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− | + | [[ Landsoftheblacksea:Main_Page#Player_Characters | '''Return to the Main Page''']] | |
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− | [[ Landsoftheblacksea:Main_Page#Player_Characters | ''' | ||
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A Half-elf Fighter-Mage-Cleric from the distant land of Jhon | A Half-elf Fighter-Mage-Cleric from the distant land of Jhon | ||
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== Basics == | == Basics == | ||
{| class="wikitable" border="0" style="text-align:center" | {| class="wikitable" border="0" style="text-align:center" | ||
! Character Name !! Player Name !! Class !! Alignment !! AC !! Experience !! Needed for Next Level !! Hit Points | ! Character Name !! Player Name !! Class !! Alignment !! AC !! Experience !! Needed for Next Level !! Hit Points | ||
− | |- | + | |- |
− | | Fariya Mithra Camar || Darklin || | + | | Fariya Mithra Camar || Darklin || F1 / M1 / C2 || LG || 10 (6 w/ Armor spell) || F-1943/M-2137/C-2137 || Next F-2000/M-2500/C-3000 || 8 (26 before split) |
− | |- | + | |- |
|} | |} | ||
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! Age !! Height !! Weight !! Eye Colour !! Hair Colour | ! Age !! Height !! Weight !! Eye Colour !! Hair Colour | ||
|- | |- | ||
− | | 20 || 5' | + | | 20 || 5'6" || 130 lbs || Green || Black |
|} | |} | ||
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| 10 || 11 || 13 || 15 || 12 | | 10 || 11 || 13 || 15 || 12 | ||
|} | |} | ||
+ | |||
*Half-elven characters have a 30% resistance to sleep and all charm-related spells. | *Half-elven characters have a 30% resistance to sleep and all charm-related spells. | ||
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|'''Scimitar''' | |'''Scimitar''' | ||
|- | |- | ||
− | |'''Short | + | |'''Short sword''' |
|- | |- | ||
|'''Jambiya (dagger)''' | |'''Jambiya (dagger)''' | ||
|- | |- | ||
|} | |} | ||
+ | |||
First (4)+(Fighter) New proficiency every 3 levels. 3,6,9,12 | First (4)+(Fighter) New proficiency every 3 levels. 3,6,9,12 | ||
− | + | Katana, Morning Star, Javelin | |
== Nonweapon Proficiencies == | == Nonweapon Proficiencies == | ||
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|'''2nd Skill - Fisher-Swimming|| (0) || STR ||0 || 10 || A character with swimming proficiency knows how to swim and can move according to the rules given in the Swimming section (Ch 14). Those without this proficiency cannot swim. They can hold their breath and float, but they cannot move themselves about in the water. | |'''2nd Skill - Fisher-Swimming|| (0) || STR ||0 || 10 || A character with swimming proficiency knows how to swim and can move according to the rules given in the Swimming section (Ch 14). Those without this proficiency cannot swim. They can hold their breath and float, but they cannot move themselves about in the water. | ||
|- | |- | ||
− | |'''2nd Skill- Fisher-Fishing|| (0) || WIS || -1 || 15||A character with this proficiency knows how to catch fish with hook and line, net, and spear. If fish are present in a body of water, a successful proficiency check means the character has caught something. Typically, with a successful check, the fisherman he will catch 1 d6 fish in an hour. This number can be doubled if many fish are present. It is reduced to one fish per hour if the character is seeking large quarry-such as sturgeon, muskellunge, giant carp, or saltwater fish. | + | |'''2nd Skill- Fisher- Fishing|| (0) || WIS || -1 || 15||A character with this proficiency knows how to catch fish with hook and line, net, and spear. If fish are present in a body of water, a successful proficiency check means the character has caught something. Typically, with a successful check, the fisherman he will catch 1 d6 fish in an hour. This number can be doubled if many fish are present. It is reduced to one fish per hour if the character is seeking large quarry-such as sturgeon, muskellunge, giant carp, or saltwater fish. |
|- | |- | ||
