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Belladonna Shadowsoul (character sheet)

Lady of Mercy
Person
Old version of the Belladonna Shadowsoul character sheet.

This is an old version of the character sheet, this version is for Pathfinder.

Currently not playable. View final character page.
Class:
Monk 1, Cleric 5
Favored Class:
Cleric

Levels

1
Monk 1
2
Cleric 1
Favoured Class Bonus:
+1 SP
3
Cleric 2
Favoured Class Bonus:
+1 SP
4
Cleric 3
Favoured Class Bonus:
+1 HP
Ability Bonus:
+1 Wisdom
5
Cleric 4
Favoured Class Bonus:
+1 HP
6
Cleric 5
Favoured Class Bonus:
+1 HP
Experience:
26 000 xp
Next Level:
35 000 xp
Character Level:
6
Alignment:
Lawful Neutral
Race:
Elf
  • Elven Immunities
  • Elven Magic
  • Keen Senses
  • Low-Light Vision
  • Weapon Familiarity
Size:
Medium
Gender:
Female
Culture:
Silver
Faction:
Silver Rain Republic
Religion:
Spirits of Nature

Ability Scores

Strength
14 (+2)

Strength Score

Base Value:
14
No modifiers listed

Strength Checks

No modifiers listed
Dexterity
16 (+3)

Dexterity Score

Base Value:
14

Modifiers:

  • +2 Racial (Elf)

Dexterity Checks

No modifiers listed
Constitution
12 (+1)

Constitution Score

Base Value:
14

Modifiers:

  • -2 Racial (Elf)

Constitution Checks

No modifiers listed
Intelligence
12 (+1)

Intelligence Score

Base Value:
10

Modifiers:

  • +2 Racial (Elf)

Intelligence Checks

No modifiers listed
Wisdom
17 (+3)

Wisdom Score

Base Value:
16

Modifiers:

  • +1 (Level 4)

Wisdom Checks

No modifiers listed
Charisma
14 (+2)

Charisma Score

Base Value:
14
No modifiers listed

Charisma Checks

No modifiers listed

Saves

Fortitude
+7

Modifiers:

  • +2 (Monk 1)
  • +4 (Cleric 5)
  • +1 (Constitution)
Reflex
+6

Modifiers:

  • +2 (Monk 1)
  • +1 (Cleric 5)
  • +3 (Dexterity)
Will
+7

Modifiers:

  • +0 (Monk 1)
  • +4 (Cleric 5)
  • +3 (Wisdom)

HP & Init

Hit Points
44 hp
Monk 1:
11 hp
  • d10: 10 +1 (con)
Cleric 1:
6 hp
  • d8: 5 +1 (con)
Cleric 2:
6 hp
  • d8: 5 +1 (con)
Cleric 3:
7 hp
  • d8: 5 +1 (con) +1 (fav)
Cleric 4:
7 hp
  • d8: 5 +1 (con) +1 (fav)
Cleric 5:
7 hp
  • d8: 5 +1 (con) +1 (fav)
Initiative
+3

Modifiers:

  • +3 (Dexterity)

Combat

BAB
+4

Base Attack Bonus:

  • +1 (Monk 1)
  • +3 (Cleric 5)
CMB
+6

Modifiers:

  • +2 (Strength)
  • +4 (Base Attack Bonus)
CMD
19
Base Value:
10

Modifiers:

  • +2 (Strength)
  • +3 (Dexterity)
  • +4 (Base Attack Bonus)

Armour Class

Armour Class
20
Base Value:
10

Modifiers:

  • +3 (Dexterity)
  • +4 Armor (+1 Mithral Heavy Shield)
  • +3 (wisdom)
Touch AC
18
Base Value:
10

Modifiers:

  • +3 (Dexterity)
  • +3 (wisdom)
  • +2 Deflection (Bracers of Armor)
Flat-Footed AC
17
Base Value:
10

Modifiers:

  • +3 (wisdom)
  • +4 Armor (Shield)

Attacks

Weapon:
Unarmed Strike
Attack:
+6
Crit:
×2
Damage:
1d6 + 2
Type:
Bludgeoning

First Attack

Attack:
+6
Crit:
×2
Damage:
1d6 + 2
Extra dmg.:
Type:
Bludgeoning

Modifiers:

  • +4 (Base Attack Bonus)
  • +2 (Strength)
Weapon:
MW Longsword
Attack:
+7
Crit:
19‒20 / ×2
Damage:
1d8 + 2
Type:
Slashing

First Attack

Attack:
+7
Crit:
19‒20 / ×2
Damage:
1d8 + 2
Extra dmg.:
Type:
Slashing

Modifiers:

  • +4 (Base Attack Bonus)
  • +2 (Strength)
  • +1 (Masterwork)
Weapon:
MW Shortspear
Attack:
+7
Crit:
×2
Damage:
1d6 + 2
Type:
Piercing

First Attack

Attack:
+7
Crit:
×2
Damage:
1d6 + 2
Extra dmg.:
Type:
Piercing

Modifiers:

  • +4 (Base Attack Bonus)
  • +2 (Strength)
  • +1 (Masterwork)

Movement

Speed:
30 ft. (6 squares)
Base Value:
30 ft.
Light Load:
0 ft.

