|Eyes:||One blue eye|
|Class:||Cleric 2, Crusader 1|
|Played by error42|
- Abilities & Skills
- Feats & Class Abilities
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 + Dexterity 1 + Armor 7 + 3 Shield = 21|
|1 Dex = +1|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|X||Decipher Script (Int)||+0||+0||+0||+0||+0|
|X||Disable Device (Int)||+0||+0||+0||+0||+0|
|X||Escape Artist (Dex)||+0||+0||+0||+0||+0|
|X||Gather Information (Cha)||+0||+0||+0||+0||+0|
|X||Handle Animal (Cha)||+0||+0||+0||+0||+0|
|C||Knowledge (Religion) (Int)||+6||+0||+0||+0||+6|
|X||Move Silently (Dex)||+1||+0||+0||+0||+1|
|X||Open Lock (Dex)||+0||+0||+0||+0||+0|
|X||Sense Motive (Wis)||+1||+5||+0||+0||+6|
|X||Sleight of Hand (Dex)||+0||+0||+0||+0||+0|
|X||Speak Language (n/a)||+0||+0||+0||+0||+0|
|X||Use Magic Device (Cha)||+0||+0||+0||+0||+0|
|X||Use Rope (Dex)||+0||+0||+0||+0||+0|
Where C is Cross Class and X is a Class Skill
Skill Tricks go here
Skill Point Total: Total Here
1st 36, 2nd-7th 54, 8th-9th 20 <—Breakdown of skills generated per level, helps you keep track.
Level 1: Devine Spell Power
Level 1 Domain: Weapon Focus War Axe
Rep: Weapon Prof Exotic War Axe.
Level 3: Extra Turning
Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
Can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Can turn 9 times per day:
Steely Resolve (Ex): Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below).
Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you.
At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level.
Furious Counterstrike (Ex): You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.
Delayed Damage Furious Counterstrike Pool Points Bonus
+2 Constitution, +2 Wisdom, -2 Intelligence
-Scent (Ex): As the ability.
-Keen Senses: +2 on Listen and Survival checks.
-Pack Tactics: Thanks to natural group instincts that work well in battle, large canids give others an additional +1 to attack rolls made during a flanking attack in which the large canid is the supporting flanker. The large canid does not receive this bonus, nor does it influence damage rolls, as it only assists another party member in making a better attack.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|War Axe +1 (Dwarven)||+7||1d10+6||x3||-|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Iron Mantle Armor||+5||+2||-5||25%||25ft||0lb|
|Heavy Metal Shield +1||+3||-||-||25%||25ft||0lb|
|Head||Item name goes here||Brief item description|
|Face||Item name goes here||Brief item description|
|Neck||Item name goes here||Brief item description|
|Shoulders||Item name goes here||Brief item description|
|Torso||Item name goes here||Brief item description|
|Arms||Item name goes here||Brief item description|
|Hands||Item name goes here||Brief item description|
|Right Ring||Item name goes here||Brief item description|
|Left Ring||Item name goes here||Brief item description|
|Waist||Item name goes here||Brief item description|
|Feet||Item name goes here||Brief item description|
|Pack||Item name goes here||Brief item description|
List of Items Here:
Armor (etched with holy symbol)
Axe (etched with holy symbol)
Heavy Steel Shield +1
Statistics of Items Here:
Spells per Day:
10+5+Spell Level=15 + Spell Level
Enlarge Person: Humanoid creature doubles in size.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Magic Weapon: Weapon gains +1 bonus.
Spiritual Weapon: Magical weapon attacks on its own.
Per Encounter: 5
Leading the Attack: Strike—Allies gain +4 bonus on attacks against foe you strike.
Charging Minotaur: Strike—Charging bull rush deals damage, ignores attacks of opportunity.
Crusader’s Strike: Strike—Successful attack allows you to heal 1d6 + 1/initiator level.
Vanguard Strike: Strike—Allies gain +4 bonus on attacks against target.
Stone Bones: Strike—Gain DR 5/adamantine.
Bolstering Voice: Stance—Allies gain +2 bonus on Will saves, +4 against fear.
A devout follower of Fenris, Albrecht goes where Fenris commands… nothing less and nothing more.