− | |'''2nd Skill | + | |'''2nd Skill- Small Boat Handling|| (0) || WIS || +1 || 17 || This proficiency allows the character to pilot any small boat, such as a kayak or canoe, operating it at maximum speed. It also allows make minor repairs and improvements in these boats, such as waterproofing them and patching holes. A successful proficiency check enables the character to handle the craft in treacherous situations. |
|- | |- | ||
|'''Healing''' || (2) || WIS || -2 || 14 || A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore 1d3 hit points (but no more hit points can be restored than were lost in the previous round). Only one healing attempt can be made on a character per day. | |'''Healing''' || (2) || WIS || -2 || 14 || A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore 1d3 hit points (but no more hit points can be restored than were lost in the previous round). Only one healing attempt can be made on a character per day. | ||
|- | |- | ||
− | |'''Leatherworking'''|| (1)|| INT|| 0 || 18 ||Characters with this skill can skin animals, tan leather, and work that leather into clothing, armor, backpacks and saddlebags, harnesses, etc. These tasks are automatic successes, but the leather worker will have to make a proficiency check when attempting unusual jobs-making a leather patch for a boat hull, for example, or making a usable tent of scraps of hide. | + | |'''Leatherworking'''|| (1)|| INT|| 0 || 18 ||Characters with this skill can skin animals, tan leather, and work that leather into clothing, armor, backpacks and saddlebags, harnesses, etc. These tasks are automatic successes, but the leather worker will |
+ | have to make a proficiency check when attempting unusual jobs-making a leather patch for a boat hull, for example, or making a usable tent of scraps of hide. | ||
|- | |- | ||
|'''Spellcraft'''|| (1)|| INT|| -2 || 16 || Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification. Note that since the spellcaster must be observed until the very instant of casting, the spell-craft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect. Those talented in this proficiency also have a chance (equal to half of their normal proficiency check) of recognizing magical or magically endowed constructs for what they are. | |'''Spellcraft'''|| (1)|| INT|| -2 || 16 || Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification. Note that since the spellcaster must be observed until the very instant of casting, the spell-craft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect. Those talented in this proficiency also have a chance (equal to half of their normal proficiency check) of recognizing magical or magically endowed constructs for what they are. | ||
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|'''Religion'''|| (1) || WIS|| 0 || 16 || Characters with religion proficiency know the common beliefs and cults of their homeland and the major faiths of neighboring regions. Ordinary information (type of religious symbol used, basic attitude of the faith, etc.) of any religion is automatically known by the character. Special information, such as how the clergy is organized or the significance of particular holy days, requires a proficiency check. | |'''Religion'''|| (1) || WIS|| 0 || 16 || Characters with religion proficiency know the common beliefs and cults of their homeland and the major faiths of neighboring regions. Ordinary information (type of religious symbol used, basic attitude of the faith, etc.) of any religion is automatically known by the character. Special information, such as how the clergy is organized or the significance of particular holy days, requires a proficiency check. | ||
|- | |- | ||
