Into the Storm:Vali: Difference between revisions

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Created page with "Into_the_Storm == Rank == *Human Cleric 1 *XP: 0,1,500 *XP Modifier: +5% *Alignment: Lawful *Retainer of Ilyush == Attributes == *07 STR (-1) *09 INT *13 WIS (+1) *12 DEX *09 CON *12 CHA == Skills == *Languages **Common *General Skills **Healing (Proficient): On a successful roll, the character heals 1d3 hp. *Class Abilities **Turn Undead *Knacks **Lay on Hands: The character is able to heal damage equal to their Hit Dice x 2 each day by touching another creatu..."
 
 
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== Rank ==
== Rank ==
*Human Cleric 1
*Human Cleric 5
*XP: 0,1,500
*XP: 16,346/25,000
*XP Modifier: +5%
*XP Modifier: +5%
*Alignment: Lawful
*Alignment: Lawful
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== Attributes ==
== Attributes ==
*07 STR (-1)
*07 STR (-1) (18 with Gauntlets of Ogre Power)
*09 INT
*09 INT
*13 WIS (+1)
*13 WIS (+1)
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*General Skills
*General Skills
**Healing (Proficient): On a successful roll, the character heals 1d3 hp.
**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
*Class Abilities
**Turn Undead
**Turn Undead
**Cleave
**Can create potions associated with clerical magic


*Knacks
*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.  
**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 ==
== Combat ==
*AC 16
*AC 17 (21 w/ shield)
*HP 6
*HP 20
*Movement Rate: 60'/20'
*Movement Rate: 60'/20'
*Initiative Modifier: 0
*Initiative Modifier: 0
*Attack Bonus: +2
*Attacks  
*Attacks  
**Primary Melee Attack: Spear | -1 to hit | 1d6-1 dmg
**Primary Melee Attack: Mace +1 | +6 to hit | 1d6+4 dmg  
**Primary Ranged Attack: Crossbow | +0 to hit | 1d6 dmg | 5'-80'/81'-160'/161'-240' range
**Primary Ranged Attack: Crossbow +2 | +4 to hit | 1d6+2 dmg | 5'-80'/81'-160'/161'-240' range
*Saves:
*Saves:
**14 Petrification & Paralysis
**12 Petrification & Paralysis
**11 Poison & Death
**09 Poison & Death
**16 Blast & Breath
**14 Blast & Breath
**12 Staves & Wands
**10 Staves & Wands
**15 Spells
**12 Spells


== Spells ==
== Spells ==
*First Level: Spells Per Day
*First Level: 2 Spells Per Day
**A first level spell in your repertoire
**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 ==
== Equipment ==
*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.
*Gear, Armor, Weapons: Total Encumbrance.  
**Plate Mail
**Plate Mail +1
**Shield +3
**Mace +1, Disrupting
**Crossbow +2, Accuracy
**Gauntlets of Ogre Power
**Spear
**Spear
**Crossbow
**Case w/30 bolts
**Case w/30 bolts
**Backpack
**Handy Haversack
**Holy Symbol
**Holy Symbol
**Lantern
**Lantern
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**Saddle bags (300 cn)
**Saddle bags (300 cn)
**Rations, iron (14/14)
**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

Latest revision as of 02:54, 12 November 2025

Into_the_Storm

Rank[edit]

  • Human Cleric 5
  • XP: 16,346/25,000
  • XP Modifier: +5%
  • Alignment: Lawful
  • Retainer of Ilyush

Attributes[edit]

  • 07 STR (-1) (18 with Gauntlets of Ogre Power)
  • 09 INT
  • 13 WIS (+1)
  • 12 DEX
  • 09 CON
  • 12 CHA

Skills[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • Gleb | Horse, riding | 240'/80' movement | 3,000 cn max load
    • Saddle and bridle
    • Saddle bags (300 cn)
    • Rations, iron (14/14)

Money[edit]

  • 129 gp
  • 15,428 gp (in gems)

Experience[edit]

  • 7,196 xp from sale of treasure and the Ancestor Spear
  • 9,150 xp from guiding Lady Z to the Forgotten Barrow