Manon

Strength: 11
Dexterity: 11
Constitution: 16
Inteligence: 14
Wisdom:18+2 (periapt of wisdom)
Charisma:17 +2 (Cloak of Charisma)

HP: 41

Feat

Extra Turning: 4 extra turning per dag
Empower Turning: turning effekt x1.5
Improved Turning: +1 level på turning
Sacred Healing: Fast healing 3 to all allies within 60 feet

Turn just nu d20+4 och sen (2d6+10) x1,5
11 turning attempts per day (3+char mod+extra turning feat)
used attempts today 1
HÄR

Turning Check    Most Powerful Undead
Result      Affected (Maximum Hit Dice)
0 or lower         Cleric’s level – 4
 1–3               Cleric’s level – 3
 4–6               Cleric’s level – 2
 7–9               Cleric’s level – 1
10–12              Cleric’s level
13–15              Cleric’s level + 1
16–18              Cleric’s level + 2
19–21              Cleric’s level + 3
22 or higher       Cleric’s level + 4

Sacred Healing You can spend a turn attempt as a full-round action to grant fast healing 3 to all living creatures within a 60-ft. The fast healing lasts for a number of rounds equal to 1 + your Cha modifier (minimum 1 round). (just nu: 1+4 rundor * 3hp)

Inläst just nu

Spells Prepared (Clr 5/4/4/3):
0 - Detect Magic x2, Detect Poison, Purify Food and Drink, Read Magic;
1st - Cure Light Wounds (d), Cure Light Wounds, Protection from Evil, Ray of Hope, Sanctuary;
2nd - Cure Moderate Wounds (d), Cure Moderate Wounds x2, Eagle`s Splendor, Restoration, Lesser;
3rd - Cure Serious Wounds (d), Cure Serious Wounds, Daylight, Resist Energy, Mass.

+1 lv l genom pearl of power

POTIONS

1 antitoxin +5 på fortitude save i två timmar
Potion of delay poison
Potion of dark vision
2 cure light
1 cure moderate +3

Magic:

belt of carrying capacity +1
Sunrod 3
wand of cure serios wounds 7
Wand of cure light 19
continual flame
pearl of power lvl 1
Heavy Darkwood Shield (+2 ac, 0acp)
Brouch of Shielding: 24p kvar
Cloak of Charisma +2
Periapt of Wisdom +2
Scroll: Daylight
Scroll: Speak with the dead
Ring of the ram 14 22
2 doser universal solvant

ITEMS

candles 12
torches 2
tinderstics 10
Travellers kit
Aspergillum rymmer 3 pints of holy water
1 nobles outfit
holy water

Money

kopparmynt: 30
silvermynt: 20 silver
Guldmynt: 0

Skyldig
Twitch (510)
Leander Larsson (833)

ALL

Manon Aronion, Male Human Clr6: CR 6; Medium Humanoid ; HD 5d8+15(Cleric) ; hp 41; Init +0; Spd 20; AC:19 (Flatfooted:19 Touch:10); Atk +3 base melee, +3 base ranged; +3 (1d3, Unarmed strike); AL NG; SV Fort +7, Ref +1, Will +8; STR 11, DEX 11, CON 16, INT 14, WIS 18, CHA 17.
Skills: Skills: Concentration +12, Diplomacy +10, Heal +13, Knowledge (Arcana) +6, Knowledge (Religion) +11, Spellcraft +9.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Empower Turning, Extra Turning, Improved Turning, Shield Proficiency, Simple Weapon Proficiency.

Possessions:
Weapons: Mace, heavy (12 gp).
Armor: Half-plate (600 gp).
Shields: Darkwood Shield (257 gp).

Diverse

VIGOR, MASS LESSER
Conjuration (Healing)
Level: Cleric 3, druid 3
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Target: One creature/two levels, no two
of which can be more than 30 ft. apart
Duration: 10 rounds + 1 round/level
(max 25 rounds)
Saving Throw: Will negates (harm- less)
Spell Resistance: Yes
(harmless)

RESIST ENERGY, MASS
Abjuration
Level: Cleric 3, druid 3, sorcerer/ wizard 4
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two
of which are more than 30 ft. apart
You call upon the protective energies of
magical power, surrounding your subjects
in temporarily visible fi elds of energy.
Although the fi elds fade from view, you can
still just barely sense their existence.
This spell functions like resist energy
(PH 272), except that

Resist Energy
Abjuration
Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice. Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs