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Cleric of Fortune       CR 5Edit

Male human cleric 4/rogue 1
CN Medium humanoid
Init +2; Senses Listen +1, Spot +1
Languages Common, Giant


AC 21, touch 10, flat-footed 21
hp 38 (5 HD)
Fort +6, Ref +7, Will +5


Spd 20 ft.
Melee mwk heavy mace +5 (1d8+1)
Base Atk +3; Grp +4
Atk Options good fortune 1/day, sneak attack (+1d6)
Special Action turn undead 5/day (+4, 2d6+6 HD)
Spells Prepared (CL 4th)

2nd—aid, hold person (DC 13), invisibility D
1st—bless water (DC 12), disguise self D, cause light wounds (+4 melee touch, DC 12), protection from good (DC 12), shield of faith (DC 12)
0—detect magic, guidance (DC 11), inflict minor wounds (DC 11), purify food and drink (DC 11), virtue (DC 11)

D Domain Spell
Domains Luck, Trickery


Abilities Str 13, Dex 15, Con 15, Int 13, Wis 12, Cha 15
SQ trapfinding
Feats Lightning Reflexes, Leadership, Negotiator
Skills Bluff +9, Concentration +9, Diplomacy +13, Disguise +11, Hide +1, Intimidate +5, Knowledge (Religion) +6, Sense Motive +6, Spellcraft +6
Possessions +1 half-plate, +1 heavy steel shield, masterwork heavy mace, silver holy symbol


Good Fortune (Ex) Once per day a cleric of Fortune may reroll one roll that he has just made before the game master declares whether the roll results in success or failure. He must take the result of the reroll, even if it’s worse than the original roll.
Sneak Attack (Ex) Any time a cleric of Fortune's opponent is denied her Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 1d6 points of damage.
Turn Undead (Su) A cleric of Fortune can turn or destroy undead 5 times per day as a 4th level cleric.
Trapfinding A cleric of Fortune can use the Search skill to find traps with Search DCs higher than 20.

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