Heroes of the Realms
Cleric of Selune from Waterdeep
CR 14; XP
Human cleric 12 / brawler 2
CN Medium humanoid (human)
Init + 0; Senses ; Perception + 13
AC 25 (35), touch 10 (20), flat-footed 25 (29) (+ 7 armor, + 3 natural, + 5 shield) (+ 4 deflection, + 6 dodge)
hp 95.5 (2d10+ 12d8+ 26)
Fort + 15, Ref + 12, Will + 17;
Special Defenses aura of protection (+ 2 deflection, energy resistance 10, 12 rounds/day),
Speed 20 ft.
Melee + 3 shocking heavy mace + 18/+ 13/+ 8 (1d8+ 6+ 1d6 electric/×2), or unarmed strike + 14/+ 9/+ 4 (1d6+ 3/x2)
Brawler’s Flurry unarmed strike + 12/+ 12/+ 9/+ 4 (1d6+ 3/x2)
Ranged mwk light crossbow + 12 (1d8/19–20x2)
Special Attacks Brawler’s cunning, martial flexibility, channel positive energy 5/day (DC 18, 6d6),
Domain Spell-Like Abilities (CL 12th; concentration + 18)
Cleric Spells Prepared (CL 12th; concentration + 18)
6th—antimagic field d, Blade Barrier, Cold Ice Strike (RDC 22), Heal
5th—teleport d, Flame Strike (RDC 21), Holy Ice, Scrying, Summon Monster V
4th—spell immunity d, Divine Power, Greater Magic Weapon, Persistent Vigor, Ward of the Season
3rd—fly d, Create Food and Water, Discovery Torch, Protection from Energy, Searing Light, Speak with Dead
2nd—locate object d, Augury, Bull’s Strength, Hold Person (WDC 18), Share Language, Shield Other, Spiritual Weapon
1st—longstrider d, Deathwatch, Divine Favor, Inflict Light Wounds, Protection from Evil, Shield of Faith x2
0 (at will)—create water, detect magic, mending, read magic
d Domain spell; Domains Protection, Travel
Before Combat Cast Shield of Faith, and Divine Power. If Fighting with his fist he will cast Greater Magic Weapon on himself.
During Combat If fighting spell casters he will cast antimagic field. If fighting warriors he will cast Flame Strike or Cold Ice Strike. If fighting a group he will cast summon monster V for 1d3 celestial giant wasp.
Str 16, Dex 10, Con 12, Int 13, Wis 23, Cha 14
Base Atk + 11; CMB + 14; CMD 24
Feats Blind-Fight, Combat Expertise b, Craft Magic Arms and Armor, Improved Unarmed Strike b, Lightning Reflexes, Power Attack b, Reach Spell, Scribe Scroll, Selective Channeling, Weapon Focus (heavy mace)
Skills (Ranks 70; Background 28; Favoite (cleric and human) 14)
Climb + 7 (7), Craft (alchemy) + 11 (7), Diplomacy + 15 (10), Fly + 1 (4), Heal + 19 (10), Intimidate + 9 (7), Knowledge (arcana) + 8 (4), Knowledge (history) + 5 (1), Knowledge (nature) + 6 (1), Knowledge (nobility) + 8 (4), Knowledge (planes) + 8 (4), Knowledge (religion) + 14 (10), Perception + 13 (7), Profession (sailor) + 16 (7), Sense Motive + 16 (7), Spellcraft + 14 (10), Survival + 14 (5), Swim + 7 (7)
Languages Celestial, Chondathan, Common
SQ aura, Agile Feet (9 rds/day), Dimensional Hop (140 ft./day), martial training
Traits Fearless Defiance (You gain a + 1 trait bonus on all saving throws against fear effects. In addition, if you successfully save against such an effect, you receive a + 1 trait bonus on attack rolls against your favored enemies for 1 round.),
Child of Nature (You gain a + 2 trait bonus on Survival checks to find food and water, and a + 1 trait bonus on Knowledge (nature) checks. One of these skills (Knowledge (nature)) is always a class skill for you.
Combat Gear potions of invisibility (2), ring of the ram (10 charges), scroll of Remove Curse, scroll of Remove Fear, scroll of remove Paralyze, scorll of Remove Disease, scroll of Invisibility Purge, scroll of Sending, scroll of Detect Evil; holy waer (2), acid (1)
Other Gear + 1 light fortification breastplate, + 3 heavy mithral shield, + 3 heavy mace, masterwork light crossbow with 20 bolts, amulet of natural armor + 4, boots of speed, headband of inspired wisdom + 4, rod of metamagic extend spell, platinum holy symbol (worth 500 gp), powdered diamond (worth 200 gp), 787 gp
Leinad’s father is a fisherman and is alive. He has no siblings, and was born a peasant in waterdeep.
Birth Born a peasant in the Dock Ward of Waterdeep.
Childhood He was crushed under a fish cart, but brought back to life by an adventuring cleric of Selune.
Young Adult As payment for the healing, Leinad worked for the church of Selune for five years. The cleric that saved him would visit Leinad at the temple, and invite him outside of the city. Leinad would watch the cleric’s camp while the cleric and his friends would venture out into the wilderness. The cleric taught Leinad some survival skills.
Moral Conflict Blackmailed – A noble of Waterdeep, Leinad shared secrets with others about the family in order prove nobles are not better than normal people. He feels little if any regret, and denies the event mostly so others won’t judge him. Few if any know of Leinads part in the conflict, and Leinad constant denials are meant to keep it that way.
Romantic Relationship: Leinad had a romantic relationship once, but that time has passed.
Story Feat: Arisen (Benefit: You don’t die until your negative hit point total is equal to or greater than 4 + your Constitution score. Once per day as a standard action, you can force yourself to carry on by strength of will alone, gaining 1 temporary hit point per hit die. These temporary hit points last for 10 minutes.)
Goal: You meet in person and hear the words of your deity or your deity’s chosen herald. If you worship a pantheon of deities, you must meet and hear a member of that pantheon—a herald does not suffice in this case. If you worship no specific deity, you must hear the words of an appropriate entity of the GM’s choice.
Completion Benefit: You gain a + 2 bonus on saving throws against death effects and fear effects. In addition, the caster level of any conjuration (healing) spell that is cast on you increases by 1 for the purposes of its effects on you alone.
Str = 5; Dex = 2; Con = 3; Int = 3; Wis = 8; Cha = 4
Attracted to females and Dex; Turned off by Cha.; Fetish: Not disclosed
Flirt DC: 23
Relationships & Contacts
Fame 44; Prestige Points: 44; Sphere of Influence: 500 miles (Waterdeep)
Initiate — Church of Selune: Skill: Survival
Officer — Church of Selune: + 4 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made to interact with anyone within the organization.
Commander — Church of Selune: You can call upon low-ranking members of your organization to perform mundane personal tasks at your behest, including running messages, announcing your arrival, and making sure preparations are made to accommodate your needs. In addition, you gain a + 4 bonus on Intimidate checks made to influence any members of your organization’s greatest rival group (The Church of Shar).
Vindicator — Church of Shar: Gain a + 1 bonus on attack and damage rolls against members of that organization.