Bamu the Bludgeoner
Bamu, Cleric of St. Cuthbert
Description
- STR- 16 +3
- DEX- 15 +2
- CON- 12 +1
- INT- 13 +1
- WIS- 17 +3
- CHA- 11
- HP 14
- AC 19
- Speed 30’ (20’ armored)
- Touch 12
- Flatfooted 17
- Initiative Mod +2
- Appraise +1
- Balance +2
- Bluff 0
- Climb +3
- Concentration +1
- Craft +1
- Decipher +1
- Diplomacy +4
- Disable Device +1
- Disguise 0
- Escape Artist +2
- Forgery +1
- Gather Info 0
- Handle Animals 0
- Heal +7
- Hide +2
- Intimidate 0
- Jump +3
- Knowledge:
- Arcana +1
- Architect & Eng +1
- Dungeoneering +1
- Geography +1
- History +3
- Local +1
- Nature +1
- Nobility +1
- Religion +1
- Planes +1
- Listen +3
- Move Silently +2
- Open Locks +2
- Search +1
- Sense Motive +3
- Spot +3
- Survival +3
- Swim +3
- Tumble +2
SPELLS: Lvl 0—3+1= 4
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Inflict Minor Wounds: Touch attack, 1 point of damage.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Virtue: Subject gains 1 temporary hp.
LVL 1 Spells 1+1=2
- Bane: Enemies take -1 on attack rolls and saves against fear.
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Bless Water M: Makes holy water.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Command: One subject obeys selected command for 1 round.
- Comprehend Languages: You understand all spoken and written languages.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Curse Water M: Makes unholy water.
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Undead: Reveals undead within 60 ft.
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Doom: One subject takes -2 on attack rolls, saves, and checks.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Hide from Undead: Undead can’t perceive one subject/level.
- Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
- Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
- Magic Weapon: Weapon gains +1 bonus.
- Obscuring Mist: Fog surrounds you.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Summon Monster I: Calls extraplanar creature to fight for you.
