Monday, November 15, 2010

Norben Fletcher: On Paper

I'm creating him within Pathfinder rules because, absent other input, it seemed to be the direction the e-mail thread was ultimately heading towards.  It's easily converted back into standard 3.5 if necessary.

Name: Norben Fletcher
Race: Human
Class: Cleric
Alignment: CG
Size/Gender: M
Age: 33
Height: 5'11"
Weight: 245 (in the Friar Tuck fashion)
Hair: Shaved
Eyes: Brown

Stats: Using the 25-point buy system since it seemed closest to what we used to deal with previously, can be modified if shifting to lower point tiers or if a rolling system is permitted.
10 points: 10 -> 16
5 points: 10 -> 14
5 points: 10 -> 14
3 points: 10 -> 13
2 points: 10 -> 12

Str:  13
Dex: 10
Con: 12
Int: 14
Wis: 18 (+2 human)
Cha: 14

Comments: I wrote myself into a difficult bind, where the character concept relied heavily on charisma-based skills, which meant neither Cha nor Int could serve as dump stats (and indeed ended up becoming the secondary and tertiary stats instead).  This totally ruled out starting at 20 Wis, forcing me into a more diversified stat allocation.  Str at 13 to qualify for certain combat feats and carrying capacity, 12 con because I'm taking the extra skill point instead of HP each level, and 10 Dex as a dump (and ideally he'll be running around in plate eventually, so only missing out on one AC).

HP: 9
AC:  17 = 10 + 5 armor + 2 shield
Fort:  3 = 2 base + 1 Con
Ref:  0
Will:  6 = 2 base + 4 Wis
Speed: 30 (30 base - 10 armor + 10 Travel domain)
Init: +0
Melee attack:  +1, 1d8+1
CMB: +1
CMD: +11
Languages: Common, Celestial, 1 tbd (are Infernal and Abyssal going to be combined?)

Skills with ranks:
Bluff: +7
Diplomacy: +6
Heal: +8
Knowledge (Religion): +6
Sense Motive: +9
Spellcraft: +6

6 skill ranks:  2 base + 2 int +1 human +1 favored class

Feats:
Combat Casting
1 tbd

Domains & Abilities:
-Travel Domain, Trade Subdomain:  +10 base speed
-Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1).  (7/day)
-Healing Domain
-Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. (7/day)
-Channel Energy (Su): Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on).  (5/day)

Spells:
Orisons: 3
1st level: 2+1 (longstrider, CLW)

Gear:
Scale Mail (50gp)
Heavy Mace (12gp)
Heavy Wooden Shield (7gp)
Backpack (2gp)
Bedroll (1sp)
Winter Blanket (5sp)
Chest (small, 2gp)
Flask (3cp)
Flint and Steel (1gp)
Lamp (common, 1sp)
Belt Pouch x2 (2gp)
Trail Rations x6 (3gp)
Shaving Kit (15gp)
Tent (medium, 15gp)
Torch x3 (3cp)
Holy Symbol (silver, 25gp)
Cleric's Vestments (5gp)
Traveler's Outfit (1gp)

This adds up to 140 gold and change, which is right on for the listed average starting gold value for clerics.  If this number is bumped up significantly, I'd consider upgrading to splint or banded mail first, then a cart and mule for heavy hauling.

Traits:
Under Siege
Power of Persuasion

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