Race Shapechanger (Weretiger)
(Appears Elven)
Class Weretiger / Fighter / Bard / Cleric Level 3 / 8 / 6 / 4
Alignment Chotic Good Origin Iriabor Deity Selune
Age 47 (ageless, looks 24) Hair Color Golden Blonde Eye Color Blue
Height 5'8" Weight 128 pounds Skin Golden Tan
Selûne (Seh-loon-áy) is the Forgotten Realms Intermediate goddess of the Moon, stars, navigation, navigators, wanderers, questers, and good and neutral lycanthropes.  She is also known as "Our Lady of Silver" and "The Moon Maiden".  Upon the world of Toril, the moon is known as Selûne and is accompanied by a number of smaller luminaries that spread across the sky in a great arc trailing the moon known as "The Tears of Selûne." Children's tales tell of pirates in flying ships who come down from the Tears to raid and plunder, but no one takes those stories seriously.

 
Strength
24
+7
Dexterity
20
+5
Constitution
22
+6
Intelligence
15
+2
Wisdom
16
+3
Charisma
17
+3
Comeliness (Physical beauty)
20

Armor
Armor Class +10 Armor Dex Misc.
27 +6 +5 +6
Glamered Leather +4
Ring of Protection +4
Natural Armor (+2)

Hit Points
234
Die Type
D8 - D10 - D6 - D8
Damage Reduction
10 / Silver
AC When Flat-footed  (w/o Dex)
21
AC Versus Touch Attacks (w/o Armor)
19
Miss Chance
--
Max Dex Bonus
+6
Armor Check Penalty
--
Arcane Spell Failure
--
Spell Resistance
--
Saving Throws
Total Base
(Fighter)
Base
(Cleric)
Base
(Bard)
Ability Misc
Fortitude (Con)
+18
+6 +4
+2
+6  
Reflex (Dex)
+13
+2 +1
+5
+5  
Will (Wis)
+16
+2 +4
+5
+3 +2
Combat Bonuses
Total Base Ability
Initiative (Dex)
+5
 
+5
Melee (Str)
+22/+17/+12
+15/+10/+5
+7
Ranged (Dex)
+20/+15/+10
+15/+10/+5
+5

 

Weapons
Weapon Att Bonus Damage Critical Range
+2 Bastard Sword of Shocking Burst
+26/+21/+16
D10 + 14
19-20/x2
--
+1 Composite Long Bow (+4 str)
+21/+16/+11
D8 + 4
x3
110 ft
Unarmed +22/+17/+12 D3 x2 -
Claw (Tiger and Hybrid Forms) +22/+17/+12 D8 + 7 x2 -
Bite (Tiger and Hybrid Forms) +22/+17/+12 2D6 +3 x2

-

 

Feats

  • Athletic
  • Cleave
  • Dodge
  • Great Cleave
  • Greater Weapon Focus (Bastard Sword)
  • Improved Natural Attack
  • Improved Shape Control
  • Improved Unarmed Strike
  • Iron Will
  • Mobility
  • Power Attack
  • Scent
  • Spring Attack
  • Weapon Focus (Bastard Sword)
  • Weapon Specialization (Bastard Sword)

 

Bardic Spells Known

0th Level
1st Level
  • Dancing Lights
  • Flare
  • Ghost Sound
  • Mage Hand
  • Read Magic
  • Summon Instrument
  • Charm Person
  • Feather Fall
  • Sleep
  • Unseen Servant
2nd Level
    • Calm Emotions
    • Pyrotechnics
    • Tongues

 

Languages

Common
Elven
Celestial

Class and Racial Features

  • Cleric
    • Turn or Rebuke Undead
  • Bard
    • Bardic Music
    • Bardic Knowledge
    • Countersong
    • Fascinate
    • Inspire Courage
    • Inspire Competence
    • Suggestion
  • Weretiger (Natural)
    • +2 Natural Armor
    • Alternate Form (Hybrid, Tiger)
    • Lycanthropic Empathy
    • Curse of Lycanthropy
    • +3 Level Adjustment
Skills
Skill
Type
Key
Ability
Total
Ability
Ranks
Misc.
Appraise *
Class
Int
4
+2
2
 
