Wait, how long exactly did we take to get here? Hundreds of years? Decades? Are we immortal? :P<br/><br/>Either way, as a head's up to the other players, my character is writted around: Healing + Grope Spell + Suggestion Spell, each of which he can do a lot and not a lot of other stuff, though he could be a mediocre melee fighter.<br/><br/>I'm planning to unleash the latter two (Grope and Suggestion) at some of the NPCs. I'd be happy to throw them at the PCs as well, if people are fine with that (on an individual base). Players often don't want other party members doing that to their characters, so I won't be doing it to your character, unless you gave me OOC consent.<br/><br/>And yay for winter clothing. I was afraid for a moment I'd freeze to death. Time to prepare Endure Elements the next morning!<br/><br/><hr/><br/>Player: Xillen<br/>Name: Alwin<br/>Gender: Male<br/>Race: Human<br/>Class: Cleric<br/>Level: 6<br/>Alignment: Chaotic Good<br/><br/>Age: 24 years<br/>Length: 1m75 / 5'9"<br/>Weight: 72kg / 158lb<br/>Skin: White<br/>Hair: Long Blond<br/>Eyes: Blue<br/><br/>Background:<br/>Alwin travels around the world for two reasons. To help those in need with this healing spells, and to help himself to lots of beautifull young ladies. He found that as long as he uses his divine power to do good from time to time, nobody seems to mind if he uses it for more selfish reasons the rest of the time.<br/><br/>Appearance:<br/>Alwin is a man of average size, but a charming appearance. His face is always smiling, as he looks at people with open blue eys. The long, blond hair on the top and sides of his head is usually pulled back into a ponytail, but the hair on the back of his head is allowed to flow free. Alwin usually moves around without wearing his armor, only calling it when battle seems unavoidable.<br/>A silver pendant hangs down his neck, between two pearls. The pendant portrays the upper half of a naked, buxom lady with long hair.<br/><br/>Strength: 14 (+2)<br/>Dexterity: 12 (+1)<br/>Constitution: 14 (+2)<br/>Intelligence: 12 (+1)<br/>Wisdom: 18 (+4)<br/>Charisma: 16 (+3)<br/><br/>Size: Medium<br/>Movement: 30 ft<br/>Hit Points: 43<br/>Initiative: +1 (+1 dex)<br/><br/>Armor Class: 23 (10 +9 armor +3 shield +1 dex)<br/>Touch Armor Class: 11 (10 +1 dex)<br/>Flat-footed Armor Class: 22 (10 +9 armor +3 shield)<br/><br/>Fort Save: +7 (+5 base +2 con)<br/>Ref Save: +3 (+2 base +1 dex)<br/>will Save: +9 (+5 base +4 wis)<br/><br/>Base Attack Bonus: +4<br/>Grapple: +6 (+4 bab +2 str)<br/>Melee Attacks: +6 (+4 bab +2 str)<br/>Ranged Attacks: +5 (+4 bab +1 dex)<br/><br/>Unarmed:<br/>Attacks: +6 (+4 bab +2 str)<br/>Damage: 1d3 +2<br/>Crit: 20/ x2<br/><br/>Masterwork Heavy Mace:<br/>Attacks: +7 (+4 bab +2 str +1 misc)<br/>Damage: 1d8 +2<br/>Crit: 20/ x2<br/><br/>Light Crossbow:<br/>Attacks: +5 (+4 bab +1 dex)<br/>Damage: 1d8<br/>Crit: 19-20/ x2<br/><br/>Skills: 36 (2 base +1 int +1 misc = 4 per level)<br/>Appraise: +1 (+1 int)<br/>Balance: -5 (+1 dex -6 acp)<br/>Bluff: +3 (+3 cha)<br/>Climb: -4 (+2 str -6 acp)<br/>Concentration: +6 (4 ranks +2 con)<br/>Craft (Other): +1 (+1 int)<br/>Diplomacy: +12 (9 ranks +3 cha)<br/>Disguise: +3 (+3 cha)<br/>Escape Artist: -5 (+1 dex -6 acp)<br/>Forgery: +1 (+1 int)<br/>Gather Information: +3 (+3 cha)<br/>Heal: +13 (9 ranks +4 wis)<br/>Hide: -5 (+1 dex -6 acp)<br/>Intimidate: +3 (+3 cha)<br/>Jump: -4 (+2 str -6 acp)<br/>Knowledge (Religion): +6 (5 ranks +1 int)<br/>Listen: +4 (+4 wis)<br/>Move Silently: -5 (+1 dex -6 acp)<br/>Ride: +1 (+1 dex)<br/>Search: +1 (+1 int)<br/>Sense Motive: +4 (+4 wis)<br/>Spellcraft: +10 (9 ranks +1 int)<br/>Spot: +4 (+4 wis)<br/>Survival: +4 (+4 wis)<br/>Swim: -10 (+2 str -6 acp -6 acp)<br/>Use Rope: +1 (+1 dex)<br/><br/>Languages: 2 (1 base +1 int)<br/>Common<br/>Celestial<br/><br/>Feats:<br/>Level1: Domain Spontaneity: Pleasure (CD80)<br/>Racial: Extra Turning (PHB94)<br/>Domain: Spell Focus (Enchantment)<br/>Level3: Healing Devotion (CC59)<br/>Level6: Touch of Healing (CC62)<br/><br/>Racial Abilities:<br/>Bonus Skill Point per level (already included)<br/>Bonus Feat (already included)<br/><br/>Class Abilities:<br/>Pleasure Domain (BoEF 94)<br/>Domination Domain (CD 138)<br/>Soothing Touch: 1/day remove fatigue, heal 1hp/level<br/>Turn Undead: 10/day, +5 check, 2d6+9 damage<br/><br/>0th Level Spells: (5 per day, DC 14, Enchantment DC 15)<br/>* Create Water: Creates 2 gallons/level of pure water.