masterwork)   6 Crossbow, light   4
Darkwood Shield, large, wooden +1   10 Explorer's outfit   8
Full-plate   50  
   
   
   
   
   
   
   
   
   
   
   
   
 
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  (cc)Listen¤ wis 4 = 4 + 0 + 0
  (cc)Move Silently¤ dex 2 = 2 + 0 + 0
  (cc)Open Lock dex 2 = 2 + 0 + 0
  (cc)Perform¤ cha 1 = 1 + 0 + 0
  Profession (Herbalist) wis 5 = 4 + 1 + 0
  (cc)Ride¤ dex 2 = 2 + 0 + 0
  (cc)Search¤ int 1 = 1 + 0 + 0
  (cc)Sense Motive¤ wis 4 = 4 + 0 + 0
  (cc)Sleight of Hand dex 2 = 2 + 0 + 0
  (cc)Speak Language int 1 = 1 + 0 + 0
  Spellcraft int 10 = 1 + 9 + 0
  (cc)Spot¤ wis 4 = 4 + 0 + 0
  Survival¤ wis 9 = 4 + 5 + 0
  (cc)Swim¤ str -1 = -1 + 0 + 0
  (cc)Tumble dex 2 = 2 + 0 + 0
  (cc)Use Magic Device cha 1 = 1 + 0 + 0
        =   +   +  
        =   +   +  
        =   +   +  
        =   +   +  
        =   +   +  
1-30lb. 31-60lb. 61-90lb. 90lb. 180lb. 180lb.   PLATINUM 1589
  GOLD 0
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD

LIFT OVER HEAD
EQUALS MAX LOAD

LIFT OFF GROUND
2x MAX LOAD

PUSH OR DRAG
5x MAX LOAD

SILVER 0
COPPER 0
FEATS, LANGUAGES & ABILITIES
  Infernal    
Feats Common    
Brew Potion      
Point Blank Shot Cleric abilities    
Precise Shot Turn or rebuke undead    
Scribe Scroll      
Armor Proficiency (heavy)      
Armor Proficiency (light)      
Armor Proficiency (medium)      
Shield Proficiency      
       
Languages      
Cleric spells Doom Shield Other Water Walk
Spell Save DC LEVEL SPELLS PER DAY BONUS SPELLS Endure Elements Silence Wind Wall
14 0 6 +1 Entropic Shield Sound Burst  
15 1st 4 +1 Hide from Undead Spiritual Weapon Level 4
16 2nd 3 +1 Inflict Light Wounds Status Air Walk
17 3rd 2 +1 Magic Stone Summon Monster II Control Water
18 4th 1 +1 Magic Weapon Undetectable Alignment Cure Critical Wounds
- 5th - - Obscuring Mist Zone of Truth Death Ward
- 6th - - Protection from Chaos   Dimensional Anchor
- 7th - - Protection from Evil Level 3 Discern Lies
- 8th - - Protection from Good Animate Dead Dismissal
- 9th - - Protection from Law Bestow Curse Divination
  Remove Fear Blindness/Deafness Divine Power
Create Water Sanctuary Contagion Freedom of Movement
Cure Minor Wounds Shield of Faith Continual Flame Giant Vermin
Detect Magic Summon Monster I Create Food and Water Greater Magic Weapon
Detect Poison   Cure Serious Wounds Imbue with Spell Ability
Guidance Level 2 Daylight Inflict Critical Wounds
Inflict Minor Wounds Aid Deeper Darkness Lesser Planar Ally
Light Augury Dispel Magic Magic Weapon, Greater
Mending Bear’s Endurance Glyph of Warding Neutralize Poison
Purify Food and Drink Bull.s Strength Helping Hand Poison
Read Magic Calm Emotions Inflict Serious Wounds Repel Vermin
Resistance Consecrate Invisibility Purge Restoration
Virtue Cure Moderate Wounds Locate Object Sending
  Darkness Magic Circle against Chaos Spell Immunity
Level 1 Death Knell Magic Circle against Evil Summon Monster IV
Bane Delay Poison Magic Circle against Good Tongues
Bless Desecrate Magic Circle against Law  
Bless Water Eagle's Splendor Magic Vestment  
Cause Fear Enthrall Meld into Stone  
Command Find Traps Obscure Object  
Comprehend Languages Gentle Repose Prayer  
Cure Light Wounds Hold Person Protection from Energy  
Curse Water Inflict Moderate Wounds Remove Blindness/Deafness  
Deathwatch Lesser Restoration Remove Curse  
Detect Chaos Make Whole Remove Disease  
Detect Evil Owl's Wisdom Searing Light  
Detect Good Remove Paralysis Speak with Dead  
Detect Law Resist Energy Stone Shape  
Detect Undead Restoration, Lesser Summon Monster III  
Divine Favor Shatter Water Breathing