− | |'''Research '''|| (1) ||INT|| 0 || 18 || A wizard with this skill is well-versed in the theory and application of spell research. He is familiar resources, with the use of libraries, laboratories, and other resources, also has a good grasp of the fundamental processes of experimentation and problem-solving. With a successful proficiency check, the character gains a +5% bonus to his success roll when researching a new spell and only requires one-half the usual amount of time to perform spell research or determine the process necessary to manufacture a particular magical item | + | |'''Research '''|| (1) ||INT|| 0 || 18 || A wizard with this skill is well-versed in the theory and application of spell research. He is familiar resources, with the use of libraries, laboratories, and other resources, also has a good grasp of the fundamental |
+ | processes of experimentation and problem-solving. With a successful proficiency check, the character gains a +5% bonus to his success roll when researching a new spell and only requires one-half the usual amount of time to perform spell research or determine the process necessary to manufacture a particular magical item | ||
|- | |- | ||
|'''Herbalism'''|| (2)|| INT|| -2|| 16 || Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives. | |'''Herbalism'''|| (2)|| INT|| -2|| 16 || Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives. | ||
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|- | |- | ||
|} | |} | ||
+ | |||
First level (4)+ Intell Bonus (7)+ (Priest/Wizard Classes get New proficiency every 3 levels.) 3,6,9,12 | First level (4)+ Intell Bonus (7)+ (Priest/Wizard Classes get New proficiency every 3 levels.) 3,6,9,12 | ||
− | + | ==Leather Workshop (Future Plans)== | |
+ | Fighter's Handbook. If he Intends to make any sort of all leather armor (hide armor, leather armor, and armored leather caps). The workshop is a leatherworker's shop. Including apparatus for leather soaking, scraping, tanning, boiling, boiling in wax, shaping, hole punching, sewing, and all the other processes by which leather is transformed Into armor. Such a workshop costs 25 gp plus the cost of the shelter where it is set up: An additional 25 gp for a large tent, an additional 75 gp for a well-crafted hut/workshop, or more as part of a larger dwelling (at whatever price scheme the DM prefers). (Included In the price of the leatherworker's shop is the cost of the tools necessary to make padded armor and armor linings and padding.) | ||
== Languages == | == Languages == | ||
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== Equipment == | == Equipment == | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
|- | |- | ||
− | | | + | |'''Equipment''' |
− | |''''' | + | |'''''Weight''''' |
− | |''''' | + | |'''''Location''''' |
|- | |- | ||
− | | | + | |'''Clothing''' |
− | |''''' | + | |'''''3 lbs''''' |
− | |''''' | + | |'''''Body''''' |
|- | |- | ||
− | | | + | |'''Forest Green Hooded Cloak''' |
− | |''''' | + | |'''''1 lb''''' |
− | |''''' | + | |'''''Body''''' |
|- | |- | ||
− | | | + | |'''Scimitar''' |
− | |''''' | + | |'''''4 lbs''''' |
− | |''''' | + | |'''''Back''''' |
|- | |- | ||
− | |''' | + | |'''[[Dwarven Steel Short Sword]]''' |
− | |''''' | + | |'''''3 lbs''''' |
− | |''''' | + | |'''''Horizontally on small of back lt''''' |
|- | |- | ||
− | |''' | + | |'''Jambiya Dagger''' |
− | |''''' 1 ''''' | + | |'''''1 lb''''' |
− | |''''' | + | |'''''Boot''''' |
|- | |- | ||
− | |''' | + | |'''Long bow''' |
− | + | |'''''2 lbs''''' | |
− | + | |'''''Back''''' | |
− | |||
− | |||
− | |''''' | ||
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− | |'''''Back | ||
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− | |''' | + | |'''Quiver with 57 sheaf arrows''' |
− | |''''' 2 ''''' | + | |'''''2 lbs''''' |
− | |''''' | + | |'''''Back''''' |
|- | |- | ||
− | |''' | + | |'''Backpack''' |
− | |''''' | + | |'''''2 lbs''''' |
− | |''''' | + | |'''''Back''''' |
|- | |- | ||
− | |''' | + | |'''10 Days Iron Rations''' |
− | |''''' | + | |'''''5 lb''''' |
− | |'''''Backpack ''''' | + | |'''''Backpack''''' |
|- | |- | ||
− | |''' | + | |'''Large Belt pouches x2''' |
− | |''''' | + | |'''''1 lb''''' |
− | |''''' | + | |'''''Waist on Belt''''' |
|- | |- | ||
− | |''' | + | |'''Flint and steel''' |
− | |''''' | + | |'''''*''''' |
− | |''''' | + | |'''''Beltpouch''''' |
|- | |- | ||
− | |''' | + | |'''Phoenix Holy symbol''' |