<br/>Cure Minor Wounds: Cures 1 point of damage.<br/>* Detect Magic: Detects spells and magic items within 60 ft.<br/>* Detect Poison: Detects poison in one creature or object.<br/>Guidance: +1 on one attack roll, saving throw, or skill check.<br/>Inflict Minor Wounds: Touch attack, 1 point of damage.<br/>* Light: Object shines like a torch.<br/>* Mending: Makes minor repairs on an object.<br/>Purify Food and Drink: Purifies 1 cu. ft./level of food or water.<br/>Read Magic: Read scrolls and spellbooks.<br/>Resistance: Subject gains +1 on saving throws.<br/>Virtue: Subject gains 1 temporary hp.<br/><br/>1st Level Spells: (4 per day, DC 15, Enchantment DC 16)<br/>Bane: Enemies take -1 on attack rolls and saves against fear.<br/>Bless: Allies gain +1 on attack rolls and saves against fear.<br/>Bless Water M: Makes holy water.<br/>Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.<br/>* Command: One subject obeys selected command for 1 round.<br/>Comprehend Languages: You understand all spoken and written languages.<br/>Cure Light Wounds: Cures 1d8 damage +1/level (max +5).<br/>Curse Water M: Makes unholy water.<br/>Deathwatch: Reveals how near death subjects within 30 ft. are.<br/>Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.<br/>Detect Undead: Reveals undead within 60 ft.<br/>Divine Favor: You gain +1 per three levels on attack and damage rolls.<br/>Doom: One subject takes -2 on attack rolls, saves, and checks.<br/>** Endure Elements: Exist comfortably in hot or cold environments.<br/>Entropic Shield: Ranged attacks against you have 20% miss chance.<br/>Hide from Undead: Undead can’t perceive one subject/level.<br/>Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).<br/>Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.<br/>Magic Weapon: Weapon gains +1 bonus.<br/>Obscuring Mist: Fog surrounds you.<br/>Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.<br/>Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.<br/>* Sanctuary: Opponents can’t attack you, and you can’t attack.<br/>Shield of Faith: Aura grants +2 or higher deflection bonus.<br/>Summon Monster I: Calls extraplanar creature to fight for you.<br/><br/>1st Level Domain Spells: (1 per day, DC 15, Enchantment DC 16)<br/>Command: One subject obeys one-word command for 1 round.<br/>* Vision of exquisite pleasure (BoEF 117)<br/><br/>2nd Level Spells: (4 per day, DC 16, Enchantment DC 17)<br/>Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).<br/>Align Weapon: Weapon becomes good, evil, lawful, or chaotic.<br/>Augury M F: Learns whether an action will be good or bad.<br/>Bear’s Endurance: Subject gains +4 to Con for 1 min./level.<br/>Bull’s Strength: Subject gains +4 to Str for 1 min./level.<br/>Calm Emotions: Calms creatures, negating emotion effects.<br/>Consecrate M: Fills area with positive energy, making undead weaker.<br/>Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).<br/>Darkness: 20-ft. radius of supernatural shadow.<br/>Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.<br/>Delay Poison: Stops poison from harming subject for 1 hour/level.<br/>Desecrate M: Fills area with negative energy, making undead stronger.<br/>* Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.<br/>Enthrall: Captivates all within 100 ft. + 10 ft./level.<br/>* Find Traps: Notice traps as a rogue does.<br/>Gentle Repose: Preserves one corpse.<br/>* Hold Person: Paralyzes one humanoid for 1 round/level.<br/>Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).<br/>Make Whole: Repairs an object.