Salazar Domine

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Salazar Domine
Salazar Domine, cleric (lvl 7)
Medium humanoid (human), chaotic good
Armor Class 13 (leather armor)
Hit Points 45 (7d8+7)
Speed 30 ft.

STRDEXCONINTWISCHA
8 (-1)14 (+2)12 (+1)10 (+0)18 (+4)15 (+2)

Saving Throws Wis +7, Cha +5
Skills Stealth +5, Deception +5, Insight +7, Perception +7, Persuasion +5
Senses Passive Perception 22
Languages Common, Celestial
Tools Disguise kit, Forgery Kit
Weapons Simple
Armor Light, Medium, Shields

Spellcasting: 7th-level cleric, Trickery domain (spell save DC 15, +7 to hit with spell attacks).
Channel Divinity: 2/day,
* Turn undead
* Invoke duplicity
* Cloak of shadows.
Blessing of the trickster: advantage on stealth checks for touched creature


Character

  • Salazar "Baron" Domine
  • Prime Material, Chaotic Good, adult male Turami Human Cleric 7, 6'0 195 lb.
    • Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes
  • Background: Charlatan
  • Domain: Trickery

Attributes

Attribute Value Mod Starting value Modifications
Str 8 -1 = 8
Dex 14 +2 = 13 +1(v. human)
Con 12 +1 = 12
Int 10 +0 = 10
Wis 18 +4 = 15 +1(observant) +2(4th lvl)
Cha 15 +2 = 14 +1(v. human)

Stats

  • HP: 42/42
  • AP: 5/5
  • AC: 15 = 11(leather) +2(dex) +2(shield)
  • Speed: 30 ft
  • Init: +2
  • Prof: +3
  • Melee: +5 = +2(dex) + 3(prof)
  • Ranged: +5 = +2(dex) + 3(prof)
  • Spell: +7 = +4(wis) + 3(prof)
  • Spell DC: 15 = 8(base) +4(wis) +3(prof)


  • Passive perception: 22 = 10 +4(wis) +3(prof) +5(observant)
  • Passive investigation: 15 = 10 +5(observant)


  • Saving throws:
    • Str -1
    • Dex +2
    • Con +1
    • Int +0
    • Wis +7 = +4 +3
    • Cha +5 = +2 +3

Combat

  • Attack
    • Melee
      • Dagger +5 1d4+2 piercing
    • Ranged
      • Light Crossbow +5 1d8+2 piercing (range 80/320)
      • Dagger (thrown) +5 1d4+2 piercing (range 20/60)
      • Spell +7 varies

Proficiencies

  • Armor: Light, Medium, Shields
  • Weapons: Simple
  • Tools: Disguise kit, forgery kit
  • Languages: Common, Fey
  • Saving throws: Wis, Cha
  • Skills:
    • Stealth (dex, +5 = +2 +3) [v.human]
    • Insight (wis, +7 = +4 +3) [cleric]
    • Persuasion (cha, +5 = +2 +3) [cleric]
    • Deception (cha, +5 = +2 +3) [background]
    • Perception (wis, +7 = +4 +3) [background]

Abilities and features

  • [V.Human] Feat: Observant
  • [V.Human] Skill: Stealth
  • [Backgr ] Skills
  • [Backgr ] Tools
  • [Backgr ] False Identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
  • [Cleric ] Spellcasting
  • [Cleric ] Divine Domain: Trickery
  • [Cleric ] Channel Divinity 2/day (7lvl)
    • Turn Undead (Destroy Undead)
    • Invoke Duplicity
    • Cloak of Shadows
  • [Cleric ] Blessing of The Trickster

Domain and Cleric Spells


Tier C 1 2 3 4 5 6 7 8 9
Spell slots 4 4 3 3 1
Available 0 2 2 1

Guidance Cure Wounds Calm Emotions Tongues Death Ward
Resistance Detect Magic Lesser Restoration Spirit Guardians
Sacred Flame Guiding Bolt Hold Person Water Walk
Thaumaturgy Purify Food and Drink

Domain spells C 1 2 3 4 5 6 7 8 9

Charm Person Mirror Image Blink Dimension Door
Disguise Self Pass Without Trace Dispel Magic Polymorph

Items

Explorer's Pack
Holy Symbol (loaded 6-sided die, with a spider on the 6-face)
Fine Clothes
Disguise Kit
Pouch (15gp)

Backpack
Bedroll
Traveler's Clothes
Ink
Ink pen
Lantern, hooded
Mess kit
Paper (10 sheets)
Perfume (vial)
Quiver
Rope, silk
Sealing wax
Fake Signet Ring
Soap
Tinderbox
Torch
Waterskin
Forgery Kit

Weapons

Dagger 1d4 piercing 1 lb. Finesse, Light, thrown (range 20/60)
Crossbow, Light 1d8 piercing 5 lb. Ammunition (range 80/320), Loading, two-handed

Armor

Leather Armor 11 + dex 10 lb.
Shield +2 6 lb.