Balance *§
Class
Dex
12
+5
5
+2
Bluff *
Class
Cha
3
+3
0
 
Climb *§
Class
Str
14
+7
5
+2
Concentration *
Class
Con
10
+5
5
 
Craft *
(Cooking)
Class
Int
8
+2
6
 
Decipher Script
Class
Int
5
+2
3
 
Diplomacy *
Class
Cha
6
+3
3
 
Disable Device
Class
Int
4
+2
2
 
Disguise *
Class
Cha
3
+3
0
 
Escape Artist *§
Class
Dex
7
+5
2
 
Forgery *
Cross
Class
Int
2
+2
0
 
Gather
Information *
Class
Cha
7
+3
4
 
Handle Animal
Class
Cha
5
+3
2
 
Heal *
Class
Wis
9
+3
6
 
Hide *§
Class
Dex
10
+5
5
 
Intimidate *
Class
Cha
8
+3
5
 
Jump *§
Class
Str
19
+7
5
+7
Knowledge
(Arcana)

Class
Int
4
+2
2
 
Knowledge
(History)
Class Int 4 +2 2  
Knowledge
(Lycanthropy)
Class
Int
6
+2
4
 
Knowledge
(Religion)
Class
Int
6
+2
4
 
Listen *
Class
Wis
8
+3
5
 
Move Silently *§
Class
Dex
11
+5
6
 
Open Lock
X
X
X
X
X
X
Perform *
(singing)
(guitar)
(dancing)
(lore telling)
Class
Cha
9
+3
6
 
Profession
(Innkeeper)
Class
Wis
8
+3
5
 
Ride *
Class
Dex
7
+5
2
 
Search*
Cross
Class
Int
2
+2
0
 
Sense Motive*
Class
Wis
8
+3
5
 
Sleight of Hand
Class
Dex
7
+5
2
 
Spellcraft
Class
Int
5
+2
3
 
Spot *
Cross
Class
Wis
7
+3
4
 
Survival *
Cross
Class
Wis
3
+3
0
 
Swim *
Class
Str
14
+7
5
+2
Tumble §
Class
Dex
13
+5
6
+2
Use Magic Device
Class
Cha
7
+3
4
 
Use Rope *
Cross
Class
Dex
5
+5
0
 

*  Can be used untrained

§ Armor Check Penalty Applies
X  Untrained

 

0th Level
1st Level
  • Create Water
  • Detect Magic
  • Mending
  • Purify Food and Drink
  • Read Magic
  • Longstrider (domain)
  • Bless
  • Divine Favor
  • Magic Stone
  • Remove Fear
2nd Level
                      • Moonbeam (domain)
                      • Bull's Strength
                      • Hold Person
Domains
Moon Travel
Turn or destroy lycanthropes as a good cleric turns or destroys undead. You can use this ability a total number of times per day equal to three + your Charisma modifier For a total time per day of 1 round per cleric, you can act as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit) This granted power is a supernatural ability. Add Survival to your list of cleric class skills.
  1. Faerie Fire *
  2. Moonbeam *
  3. Moon blade *
  4. Emotion
  5. Moon path *
  6. Permanent image
  7. Insanity
  8. Animal Shapes
  9. Moonfire *
  1. Longstrider
  2. Locate Object
  3. Fly
  4. Dimension Door
  5. Teleport
  6. Find the Path
  7. Teleport, Greater
  8. Phase Door
  9. Astral Projection
* Explained Below, found in the Forgotten Realms Campaign Setting
Moon Blade
Evocation
Level Hth 3, Moon 3
Components V, S, M/DF
Casting Time 1 Action
Range 0 ft
Effect A sword-like beam
Duration 1 minute/level
Saving Throw None
Spell Resistance Yes

A 3-foot-long, blazing beam of moonlight springs forth from your hand. Anyone who can cast moon blade can wield the beam with proficiency. However, if you are proficient with any type of sword, you can wield the beam as if it were any type of sword and thus gain the benefits of any special sword skill you might have, such as weapon Focus.

Attacks with the moon blade are melee touch attacks. It's strike saps vitality or life force, causing no visible wounds but dealing 1d8 points of damage plus 1 point per two caster levels (to a maximum of +15) to any type of creature except undead. Undead are visibly wounded by a moon blade. Their substance boils away from its touch, and they take 2d8 points of damage plus 1 point per caster level (to a maximum of +30) per blow. The blade is immaterial, and your strength modifier does not apply to the damage.

A successful moon blade strike temporarily scrambles magic. On the target's next turn after a hit from a moon blade, the creature must make a Concentration check to use any spell or spell-like ability. DC is 10 + points of damage dealt + spell level. (An opponent hit by a moon place while casting a spell must make the usual Concentration check to avoid ruining the spell in addition to the check on its next turn.)

