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Dnd the ancient war PC Jimmy the Saint
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'''Background Jimmy the Saint''' [http://wiki.rpg.net/index.php/Dndtheancientwar back] ''Everything that exists is in a manner the seed of that which will be.'' Marcus Aurelius Jimmy the Saint is a seasoned veteran army medic and cleric. He’s eloquent, modest and thoughtful, but can be impatient and harsh when encountering indecisiveness or plain stupidity. He, like his father and grandfather, has been member of the Assimar Army of Light since the day he officially reached manhood at the age of 20. His father and his ancestors were full Assimars. Being a product of the love between his Assimar father and a human mother, Jimmy had a difficult childhood, never really fitting in and being bullied by most kids. He was glad the opportunity the army gave him when reaching manhood. He joined the Interplanar Infiltrators; a covert unit in the Assimar army. After harsh initiation rites and extensive training he finally made it. There were two skills that made him very apt for the job: his decisiveness and his mastery of the sword and hammer in combat. Having fought battles deep in enemy territory, his anger and temper diminished and he began to see other aspects of life, especially religion. An old army cleric showed him the other side of the army’s potential; to heal others and to destroy the most feared of all evil, the undead; the pinnacle of all that is brutal and mindlessly violent in the multiverse. Jimmy decided to leave his unit and apply for a function in the army clergy. In the position of army medic and cleric he was assigned to the 103th rescue unit of the Assimar Army of Light, which was send on a mission to rescue a squad of the Interplanar Infiltrators on a distant plane. They eventually found the men they sought. Some of them were brutally slain in a way he never seen, almost ritually. Not all of them, however, were dead. They were something else. Jimmy never seen assimar undead, but found himself and his unit surrounded by old colleagues in a different form. They fought bravely, but never really stood a chance. Most of his unit members were healers and have never had to fight. The highly trained undead slaughtered most men. Jimmy was badly wounded and prepared himself to be taken to the Holy Traveler. But he was not dead. He woke in a damp cell, caged. Much later, after horrible tortures, at the moment he thought he could not take anymore, a being entered his cell. Jimmy had know fear in combat, but this really thing standing before him crippled him with fear. It did unspeakable things with him, tearing his mind apart. Finally, he welcomed the darkness, but again, he was not dead… Jimmy was used for his skill of influencing undead. Always using his skill to keep undead at bay or even destroying undead, Jimmy found himself unwillingly making them stronger for a course not his own. But now, the power of the lich not longer binding him, he finds himself confused, hardly remembering after all that time his own destiny. “Maybe this was meant to be. Maybe I am just a pawn in a bigger, yet twisted game, of which neither the rules nor outcome are defined. At least I am alive and my God has never abandoned me. Somehow that fact startled him. '''Character Statistics''' Name: Jimmy the Saint Experience: 21107/ 21001 Race: Lesser Assimar Hitpoints: 57 Init +5; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 21 (+8 armor, +2 large wooden shield, +1 Dex), touch 11, flat-footed 20; Base Atk +5; Grp +8; Atk Sickle +8 melee (1d6+2, 20/x2 slashing) or Morning star (+1) +9 melee (1d8+4, 20/x2 bludgeoning/ piercing) Saves: Fort +7, Ref +3, Will +10 Abilities: Str 16, Dex 13, Con 15, Int 14, Wis 20, Cha 17 Skills: Concentration +14, Diplomacy +8, Knowledge (religion) +14, Listen +7, Spot +8, Heal +11, Craft (skinner)+5 Feats: * Improved turning * Empower turning (turning damage x 1,5) * Improved initiative * Disciple of the sun (spend extra turn attempt to destroy undead) Deity: Fharlanghn Domains: Luck, travel Languages: Common, Celestial, Undercommon Class/ racial features: * Turning (6/day) * Resistance acid, cold, electricity 2 Turn check: 1d20 + 5 Turn damage: (2d6 + 10)x1,5 Equipment Magic Items * [Finger] Ring of Wisdom +1 [1.000 gp] * Morning star +1 * Potion of deflection * Wand of cure light (48 charges) Armor * Full plate * Heavy wooden shield Weapons * Sickle Miscellaneous * Holy symbol * Travel kit * Tent * Winterblanket * Cold weather outfit * Bedroll * Backpack * 3 flask of alchemist fire * Coins 5678 gp Spells Known Level 0 * Detect magic * Detect magic * Detect magic * Create water * Create water Level 1 * Longstrider (domain spell) * Bless * Protection from evil * Bless * Shield of faith * Divine favor Level 2 * Aid (domain spell) * Concecrate * Bear's endurance * Bull's strength * Lesser restoration * Comprehend languages Level 3 * Fly (domain) * Blindness * Magic circle (evil) * Prayer Level 4 * Dimension door * Dismissal * Divine power
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