Difference between revisions of "Clodia"

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(Skills)
(Spells)
Line 41: Line 41:
  
 
== Spells ==
 
== Spells ==
*First Level: Spells Per Day
+
*First Level: 2 / day
**A first level spell in your repertoire
+
** Angelic Choir (make sweet epic music)
**Another first-level spell in your repertoire
+
** Command Word (one word command, range 10', save only if Int > 12)
**Etc
+
** Cure Light Wounds (heal 1d6+1 or paralysis, touch)
*Second Level: Spells Per Day
+
** Delay Disease (stave off disease effects for 24h)
**One
+
** Detect Danger (detect whether object or creature is dangerous, also detects poisons, lasts 6 turns)
**Two
+
** Detect Evil (detect evil w/i 60')
**You-know-what-to-do
+
** Detect Magic (detect magic items, invisible)
 +
** Fellowship (save or treat me as if Cha was +2d4)
 +
** Light (can blind single target with save or light up area 120')
 +
** Protection from Evil (10' radius of +1 AC and +1 saves, keeps enchanted creatures out, must be stationary)
 +
** Purify Food and Water (poisoned/spoiled food or water potable)
 +
** Remove Fear (give target new save at +1 to avoid fear)
 +
** Resist Cold (+2 to saves vs cold, -1 damage to each die)
 +
** Sanctuary (to attack target must make save vs spells, target can't take offensive actions)
 +
** Salving Rest (target heals +1d3 HP for each day of rest until they stop resting)
  
 
== Equipment ==
 
== Equipment ==

Revision as of 16:15, 8 January 2017

Sinister Stone

Rank

  • Human Priestess 2
  • XP: 2000/4000 (+5% bonus)
  • Neutral

Attributes

  • STR 8 (-1)
  • INT 14 (+1)
  • WIS 13 (+1)
  • DEX 10 (0)
  • CON 8 (-1)
  • CHA 12 (0)

Skills

  • Languages
    • Common
    • (left blank)
  • General Proficiencies
  • Class Proficiencies

Combat

  • AC 0
  • HP 2d4-2>3
  • Movement Rate ???
  • Initiative +0
  • Attacks
    • Dagger 10+ 1d4-1
    • Dart 10+ 1d4-1
  • Saves:
    • Petrification & Paralysis 13
    • Poison & Death 10
    • Blast & Breath 16
    • Staves & Wands 13
    • Spells 15

Spells

  • First Level: 2 / day
    • Angelic Choir (make sweet epic music)
    • Command Word (one word command, range 10', save only if Int > 12)
    • Cure Light Wounds (heal 1d6+1 or paralysis, touch)
    • Delay Disease (stave off disease effects for 24h)
    • Detect Danger (detect whether object or creature is dangerous, also detects poisons, lasts 6 turns)
    • Detect Evil (detect evil w/i 60')
    • Detect Magic (detect magic items, invisible)
    • Fellowship (save or treat me as if Cha was +2d4)
    • Light (can blind single target with save or light up area 120')
    • Protection from Evil (10' radius of +1 AC and +1 saves, keeps enchanted creatures out, must be stationary)
    • Purify Food and Water (poisoned/spoiled food or water potable)
    • Remove Fear (give target new save at +1 to avoid fear)
    • Resist Cold (+2 to saves vs cold, -1 damage to each die)
    • Sanctuary (to attack target must make save vs spells, target can't take offensive actions)
    • Salving Rest (target heals +1d3 HP for each day of rest until they stop resting)

Equipment

  • Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
    • Then list
    • Those things
    • Individually