Created using PCGen 6.00.01 on Aug 29, 2014
Male Elf; Medium Dragon ( Elf )
Hit Dice:
Hit Points:
Walk 20 ft.
16 (touch 10, flatfooted 16)
Longspear (two handed) +8/
Longspear (two handed) 1d8;
Darkvision (60 ft.), Low-Light
Face / Reach:
5 ft. / 5 ft.
Special Attacks:
Rebuke Undead
Special Qualities:
2 racial bonus on Listen, Search, and Spot checks., Darkvision, Dragon Traits, Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects., Low-Light Vision, Merely passing within 5 feet of a secret or concealed door entitles you to a Search check to notice it as if you were actively looking for it, Racial Traits, Spontaneous casting – Inflict spells, Weapon and Armor Proficiency, Weapon Proficiency
Fortitude: +9, Reflex: +3, Will: +11
STR 10 (
0), DEX 13 (1), CON 14 (2), INT 21 (5), WIS 19 (4), CHA 16 (+3)
Appraise: 5; Balance: -3; Bluff: 3; Climb: -3; Concentration: 3; Concentration (Cast defensively): 7; Craft (Alchemy): 7; Craft (Dreamweaving): 7; Craft (Untrained): 5; Craft (Weaponsmithing): 6; Decipher Script: 7; Diplomacy: 6; Disguise: 3; Escape Artist: -3; Forgery: 5; Gather Information: 5; Heal: 8; Hide: -3; Intimidate: 3; Jump: -9; Knowledge (Arcana): 8; Knowledge (Architecture and Engineering): 8; Knowledge (Dungeoneering): 8; Knowledge (Geography): 8; Knowledge (History): 10; Knowledge (Local): 11; Knowledge (Nature): 7; Knowledge (Nobility and Royalty): 6; Knowledge (Religion): 7; Knowledge (The Planes): 8; Listen: 8; Move Silently: -3; Ride: 0; Search: 7; Sense Motive: 4; Spellcraft: 9; Spot: 8; Survival: 4; Swim: -6; Swim (Avoid taking nonlethal fatigue damage): -2; Use Rope: 0;
Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Combat Reflexes, Endurance, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating:
Neutral Evil
Possessions: Chain Shirt +2; Longspear;

Deity: None Domains: Knowledge (All knowledge skills are class skills. You cast divinations at +1 caster level.) Magic (Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.)

Cleric – Spells per Day: (6/6+1/5+1/5+1/4+1/2+1/1+1/0/0/ DC:14 + spell level); Known: Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue Level 1: Bane, Bless, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Secret Doors, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Aura, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Good, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I Level 2: Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Detect Thoughts, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Identify, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth Level 3: Animate Dead, Bestow Curse, Blindness/Deafness, Clairaudience/Clairvoyance, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Dispel Magic, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Chaos, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall Level 4: Air Walk, Control Water, Cure Critical Wounds, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divination, Divine Power, Freedom of Movement, Giant Vermin, Imbue with Spell Ability, Imbue with Spell Ability, Inflict Critical Wounds, Magic Weapon, Greater, Neutralize Poison, Planar Ally, Lesser, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Tongues Level 5: Atonement, Break Enchantment, Command, Greater, Commune, Cure Light Wounds, Mass, Dispel Chaos, Dispel Good, Dispel Law, Disrupting Weapon, Flame Strike, Inflict Light Wounds, Mass, Insect Plague, Mark of Justice, Plane Shift, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Spell Resistance, Summon Monster V, Symbol of Pain, Symbol of Sleep, True Seeing, True Seeing, Unhallow, Wall of Stone Level 6: Animate Objects, Antilife Shell, Antimagic Field, Banishment, Bear’s Endurance, Mass, Blade Barrier, Bull’s Strength, Mass, Create Undead, Cure Moderate Wounds, Mass, Dispel Magic, Greater, Eagle’s Splendor, Mass, Find the Path, Find the Path, Forbiddance, Geas/Quest, Glyph of Warding, Greater, Harm, Heal, Heroes’ Feast, Inflict Moderate Wounds, Mass, Owl’s Wisdom, Mass, Planar Ally, Summon Monster VI, Symbol of Fear, Symbol of Persuasion, Undeath to Death, Wind Walk, Word of Recall



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