Base

  • +30 ft. (Base Value)
No modifiers listed
Run Modifier:
×4
Base Modifier:
×4

Skills

Acrobatics
+3
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +3 (Dexterity)
  • +0 (Armour Check Penalty)

Conditional Modifiers:

Appraise
+1
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +1 (Intelligence)
Bluff
+2
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Charisma)
Climb
+2
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Strength)
  • +0 (Armour Check Penalty)
Craft
+1
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +1 (Intelligence)
Diplomacy
+2
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Charisma)
Disguise
+2
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Charisma)
Escape Artist
+3
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +3 (Dexterity)
  • +0 (Armour Check Penalty)
Fly
+3
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +3 (Dexterity)
  • +0 (Armour Check Penalty)
Heal
+10
(4)
Class Skill
Ranks:
4 ranks

Modifiers:

  • +3 (Wisdom)
  • +3 (Class Skill)
Intimidate
+2
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Charisma)
Perception
+10
(4)
Class Skill
Ranks:
4 ranks

Modifiers:

  • +3 (Wisdom)
  • +3 (Class Skill)
Perform
+2
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Charisma)
Ride
+3
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +3 (Dexterity)
  • +0 (Armour Check Penalty)
Sense Motive
+12
(6)
Class Skill
Ranks:
6 ranks

Modifiers:

  • +3 (Wisdom)
  • +3 (Class Skill)
Stealth
+3
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +3 (Dexterity)
  • +0 (Armour Check Penalty)
Survival
+12
(6)
Bonus Class Skill
Ranks:
6 ranks

Modifiers:

  • +3 (Wisdom)
  • +3 (Class Skill)
Swim
+2
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Strength)
  • +0 (Armour Check Penalty)
Linguistics
+6
(2)
Class Skill
Ranks:
2 ranks

Modifiers:

  • +1 (Intelligence)
  • +3 (Class Skill)

Feats

  • Toughness
    (Level-1)
  • Improved Unarmed Strike
    (Level-1 Bonus)
  • Stunning Fist
    (Level-1 Bonus)
  • Dodge
    (Level-1 Bonus)
  • Extra Channel
    (Level-3)
  • Combat Casting
    (Level-5)

Languages

  • Briss
  • East Voran
  • Hodgepot
  • Silver
  • South Ecclisic

Special Abilities

  • Unarmed Strike
  • Flurry of Blows
  • Bonus Feat
  • Stunning Fist
  • Channel Energy 3d6

Traits

  • Sacred Conduit — Faith
  • Child of Nature — Religion

Other

Spell Resistance:
N/A

Equipment

Wealth

Gold:
1355 gp
Net Worth:
8000 gp
Job:
Income:
0 gp / week

Income Details:

  • No income
Last processed

Armour Effects

Armor:
Light
ACP:
+0

Base

Armor:
+0
Shield:
+0
Encumbrance:
+0
Max Dex Bonus:
N/A

Base

Armor:
N/A
Shield:
N/A
Encumbrance:
N/A
Spell Failure:
5%

Modifiers

Armour / Shield:
5 %

Encumbrance

Current Load:
29 lbs.
Light Load:
58 lbs.
Medium Load:
116 lbs.
Maximum Load:
175 lbs.
Encumbrance:
Light Load
Lift Over Head:
175 lbs.
Lift Off Ground:
350 lbs.
Push / Drag:
875 lbs.

Equipped

Items that are actively equipped by your character. Contribute towards carried load and provide bonuses as appropriate.

Bracers of Armor +2
Weight:
1 lbs.
Value:
4000 gp
Number:
1
MW Longsword
Weight:
4 lbs.
Value:
315 gp
Number:
1
MW Shortspear
Weight:
2 lbs.
Value:
301 gp
Number:
1
+1 Mithral Heavy Shield
Weight:
15 lbs.
Value:
2020 gp
Number:
1
Base Armor:
Enhancement Bonus:
+1
Special Material:
Mithral
Size:
Medium
Armor Class Bonus:
+3
Maximum Dexterity Bonus:
None
Armor Check Penalty:
+0
Arcane Spell Failure:
5%
Armor Type:
Light Armour
Cold Iron Dagger
Weight:
1 lbs.
Value:
4 gp
Number:
1
Cleric's vestments
Weight:
6 lbs.
Value:
5 gp
Number:
1

Carried

Items that are carried but not equipped by your character. Contribute towards carried load, and mundane and unslotted wondrous items provide bonuses.

No equipment listed

Stored

Items that are stored away and not currently held by your character. Does not contribute towards carried load and never applies bonuses.

No equipment listed

Other

Items stored in extradimensional spaces, creatures that move under their own power, ships, buildings, etc. Do not contribute load but do provide bonuses.

No equipment listed

Lifestyle: 8/10

Adventurer: 10

Comfortable Liestyle: -8

Cleric Spellcasting

Caster Level:
5
Casting Ability:
Wisdom
Concentration
+8

Modifiers:

  • +5 (Caster Level)
  • +3 (Wisdom)
Base Save DC
13
Base Value:
10

Modifiers:

  • +3 (Wisdom)
Close Range:
35 ft.
Medium Range:
150 ft.
Long Range:
600 ft.

Spells Per Day

Spell Level:
0
1
2
3
4
5
6
7
8
9
Per Day:
4+1
3+1
2+1
0
0
0
0
0
0
Level 0 spells / day:
Not used when casting
Level 1 spells / day:
Class Base:
3
Bonus Spells / Day (Wisdom):
1
Level 2 spells / day:
Class Base:
2
Bonus Spells / Day (Wisdom):
1
Level 3 spells / day:
Class Base:
1
Bonus Spells / Day (Wisdom):
1

Domain Selection

Domain:
Animal
Domain:
Healing

Channel Positive Energy

7/day DC 16 for 3d6

Common Prepped List

Level-0: Mending, Light, Detect Poison, Detect Magic

Level-1: Endure Elements*, Magic Weapon, Cure Light Wounds, D:Cure light wounds

Level-2: Hold Person, Spiritual Weapon, D: Cure Moderate Wounds

Level-3: Dispel Magic, D: Cure Serious Wounds

* indicates a daily cast spell

Animal Domain

Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

-Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

- Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

- Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Healing Domain

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

-Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

-Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

-Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.