Editing Clodia

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
[[Sinister Stone]]
 
[[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 ==
 
== Rank ==
 
*Human Priestess 2
 
*Human Priestess 2
*XP: 2212/4000 (+5% bonus)
+
*XP: 2000/4000 (+5% bonus)
 
*Neutral
 
*Neutral
  
Line 18: Line 15:
 
== Skills ==
 
== Skills ==
 
*Languages
 
*Languages
** Common
+
**  
** (left blank)
+
**
 
+
**
 
*General Proficiencies
 
*General Proficiencies
** Adventuring (maintain equipment, ride horse, set up camp, search for secrets, evaluate valuables)
+
**(please give a very short summary of what your skills do, if they have mechanical effects, if it's not too much effort. Elsewise, a page number is nice.)
** Healing (identify disease 11+, use herbs, natural healing +1d3)
+
**
** Profession: Estate Lawyer (expert knowledge 11+, earn 25gp/month practicing)
+
**
 
 
 
*Class Proficiencies
 
*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 ==
 
== Combat ==
 
*AC 0
 
*AC 0
*HP 4
+
*HP 2d4-2>3
*Movement Rate (explore/combat/run) 120/40/120
+
*Movement Rate ???
 
*Initiative +0
 
*Initiative +0
 
*Attacks
 
*Attacks
**Dagger 11+ 1d4-1
+
**Dagger 10+ 1d4-1
 
**Dart 10+ 1d4-1
 
**Dart 10+ 1d4-1
*Saves (not including Wisdom bonus):
+
*Saves:
 
**Petrification & Paralysis 13
 
**Petrification & Paralysis 13
 
**Poison & Death 10
 
**Poison & Death 10
Line 46: Line 43:
  
 
== Spells ==
 
== Spells ==
*First Level: 2 / day
+
*First Level: Spells Per Day
** Angelic Choir (make sweet epic music)
+
**A first level spell in your repertoire
** Command Word (one word command, range 10', save only if Int > 12)
+
**Another first-level spell in your repertoire
** Cure Light Wounds (heal 1d6+1 or paralysis, touch)
+
**Etc
** Delay Disease (stave off disease effects for 24h)
+
*Second Level: Spells Per Day
** Detect Danger (detect whether object or creature is dangerous, also detects poisons, lasts 6 turns)
+
**One
** Detect Evil (detect evil w/i 60')
+
**Two
** Detect Magic (detect magic items, invisible)
+
**You-know-what-to-do
** 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 ==
*Total Encumbrance: 4 stone 1 items
+
*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.
**Dagger
+
**Then list
**Darts (5)
+
**Those things
**Holy Symbol (7 pointed wheel)
+
**Individually
**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
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)