 

Moon Path
Evocation [Force]
Level Hth 5, Moon 5
Components V, S, M/DF
Casting Time 1 Action
Range Medium (100 ft + 10 ft/level)
Effect A variable-width, glowing white stair or bridge of transluscent force up to 15 ft/level long (See Text)
Duration 1 minute/level
Saving Throw None (See Text)
Spell Resistance No

Moon path allows you to create a stair or bridge from one spot to another. The effect is a railles ribbon of glowing white translucent force like a glass strip.  The Strip can be from 3 to 20 feet wide as you decide.  (You can vary the width over the ribbon's length if you want.)  It sticks to its endpoints unshakably, even if these endpoints are in midair.

At the time of casting, you designate up to one creature per caster level to receive extra protection while standing on or moving along the moon path  Protected creatures gain the benefits of sanctuary.  This works exactly like the 1st level spell except that the save DC is 15 + your Wisdom modifier, and any subject of the spell who attacks breaks the sanctuary effect for all subjects.  Protected creatures also stick to the top of the moon path as though they have received spider climb spells.  A creature loses both benefits immediately when it leaves the path.

Unlike a wall of force, a moon path can be dispelled.  It is otherwise similar to a wall of force in that it needs no supports and it is immune to damage of all kinds.  A disintegrate blasts a hole 10 feet square, leaving the rest of the path intact.  (If the moon path is 10 feet wide or less, this merely creates a 10-foot gap.)  A hit from a rod of cancellation, a sphere of annihilation, or Mordenkainen's disjunction destroys a moon path.  Spells and breath weapons cannot pass through a moon path, although dimension door, teleport, and similar effects can bypass the barrier.  It blocks ethereal creatures as well as material creatures.  Gaze attacks cannot operate thorough the moon path.

A moon path must be straight, continuous, and unbroken when formed.  If its surface is broken by any object or creature, the spell fails.  The bridge version of the spell must be created flat.  The stair version cannot rise or descend any more sharply than 45 degrees.

Moonbeam
Evocation [Light]
Level Hth 2, Moon 2
Components V, S, M/DF
Casting Time 1 action
Range Close(25ft + 5 ft/2 levels)
Area Cone
Duration 1 minute/level
Saving Throw Non or Will negates (See Text)
Spell Resistance No

A cone of pale moonlight springs from your hand.  On your turn each round, you can change the direction the cone points.

Light from a moonbeam does not adversely affect creatures that are sensitive to light, but lycanthrops in humanoid form caught in the cone must make Will saves to avoid involuntarily assuming their animal forms.  Lycanthropes in animal form can change out of it on their next turn (spending a round in animal form).  However, if they are still int eh area of the spell, they must succeed at a Will save to do so.  Once a Lycanthrope successfully saves against moonbeam, it is not affected by any more of your moonbeam spells for 24 hours.

Moonbeam penetrates any darkness spell of equal to or lower level, but does not counter or dispell it.  Darkness spells of higher level block a moonbeam.

Moonfire
Evocation [Light]
Level Moon 9
Components V, S, DF
Casting Time 1 action
Range Close (25 ft + 5ft/2levels)
Area Cone
Duration Instantaneous (See Text)
Saving Throw Reflex for half (See Text)
Spell Resistance Yes

A cone of fiery white moonlight springs from your hand.  Living creatures in the area feel an unnatural chill and take 1d8 points of damage per two caster levels, to a maximum of 10d8.  Undead and shapechangers take double damage.  This application of the spell allows a Reflex save for half damage.

All magical auras within the cone glow with a faint blue light for 1 round per caster level.  Disguised, shapechanged, or polymorphed creatures and objects in the spell's area at the time the spell is cast must make Will saves or immediately return to their normal forms.  Even if the save succeeds, they remain covered in ghostly white outlines that show their true forms for 1 round per caster level.

The entire area covered by the cone glows silver white for 1 round per caster level.  This radiance is as bright as the light of a full moon and negates electricity for 1 round per caster level unless the creature generating it makes a caster level check against a DC equal to the caster's level.  If an electricity effect is generated outside the glowing cone, the cone blocks the electricity effect if the caster level check fails.  If an electricity effect is generated inside the glowing cone, the cone completely negates the electricity effect if the caster level check fails.