− | |''''' | + | |'''''*''''' |
− | |''''' | + | |'''''Neck under shirt''''' |
|- | |- | ||
− | |''' | + | |'''Healing Bag''' |
− | |''''' 3 | + | |'''''3 lbs''' |
− | |''''' | + | |'''''Over shoulder''''' |
|- | |- | ||
− | |''' | + | |'''[[Veniri Gladius Short Sword]]*''' |
− | |''''' | + | |'''''3 lbs''''' |
− | | | + | |'''''Horizontal on Small of back rt''''' |
|- | |- | ||
− | |''' | + | |'''Lamp oil x3''' |
− | |''''' | + | |'''''3 lbs''''' |
− | |''''' | + | |'''''Backpack''''' |
|- | |- | ||
− | |''' | + | |'''Small Shield''' |
− | |''''' | + | |'''''5 lbs''''' |
− | |''''' | + | |'''''Back''''' |
|- | |- | ||
− | |''' | + | |'''Hooded Lantern''' |
− | |''''' | + | |'''''2 lbs''''' |
− | |''''' | + | |'''''Backpack''''' |
|- | |- | ||
− | |''' | + | |'''Waterskin''' |
− | |''''' | + | |'''''1 lbs''''' |
− | |''''' | + | |'''''On Backpack''''' |
|- | |- | ||
− | + | |'''Total''' | |
− | + | |'''''46 lbs''''' | |
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− | |''' Total | ||
− | |''''' | ||
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|- | |- | ||
|} | |} | ||
− | + | *[[Veniri Gladius Short Sword]] w/ silver inlaid guard featuring nautical designs and a squid pommel with the twined tentacles forming the grip (50 gp value) | |
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− | + | '''Healing Bag''' consists of a Large Haversack usually made of leather or heavy canvas. It is used primarily by characters who have the Healing Proficiency. A healing bag allows such characters a +1 bonus to his chance to successfully heal a victim. A healing bag may be purchased new complete with all supplies, or may be assembled by the healer. A complete bag includes 30 rolled bandages of various sizes, 20 feet of rolled gauze, a tiny metal mixing bowl, ceramic Mortar and Pestle, and ten jars of various herbs that can be crushed and mixed with water to form a paste to be applied to wounds. The kit also includes 3 curved gold needles and a spool of white and black thread (50 feet) to be used to stitch gaping wounds. Some kits include several ceramic vials (10) to be filled with clean water. Cost 6 Gold Pieces | |
− | == Large | + | == Large Lockable Chest in Room == |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | |''' | + | |'''[[Dwarven Steel Short Sword]]''' |
|- | |- | ||
− | |''' | + | |'''[[Dwarven Steel Ingots x 4]] (Katana x 2)''' |
|- | |- | ||
− | + | |'''Leather Cow Hide to make Wilderness harness and thigh sheath''' | |
− | |||
− | |'''Leather Cow Hide ''' | ||
|- | |- | ||
− | |'''Flasks of Oil x | + | |'''Flasks of Oil x 2''' |
|- | |- | ||
|'''Small Silver Mirror''' | |'''Small Silver Mirror''' | ||
|- | |- | ||
− | |''' | + | |'''Soap''' |
− | |||
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|- | |- | ||
|'''Whetstone''' | |'''Whetstone''' | ||
|- | |- | ||
− | |''' | + | |'''Map case''' |
− | |||
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|- | |- | ||
|'''Small Hourglass''' | |'''Small Hourglass''' | ||
|- | |- | ||
|'''Writing quills x 10''' | |'''Writing quills x 10''' | ||
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|- | |- | ||
|'''Vials of Ink x 2''' | |'''Vials of Ink x 2''' | ||
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|- | |- | ||
|'''Silk Rope 50 ft''' | |'''Silk Rope 50 ft''' | ||
|- | |- | ||
− | |'''Hooded Fine Fur Cloak from Violet | + | |'''Hooded Fine Fur Cloak from Violet''' |
|- | |- | ||
+ | |'''Large Belt Pouch with 2 Emeralds (100gp each)''' | ||
|} | |} | ||
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One Month paid Room and Board compliments of Violet | One Month paid Room and Board compliments of Violet | ||
− | + | == Shopping List == | |
− | + | {| class="wikitable" | |
− | + | |- | |
− | == | + | |'''High Quality Katana from Swordsmith*''' |
− | {|class="wikitable" | + | |- |
− | |''' | + | |'''Emerald Earrings (to match my eyes)*''' |
− | | | ||
− | |''' | ||
|- | |- | ||
− | |''' | + | |'''Silver Holy Symbol of the Phoenix*''' |
− | |||