<br/>Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.<br/>Remove Paralysis: Frees one or more creatures from paralysis or slow effect.<br/>Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.<br/>Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.<br/>Shatter: Sonic vibration damages objects or crystalline creatures.<br/>Shield Other F: You take half of subject’s damage.<br/>Silence: Negates sound in 20-ft. radius.<br/>Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.<br/>Spiritual Weapon: Magic weapon attacks on its own.<br/>Status: Monitors condition, position of allies.<br/>Summon Monster II: Calls extraplanar creature to fight for you.<br/>Undetectable Alignment: Conceals alignment for 24 hours.<br/>* Zone of Truth: Subjects within range cannot lie.<br/><br/>2nd Level Domain Spells: (1 per day, DC 16, Enchantment DC 17)<br/>Enthrall: Captivates all within 100 ft. + 10 ft./level.<br/>* Suggestion: Compels subject to follow stated course of action.<br/><br/>3rd Level Spells: (3 per day, DC 17, Enchantment DC 18)<br/>Animate Dead M: Creates undead skeletons and zombies.<br/>Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.<br/>Blindness/Deafness: Makes subject blinded or deafened.<br/>Contagion: Infects subject with chosen disease.<br/>Continual Flame M: Makes a permanent, heatless torch.<br/>* Create Food and Water: Feeds three humans (or one horse)/level.<br/>Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).<br/>Daylight: 60-ft. radius of bright light.<br/>Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.<br/>Dispel Magic: Cancels spells and magical effects.<br/>Glyph of Warding M: Inscription harms those who pass it.<br/>* Helping Hand: Ghostly hand leads subject to you.<br/>Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).<br/>Invisibility Purge: Dispels invisibility within 5 ft./level.<br/>* Locate Object: Senses direction toward object (specific or type).<br/>Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.<br/>Magic Vestment: Armor or shield gains +1 enhancement per four levels.<br/>Meld into Stone: You and your gear merge with stone.<br/>Obscure Object: Masks object against scrying.<br/>Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.<br/>Protection from Energy: Absorb 12 points/level of damage from one kind of energy.<br/>Remove Blindness/Deafness: Cures normal or magical conditions.<br/>Remove Curse: Frees object or person from curse.<br/>Remove Disease: Cures all diseases affecting subject.<br/>Searing Light: Ray deals 1d8/two levels damage, more against undead.<br/>Speak with Dead: Corpse answers one question/two levels.<br/>Stone Shape: Sculpts stone into any shape.<br/>Summon Monster III: Calls extraplanar creature to fight for you.<br/>Water Breathing: Subjects can breathe underwater.<br/>Water Walk: Subject treads on water as if solid.<br/>Wind Wall: Deflects arrows, smaller creatures, and gases.<br/><br/>3rd Level Domain Spells: (1 per day, DC 17, Enchantment DC 18)<br/>Orgasmic vibrations (BoEF 112)<br/>* Suggestion: Compels subject to follow stated course of action.<br/><br/>Money: 7 silver, 8 copper<br/>Weight Allowance: 58 light, 116 medium, 175 heavy, 350 lift, 875 push/drag<br/><br/>Gear: 80lb<br/>Explorer's Outfit<br/>Holy Symbol of Groping (Special)<br/>Hat of Disguise (1800gp)<br/>Spell Component Pouch (5gp, 2lb)<br/>Pearl of Power 1st level (1000gp)<br/>Pearl of Power 2nd level (4000gp)<br/>Ring of Protection +1 (2000gp)<br/>Cloak of Resistance +2 (4000gp)<br/>+1 Called Full Plate (3650gp, 50lb)<br/>+1 Heavy Steel Shield (1170gp, 15lb)<br/>Masterwork Heavy Mace (312gp, 8lb)<br/>Light Crossbow (35gp, 4lb)<br/>10 Crossbow Bolts (1gp, 1lb)<br/><br/>Heward's Handy Haversack (2000gp, 5lb)<br/>40 Crossbow Bolts (4gp, 4lb)<br/>Tent (10gp, 20lb)<br/>Silk Rope (10gp, 5lb)<br/>Flint and Steel (1gp)<br/>winter Blanket (5sp, 3lb)<br/>Soap (5sp, 1lb)<br/>Bedroll (1sp, 5lb)<br/>Clay Mug (2cp, 1lb)<br/>10 Torches (1sp, 10lb)