Tal (18)

Strength 18
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 16
Charisma 12
Race Half-Orc
Age 20 years [14+2d6 years]
Height 6 ft. 1 in. (185 cm) [4 ft. 10 in. +2d12 in.]
Weight 206 lbs. (93 kg) [150 lbs. +(2d12×7 lbs.)]
Alignment Chaotic good
Worshiper of Desna (Liberation & Travel domains)
Class Cleric
Languages Taldane, Abyssal, Aklo
Nationality Varisia

Half Orc Racial Abilities

  • Intimidating: +2 racial bonus on Intimidate checks due to their fearsome nature.
  • Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
  • Darkvision: 60 feet
  • Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
  • Unflinching Valor: half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This replaces intimidating.


  • Birthmark
    • You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
    • This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
  • Blessed Touch
    • You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others.
    • You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
  • Overprotective
    • In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.
    • If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
  • Reactionary
    • You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
    • You gain a +2 trait bonus on initiative checks.

Liberation Domain

You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom’s Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—dispel magic (greater), 7th—refuge, 8th—mind blank, 9th—freedom.

Travel Domain

You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.


  • Heavy Armor Proficiency (Lvl 1)
  • Power Attack (Lvl 3)
  • Extra Channel [+2/day]


The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

Skill 1 2 3 4 5 6 7 8 9 10Notes
*Diplomacy 1
*Heal 1
*Knowledge (arcana) 1
*Knowledge (history) 1
*Knowledge (nobility) 1
*Knowledge (planes) 1
*Knowledge (religion) 1
*Linguistics 1
Perception 11 1 1 1
*Sense Motive 1 1
*Spellcraft 1
HP 8+17+16+16+12+1
Favored class bonus hp hp hp hphphp
Total HP (no CON) 34

Magic Items

Slot Equipped item
suits of armor
Scale mail
belts and girdles
robes and vestments
mantles, shirts, and vests
eyes, glasses, and goggles
boots, shoes, and slippers
gauntlets and gloves
circlets, crowns, hats, helms, and masks
headbands and phylacteries
Phylactery of faithfullness
amulets, brooches, medallions, necklaces, periapts, and scarabs
Amulet of Natural Armor +1
Ring #1
Ring #2
capes and cloaks
Cloak of elvenkind
bracelets and bracers
Slotless Items
Perl of Power Lvl 1
# Potion Effect
1 Cure Light Wounds 1d8+1
Cure Moderate Wounds 2d8+3
Cure Serious Wounds 3d8+5
1 Protection from Evil +2 deflection och saves
# Scroll Effect
Cure Light Wounds 1d8+1
1 Lesser Restoration d4
2 Remove Paralysis
1 Sanctuary
1 Protection from energy CL5 10 min./level
# Wand Effect
15 Bless Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 1 minute
27 Cure Light Wounds d8+1
6 Lesser Restoration d4
38 Command Approach/Drop/Fall/Flee/Halt
# Items Effect
3 Alchemist fire
1 Stålspegel
1 Healing Kit
1 Silver sheen
Bag of Holding

Cleric Spells Prepared

  • Level 0 (4): 0x Create Water, 1x Detect magic, 0x Light, 1x Purify Food and Drink, 1x Read Magic, 1x Stabilize
  • Level 1 (3+1): 0x1 Shield of faith, 0x2 Protection from Evil, 0x Bless, 0x Divine favor, 0x Cure light, 0x Remove Sickness, 0x1 Comprehend Languages
  • Level 2 (2+1): 0x Bear's Endurance, 1×2 Bull’s Strength 0x Lesser restoration, 1×1 Shatter, 0x Silence, 0x Detect Magic Greater, 0x Cure moderate
  • Level 3 (1+1): 0x2 Magic vestment, 0x Magic Circle against Evil, 0x Cure disease, 0x Cure Serious, 0x Prayer
  • Level 4 (0): 0x Divine power, 0x Greater Magic Weapon, 0x Restoration, 0x Death ward
  • Level 5 (0): 0x Righteous might, 0x Disrupting Weapon, 0x Dispel Evil, 0x Spell Resistance
  • Level 6 (0): 0x Heal, 0x Hero's feast
  • Level 7 (0): 0x Summon monster

Domain Spells

  • Level 1 (1): 1x Remove fear, 0x Longstrider
  • Level 2 (1): 1x Remove paralysis, 0x Locate object
  • Level 3 (1): 0x Remove curse, 0x Fly
  • Level 4 (0): 0x Freedom of movement, 0x Dimension door
  • Level 5 (0): 0x Break enchantment, 0x Teleport
  • Level 6 (0): 0x Dispel magic (greater), 0x Find the path
  • Level 7 (0): 0x Refuge, 0x Teleport (greater)


Spell Bonus Type Effect
Bless M +1 morale bonus on attack rolls and saves against fear effects. 1 min./level
Divine Favor L +1-3 luck bonus on attack and weapon damage. 1 minute. (+2 L6, +3 L9)
Prot. from Evil DR +2 deflection bonus to AC and a +2 resistance bonus on saves. 1 min./level (D)
Remove Fear M +4 morale bonus on saves against fear effects or suppress fear. 10 minutes
Shield of Faith D +2-5 deflection bonus to AC. 1 min./level. (+3 L6, +4 L12, +5 L18)
Aid M +1 morale bonus on attack rolls and saves against fear effects. 1 min./level
Bull’s Strength E +4 enhancement bonus to Str. 1 min./level
Weapon of Awe S +2 sacred bonus on damage rolls. 1 min./level
Magic Vestment E +1-5 enhancement bonus on a suit of armor or a shield. 1 hour/level. (+2 L8, +3 L12, +4 L16, +5 L20)
Prayer L +1 luck bonus on attack, weapon damage, saves, and skill checks, foes takes a -1. 1 round/level
Wrathful Mantle R +1-5 resistance bonus on all saves. 1 min./level. (+2 L8, +3 L12, +4 L16, +5 L20)
Divine Power L +2-6 luck bonus on attack rolls, weapon damage rolls, Str checks, and Str-based skills. 1 round/level. (+2 L6, +3 L9, +4 L12, +5 L15, +6 L18)
Gr. Magic Weapon E +1-5 enhancement bonus on attack and damage rolls. 1 hour/level. (+2 L8, +3 L12, +4 L16, +5 L20)
Dispel Evil D +4 deflection bonus to AC. 1 round/level
Righteous Might EZ +2 enhancement bonus to natural armor. +4 size bonus to Str and Con and -2 to Dex. DR 5/evil. 1 round/level
Magic Item Bonus Type Effect
Ring of Protection D +1-5 deflection bonus to AC
Cloak of Resistance R +1-5 resistance bonus on all saves
Amulet of Natural Armor E +1-5 enhancement bonus to natural armor AC
Armour E +1-5 enhancement bonus to armor AC
Shield E +1-5 enhancement bonus to shield AC
Weapon E +1-5 enhancement bonus on attack and weapon damage
Belt of Gigant Strength E +2,+4,+6 enhancement bonus on Str
Stone of Good Luck L +1 luck bonus on saves, ability checks, and skill checks
Boots of Elven Kind C +5 competence bonus on Acrobatics checks

M = Moral, L = Luck, D = Deflection, R = Resistance, E = Enhancement, S = Sacred, Z = Size, C = Competence


Coins Change
Platinum 0
Gold 559 gp
Silver 6 sp
Copper 0

1 Platinum = 10 Gold, 1 Gold = 10 Silver, 1 Silver = 10 Copper