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|- | |- | ||
− | | | + | |'''Morning Star*''' |
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|- | |- | ||
− | |''' | + | |'''Throwing Daggers x 6 (No Handles less weight)''' |
|- | |- | ||
− | |''' | + | |'''Leather thigh sheath for 6 throwing daggers (No Handles)''' |
|- | |- | ||
|'''Draft Horse and Wagon*''' | |'''Draft Horse and Wagon*''' | ||
+ | |- | ||
+ | |'''Commission Swordsmith to make Great Scimitar''' | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | |||
+ | *Long term | ||
== Money == | == Money == | ||
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|- | |- | ||
|'''Gold''' | |'''Gold''' | ||
− | |''''' | + | |'''''9 on person (130 in chest)''''' |
|- | |- | ||
|'''Electrum''' | |'''Electrum''' | ||
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|- | |- | ||
|'''Silver''' | |'''Silver''' | ||
− | |''''' | + | |'''''9''''' |
|- | |- | ||
|'''Copper''' | |'''Copper''' | ||
− | |''''' | + | |'''''8''''' |
|- | |- | ||
|'''Gems & Jewlery''' | |'''Gems & Jewlery''' | ||
− | |'''''Emeralds x 2 (100 GP Value each)( | + | |'''''Emeralds x 2 (100 GP Value each)(Chest)''''' |
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|} | |} | ||
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|- | |- | ||
| ''1 || Color Spray'' || 0 || Instantaneous || 5x20x20 Wedge || V, S, M || 1 || Special || Color Flash 1d6 creatures Blind, Unconscious or Stunned. || Red, Yellow, Blue sand | | ''1 || Color Spray'' || 0 || Instantaneous || 5x20x20 Wedge || V, S, M || 1 || Special || Color Flash 1d6 creatures Blind, Unconscious or Stunned. || Red, Yellow, Blue sand | ||
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|} | |} | ||
− | Spells wanted to Find & Learn: '''1st:''' Mount-PHB, Copy-WHB, Shocking Grasp-PHB, Mending-PHB, | + | Spells wanted to Find & Learn: '''1st:''' Identify-PHB, Mount-PHB, Copy-WHB, Shocking Grasp-PHB, Mending-PHB, Tensor's Floating Disc-PHB, Featherfall-PHB, Write-WSC, Fist of Stone-Tome. '''2nd''':Strength-PHB, Cat's Grace-S&M, Blur-PHB, Stinking Cloud-PHB, Continual Light-PHB, Deep-pockets-PHB, ESP-PHB, Invisibility-PHB, Knock-PHB, Melf's Acid Arrow-PHB, Rope Trick-PHB, Web-PHB, Spectral Hand-PHB, Displace Self-S&M, Scare-PHB, Mirror Image-PHB, Detect Invisibility-PHB, Levitate-PHB. '''3rd''' Haste-PHB, Dispel Magic-PHB, Fireball-PHB, Fly-PHB, Lightning Bolt-PHB, Protection from Normal Missiles-PHB, Vamperic Touch-PHB, Water Breathing-PHB, Wraithform-PHB, Tongues-PHB, Monster Summoning 1-PHB, Melf's Minute Meteors-PHB, Flame Arrow-PHB, Augmentation 1-Tome, Lance of Disruption-S&M, Far Reaching 1-Tome, Gust of Wind-PHB, Invisibility 10'Radius-PHB. |
== (Spell Book) == | == (Spell Book) == | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! First Level ( | + | ! First Level (1) !! Second Level (0) !! Third Level (0) !! Fourth Level (0) !! Fifth Level (0) |
|- | |- | ||
− | | ''Read Magic | + | | ''Read Magic''|| || || || |
|- | |- | ||
− | | ''Armor | + | | ''Armor''|| || || || |
|- | |- | ||
− | | ''Sleep | + | | ''Sleep''|| || || || |
|- | |- | ||
− | | ''Comprehend Languages | + | | ''Comprehend Languages''|| || || || |
|- | |- | ||
− | | ''Magic Missile | + | | ''Magic Missile''|| || || || |
|- | |- | ||
− | | ''Unseen Servant | + | | ''Unseen Servant''|| || || || |
|- | |- | ||
− | | ''Spider Climb | + | | ''Spider Climb''|| || || || |
|- | |- | ||
− | | ''Shield | + | | ''Shield''|| || || || |
|- | |- | ||
− | | ''Color Spray | + | | ''Color Spray''|| || || || |
− | |||
− | |||
− | |||
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|} | |} | ||
− | == | + | == Spells Available to Learn == |
{| class="wikitable" | {| class="wikitable" | ||
− | |||
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− | |||
|- | |- | ||
| ''Strength'' | | ''Strength'' | ||
− | |||
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| '''''2nd''''' | | '''''2nd''''' | ||
|- | |- | ||
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|} | |} | ||
− | == Priest | + | == Priest Spells == |
