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[[Into_the_Storm]] == Rank == *Human Cleric 5 *XP: 16,346/25,000 *XP Modifier: +5% *Alignment: Lawful *Retainer of Ilyush == Attributes == *07 STR (-1) (18 with Gauntlets of Ogre Power) *09 INT *13 WIS (+1) *12 DEX *09 CON *12 CHA == Skills == *Languages **Common *General Skills **Alchemy (INT, Proficient): Is used to identify, isolate, and work with alchemical substances. Is useful when synthesizing poisons and creating magical potions **Healing (WIS, Skilled): On a successful roll, the character heals 1d3 hp *Class Abilities **Turn Undead **Cleave **Can create potions associated with clerical magic *Knacks **Lay on Hands: The character is able to heal damage equal to their Hit Dice x 2 each day by touching another creature. This damage may be divided up between targets **Spontaneous Casting: Pick one of the following spells at each level the character is capable of casting: ***1st. command, cure light wounds, light, protection from evil, sanctuary ***2nd. augury, bless, delay poison, find traps, holy chant ***The character can cast these spells without preparing them in advance, simply by expending a currently memorized spell in a slot of the same level == Combat == *AC 17 (21 w/ shield) *HP 20 *Movement Rate: 60'/20' *Initiative Modifier: 0 *Attack Bonus: +2 *Attacks **Primary Melee Attack: Mace +1 | +6 to hit | 1d6+4 dmg **Primary Ranged Attack: Crossbow +2 | +4 to hit | 1d6+2 dmg | 5'-80'/81'-160'/161'-240' range *Saves: **12 Petrification & Paralysis **09 Poison & Death **14 Blast & Breath **10 Staves & Wands **12 Spells == Spells == *First Level: 2 Spells Per Day **Can choose any first level spells but must declare at the beginning of the day *Second Level: 2 Spells Per Day **Can choose any second level spells but must declare at the beginning of the day == Magic Items == *Mace +1, Disrupting **Used against undead: On a successful hit, the mace inflicts double damage and has a chance of destroying the monster (save versus death or be instantly annihilated) *Gauntlets of Ogre Power - A character who wears these gauntlets has a Strength score of 18. This grants all the usual bonuses, including: **Melee attacks: +3 bonus to attack and damage rolls, in melee **Unarmed attacks: Deal 1d2+3 damage **Extra weight: The character’s ability to carry weight is increased by 1,000 coins *Crossbow +2, Accuracy **An enchanted crossbow which can fire with precision, even at long range **Attack rolls at long range: The normal –1 range modifier does not apply **Maximum range: Is not increased by the enchantment *Greater Strand of Prayer Beads **A cleric carrying or holding the prayer beads will intuitively know the powers they grant and how to use the beads as soon as he or she casts a spell. The strand has beads of healing, karma, summons, and wind walking ***Healing - Cast choice of cure serious wounds, cure blindness or deafness, or cure disease ***Karma - Cast spells at +4 user level of ability for 10 rounds ***Summons - Summons extraplanar ally appropriate to caster’s alignment ***Wind Walking - Cast Wind Walk **The following beads are activated by a command word: Healing and Wind Walking **The beads of Karma and Summons can be activated by any character capable of casting divine magic spells simply by willing it **All beads except for the bead of summons can be used once per day. The bead of summons disappears after 1 use **If a bead is removed from the strand it immediately and forever loses its power **The beads need not be worn by the cleric but they must have them somewhere on their person *Boots of the Winterlands **These boots allow movement at normal rates across snow and the wearer will leave no tracks to mark his or her passage **Boots of the winterlands also allow normal movement across ice and icy surfaces without slipping or falling, though the surface must be horizontal **The boots also affect the wearer as an Resist Cold spell as long as they are worn, with no time limit *Handy Haversack - A well-made but otherwise plain leather haversack with two side pouches and brass hardware **Each side pouch functions as a bag of holding and both will hold up to either 20 cubic ft of material or 20 lbs in weight **The main part of the haversack can hold up to 80 cubic ft of material or 80 lbs of weight **No matter how much material is placed into the handy haversack it will never weigh more than 5 lbs **When the user reaches into the pack for a specific item, that item will always be on top == Equipment == *Gear, Armor, Weapons: Total Encumbrance. **Plate Mail +1 **Shield +3 **Mace +1, Disrupting **Crossbow +2, Accuracy **Gauntlets of Ogre Power **Spear **Case w/30 bolts **Handy Haversack **Holy Symbol **Lantern **Mirror, steel **Oil flask x5 **Rope, 50' **Sack, large x2 **Sack, small x2 **Tinder box **Waterskin == Mount == *Gleb | Horse, riding | 240'/80' movement | 3,000 cn max load **Saddle and bridle **Saddle bags (300 cn) **Rations, iron (14/14) == Money == *129 gp *15,428 gp (in gems) == Experience == *7,196 xp from sale of treasure and the Ancestor Spear *9,150 xp from guiding Lady Z to the Forgotten Barrow
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