Name: Besouro Cinza
Race: Human
Align: Chaotic Good
Class: Cleric
Level: 1
Deity: None (Tribal, beetle gods)
Appearance: Besouro is a black-skinned human with shoulder-length black dreadlocks. He wears hand-crafted leather armor with bright war paint decorated across it. His wooden shield is decorated in bright red and yellow and resembles a screaming face.
Str: 16 (+3
Dex:14 (+2)
Con: 13 (+1)
Int: 10 (+0)
Wis: 18 (+4)
Cha: 16 (+3)
HP: 9
AC: 17 (10, +3 armor, +2 shield, +2 Dex), Touch: 12, Flat-footed: 15
Init: +2
Fort save:+3 (+2 Base, +1 Con)
Ref save:+2 (+0 Base, +2 Dex)
Will save:+6 (+2 Base, +4 Wis)
Base Attack Bonus: +0
Melee attack: +3
Ranged attack: +2
Melee Weapon: Shortspear
+3 attack, 1d6+3 damage, x2, 20ft thrown range, piercing
Melee Weapon: Dagger
+3 attack, 1d4+3 damage, 19-20/x2, 10ft thrown range, piercing or slashing
Ranged Weapon: Javelin x3
+3 attack, 1d6+3 damage, x2, 30ft range, piercing
Inventory:
Holy Symbol (Wooden) worn around neck. Beetle carving, painted black
Backpack worn on back contains:
4 candles
Healer's kit
Bedroll
Flint and Steel
Waterskin
55 gp
Armor: Studded Leather
Light, AC +3, -1 Check, +5 Max Dex, 20 lbs., 30 ft speed.
Shield: Heavy Wooden Shield
Heavy, AC +2, -2 Check, 10 lbs
Skills:
+5 Concentration = +1 Con, +4 Rank
+3 Diplomacy = +3 cha, +0 Rank
+8 Heal = +4 Wis, +4 Rank
+4 Spellcraft = +0 Int, +4 Rank
Feats:
Extra Turning: Can turn/rebuke undead 4 more times per day
Domain Spontaneity (Mysticism): Spend a turn/rebuke attempt to spontaneously cast a domain spell
Spells:
LEVEL 0 SPELLS: 3
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft. (1)
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check. (1)
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks. (1)
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
LEVEL 1 SPELLS: 2+1:
Bane: Enemies take –1 on attack rolls and saves against fear. (1)
Bless: Allies gain +1 on attack rolls and saves against fear. (1)
Bless Water M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects
of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls. (1) Domain
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves,
counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for
one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack. Domain
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.
Nimbus of Light*: Sunlight illuminates you until released as an attack for 1d8 +1/level damage.
Omen of Peril *: You know how dangerous the future will be.
Resurgence*: You grant subject a second chance at a saving throw.
Vigor, Lesser*: Creature heals 1 hp/round (max 15 rounds).
Special Abilities:
Turn Undead
10/day (+3, +3 Cha, +4 Extra Turning Feat)
Turning Check
1d20+3 (+3 Cha)
Turning Level
1
Turn Damage
2d6+4 (+1 Cl level, +3 Cha)
You Command Undead with total hit dice up to 1
Turning Check Result Undead Affected (Maximum Hit Dice)
Up to 0…………………………………...-3
1 – 3………………………………………-2
4 – 6………………………………………-1
7 – 9………………………………….……0 (Cleric Level -1)
10 – 12……………………………………1 (Cleric Level)
13 – 15……………………………………2 (Cleric Level +1)
16 – 18……………………………………3
19 – 21……………………………………4
22+…………………………………...…..5
Mysticism Domain
Granted Power: Once per day, you may use a free action to channel your deity's power to grant yourself a luck bonus on saving throws equal to your charisma modifier. This is a supernatural ability and its effects last for 1 round per cleric level.
Protection Domain
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Spontaneous Casting (Cure)
You may replace one prepared spell for a Cure spell of the same level.
Aura of Good (Faint)
Background:
Besouro was a tribal council leader in a distant land. After ravaging undead attacks began harassing his village he set out to discover the source of this new evil. His council spent years practicing in the ways of fighting undead and stopping their kind. They selected only the most capable to go out and put an end to the scourge, and that was Besouro Cinza. He was named for one of the strongest spirits, the great protector beetle, Besouro. Cinza was his common name before accepting this mission. Now his journeys have brought him to a land full of things he has never seen and has little knowledge of. Will his tribal village of Bahia, in the heart of the Palmares jungle survive if Besouro fails?
Special:
(anything else you want to tell me about your character or items)
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