{| class="wikitable" | {| class="wikitable" | ||
− | |||
− | |||
|- | |- | ||
|'''First Level''' | |'''First Level''' | ||
|''''' 4 ''''' | |''''' 4 ''''' | ||
− | |||
|- | |- | ||
|'''Second Level''' | |'''Second Level''' | ||
|''''' 0 ''''' | |''''' 0 ''''' | ||
− | |||
|- | |- | ||
|'''Third Level''' | |'''Third Level''' | ||
|'''''0''''' | |'''''0''''' | ||
− | |||
|- | |- | ||
|'''Fourth Level''' | |'''Fourth Level''' | ||
|''''' 0 ''''' | |''''' 0 ''''' | ||
− | |||
|- | |- | ||
|'''Fifth Level''' | |'''Fifth Level''' | ||
|''''' 0 ''''' | |''''' 0 ''''' | ||
− | |||
|- | |- | ||
|'''Sixth Level''' | |'''Sixth Level''' | ||
|''''' 0 ''''' | |''''' 0 ''''' | ||
− | |||
|- | |- | ||
|'''Seventh Level''' | |'''Seventh Level''' | ||
|''''' 0 ''''' | |''''' 0 ''''' | ||
− | |||
|- | |- | ||
|'''Eighth Level''' | |'''Eighth Level''' | ||
|''''' 0 ''''' | |''''' 0 ''''' | ||
− | |||
|- | |- | ||
|} | |} | ||
A priest of the True Faith of A'Salam should have: [[Major]]: All; Combat; Creation; Divination; Guardian; Healing; Protection; Summoning [[Minor]]: Elemental; Charm; Necromantic (good effects only); | A priest of the True Faith of A'Salam should have: [[Major]]: All; Combat; Creation; Divination; Guardian; Healing; Protection; Summoning [[Minor]]: Elemental; Charm; Necromantic (good effects only); | ||
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== Turn Undead == | == Turn Undead == | ||
Line 633: | Line 408: | ||
|- | |- | ||
|'''Zombie''' | |'''Zombie''' | ||
− | |'''''10 | + | |'''''10'''' |
|- | |- | ||
|'''Ghoul or 2 HD''' | |'''Ghoul or 2 HD''' | ||
Line 671: | Line 446: | ||
− | == | + | == Motivation == |
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− | + | Fariya is driven to fulfill her obligation to her master and there by become her own woman. Free from the confines of repayment of debt and favor. She appreciates the training she was given and is willing to repay her obligations to her master. | |
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+ | * Motivated to purchase her own store and make her own way. | ||
+ | * Continue to bring the ways of the Jhon to others and prove that A'Salam is the only faith. | ||
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− | == | + | == Personality == |
− | + | Faryia is interested in all forms of Crafts. She enjoys weapon collecting of all sorts. Wishes she was of stronger build to be able to wear better armor when fighting but is happy with her magic and wishes to collect as many spells as she is able. Hopeing to one day have a large library of her own to read and learn from. | |
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− | + | *Quiet and Soft when in the civilized areas and cities. | |
− | + | *Fights like a caged animal when out of the Law controlled areas. | |
− | + | *Soft spot for young orphans and infirmed | |
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== Background == | == Background == | ||
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Fariya never knew her parents but surmises that one of them must have been a mist elf. Her earliest memories are of an orphanage in Al-Ma’ij, on the coast of Southeastern Jhon. Nobody told her where she came from - although it was quite clear to her that several of them did in fact know who her parents were. | Fariya never knew her parents but surmises that one of them must have been a mist elf. Her earliest memories are of an orphanage in Al-Ma’ij, on the coast of Southeastern Jhon. Nobody told her where she came from - although it was quite clear to her that several of them did in fact know who her parents were. | ||
Line 821: | Line 592: | ||
She looked down the street in the direction he had told her to go. Taking a deep breath, she strode off in that direction towards whatever fate A’Salam had in mind for her. | She looked down the street in the direction he had told her to go. Taking a deep breath, she strode off in that direction towards whatever fate A’Salam had in mind for her. | ||
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