Difference between revisions of "Clodia"

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(Combat)
(Equipment)
Line 60: Line 60:
  
 
== Equipment ==
 
== Equipment ==
*Total Encumbrance: 0 stone 0 items
+
*Total Encumbrance: 4 stone 5 items
 +
**Dagger
 +
**Darts (10)
 +
**Holy Symbol (7 pointed wheel)
 
**Backpack
 
**Backpack
***
+
***Comfrey (5)
 
+
***Hammer and Spikes (12)
 
+
***Mirror
 
+
***Lantern
Holy symbol (white lady of Mityara), slender
+
***Iron Rations (2 weeks)
whitewood staff, white silk chiton, gold silk
+
***Tinder Box
sash, high boots, backpack, 1lb birthwort, 1lb
+
***Rope 50'
comfrey, 1lb goldenrod, 1lb woundwort, flask
+
***Waterskin
of holy water, 2 weeks’ iron rations, 1gp
+
***Lantern Oil (3)
 
+
***Military Oil (2)
Gold used:
+
***Large Sack (2)
2
+
**Belt Pouch
 +
***Holy Water (2)
 +
***6 gp 6 sp

Revision as of 16:38, 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
    • Adventuring (maintain equipment, ride horse, set up camp, search for secrets, evaluate valuables)
    • Healing (identify disease 11+, use herbs, natural healing +1d3)
    • Profession: Estate Lawyer (expert knowledge 11+, earn 25gp/month practicing)
  • Class Proficiencies
    • Contemplation (by spending 1 hour in meditation, may recover 1 spell slot. Can be used multiple times / day but only on different spell levels)

Combat

  • AC 0
  • HP 2d4-2>3
  • Movement Rate (explore/combat/run) 120/40/120
  • Initiative +0
  • Attacks
    • Dagger 11+ 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

  • Total Encumbrance: 4 stone 5 items
    • Dagger
    • Darts (10)
    • Holy Symbol (7 pointed wheel)
    • Backpack
      • Comfrey (5)
      • Hammer and Spikes (12)
      • Mirror
      • Lantern
      • Iron Rations (2 weeks)
      • Tinder Box
      • Rope 50'
      • Waterskin
      • Lantern Oil (3)
      • Military Oil (2)
      • Large Sack (2)
    • Belt Pouch
      • Holy Water (2)
      • 6 gp 6 sp