Difference between revisions of "Sheldon Rewson"

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(Initial copy from http://forum.rpg.net/showthread.php?658056-Isle-of-Dread&p=16565312#post16565312)
 
 
(4 intermediate revisions by the same user not shown)
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*CHA 10 (+0)
 
*CHA 10 (+0)
  
Level 6 human Cleric
+
Level 7 human Cleric
  
Skills: Physical +7, Subterfuge +7, Knowledge +7, Communication +10.
+
Skills: Physical +8, Subterfuge +8, Knowledge +8, Communication +11.
  
Can cast divine spells up to 3rd level incl. DC for all spells: 10+5+3 = 18.
+
Can cast divine spells up to 4th level incl. DC for all spells: 10+7+3 = 20.
  
Signature spells: 1. Bless. 2. Cure moderate wounds. 3. Create food & water.
+
Signature spells: 1. Bless. 2. Cure moderate wounds. 3. Create food & water. 4. Divine power
 +
 
 +
(Re: divine power.  See OOC posts [http://forum.rpg.net/showthread.php?658056-Isle-of-Dread&p=17038748#post17038748 119] and [http://forum.rpg.net/showthread.php?658056-Isle-of-Dread&p=17039147#post17039147 120].)
  
 
Turn Undead ((M20: may be used 2+level+MIND bonus = 2+6+3 = 11 times/day -- but using DnD rules instead)) (magic attack).
 
Turn Undead ((M20: may be used 2+level+MIND bonus = 2+6+3 = 11 times/day -- but using DnD rules instead)) (magic attack).
  
Max hp is 37. (Got 3 for this advance! http://invisiblecastle.com/roller/view/3979291/; edit; made it 5hp)
+
Advances:
 +
* 1st Cosmopolitan -- you gain a +2 bonus to your Knowledge skill when recalling the traditions and cultures of other races.
 +
* 3rd Meditative Healing -- any healing spells you cast receive a bonus to the number of hit points healed equal to their MIND (or CHA) bonus.
 +
* 5th Improved Turning -- you gain a +2 bonus to Turn Undead DCs.
 +
* 7th Adaptability -- Well-Versed – you gain a +2 bonus to your Knowledge skill when recalling myths, stories and legends.
  
*Melee attack bonus: +8
+
Max hp is 43.
*Missile attack bonus: +6
+
 
*Magic attack bonus: +9
+
*Melee attack bonus: +9
 +
*Missile attack bonus: +7
 +
*Magic attack bonus: +10
  
 
From http://www.d20srd.org/srd/variant/ad...fenseBonus.htm
 
From http://www.d20srd.org/srd/variant/ad...fenseBonus.htm
Line 49: Line 57:
 
*Candle of Truth
 
*Candle of Truth
 
*Potion of water breathing
 
*Potion of water breathing
*Potion of water breathing
+
*<s>Potion of water breathing</s>(given to Cendica, http://forum.rpg.net/showthread.php?685213-Isle-of-Dread-Thread-II-Under-the-Black-Pyramid&p=16908849#post16908849)
 
*Spoiled potion of cure medium wounds
 
*Spoiled potion of cure medium wounds
*7/8 of potion of invisibility.
+
*7/8 of potion of invisibility
 +
*Sling and stones

Latest revision as of 06:06, 18 August 2013

Sheldon Rewson

  • STR 14 (+2)
  • DEX 10 (+0)
  • MIND 16 (+3)
  • CHA 10 (+0)

Level 7 human Cleric

Skills: Physical +8, Subterfuge +8, Knowledge +8, Communication +11.

Can cast divine spells up to 4th level incl. DC for all spells: 10+7+3 = 20.

Signature spells: 1. Bless. 2. Cure moderate wounds. 3. Create food & water. 4. Divine power

(Re: divine power. See OOC posts 119 and 120.)

Turn Undead ((M20: may be used 2+level+MIND bonus = 2+6+3 = 11 times/day -- but using DnD rules instead)) (magic attack).

Advances:

  • 1st Cosmopolitan -- you gain a +2 bonus to your Knowledge skill when recalling the traditions and cultures of other races.
  • 3rd Meditative Healing -- any healing spells you cast receive a bonus to the number of hit points healed equal to their MIND (or CHA) bonus.
  • 5th Improved Turning -- you gain a +2 bonus to Turn Undead DCs.
  • 7th Adaptability -- Well-Versed – you gain a +2 bonus to your Knowledge skill when recalling myths, stories and legends.

Max hp is 43.

  • Melee attack bonus: +9
  • Missile attack bonus: +7
  • Magic attack bonus: +10

From http://www.d20srd.org/srd/variant/ad...fenseBonus.htm defence bonus is +5. With that defence bonus thing, are we saying his AC is 10 +0 (DEX "bonus") +5 (defence bonus) + 2 for shirt of protection: AC17.




  • A +2 warhammer. (so damage is 1d8 +2(magic) +2(strength))
  • A ring of swimming. Potion of persuasiveness.
  • Somewhat tattered cleric's vestment's
  • Silver holy symbol (he's still very careful about his devotions lest his deity abandon him)
  • Flasks for holy water, some wineskins/waterskins
  • bed roll
  • blanket
  • rucksack
  • belt and belt pouch with coins
  • iron rations for a week
  • sack
  • rope
  • signal whistle
  • lantern + 4 flasks oil
  • flint & tinder,
  • dagger (for utility purposes, not weapon).
  • Shirt of protection.
  • Candle of Truth
  • Potion of water breathing
  • Potion of water breathing(given to Cendica, http://forum.rpg.net/showthread.php?685213-Isle-of-Dread-Thread-II-Under-the-Black-Pyramid&p=16908849#post16908849)
  • Spoiled potion of cure medium wounds
  • 7/8 of potion of invisibility
  • Sling and stones