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Clodia
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[[Sinister Stone]] Clodia comes from a family of middling patricians of no special connections whatsoever and was sold to the Sisters of Morning to avoid her father having to pay her dowry. Though she took well to the monastic life, her most recent Cloistered Mother took a dislike to her out of petty jealousy. Clodia was dispatched on a pointless errand to recover a lost text of the Lady of Fortune which almost certainly does not exist and from which she is not expected to return. == Rank == *Human Priestess 2 *XP: 2212/4000 (+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 ** Turn Undead (as Cleric of same level) ** 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 4 *Movement Rate (explore/combat/run) 120/40/120 *Initiative +0 *Attacks **Dagger 11+ 1d4-1 **Dart 10+ 1d4-1 *Saves (not including Wisdom bonus): **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 1 items **Dagger **Darts (5) **Holy Symbol (7 pointed wheel) **Backpack ***Comfrey (3) ***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 (1) ***3 gp 6 sp ***100gp gem **Light Riding Horse ***Saddle and Tack
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