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 | *Human Cleric 5 | ||
*XP: | *XP: 16,346/25,000 | ||
*XP Modifier: +5% | *XP Modifier: +5% | ||
*Alignment: Lawful | *Alignment: Lawful | ||
| Line 9: | Line 9: | ||
== Attributes == | == Attributes == | ||
*07 STR (-1) | *07 STR (-1) (18 with Gauntlets of Ogre Power) | ||
*09 INT | *09 INT | ||
*13 WIS (+1) | *13 WIS (+1) | ||
| Line 21: | Line 21: | ||
*General Skills | *General Skills | ||
**Healing ( | **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 | *AC 17 (21 w/ shield) | ||
*HP | *HP 20 | ||
*Movement Rate: 60'/20' | *Movement Rate: 60'/20' | ||
*Initiative Modifier: 0 | *Initiative Modifier: 0 | ||
*Attack Bonus: +2 | |||
*Attacks | *Attacks | ||
**Primary Melee Attack: | **Primary Melee Attack: Mace +1 | +6 to hit | 1d6+4 dmg | ||
**Primary Ranged Attack: Crossbow | + | **Primary Ranged Attack: Crossbow +2 | +4 to hit | 1d6+2 dmg | 5'-80'/81'-160'/161'-240' range | ||
*Saves: | *Saves: | ||
** | **12 Petrification & Paralysis | ||
** | **09 Poison & Death | ||
** | **14 Blast & Breath | ||
** | **10 Staves & Wands | ||
** | **12 Spells | ||
== Spells == | == Spells == | ||
*First Level: Spells Per Day | *First Level: 2 Spells Per Day | ||
**A | **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 | *Gear, Armor, Weapons: Total Encumbrance. | ||
**Plate Mail | **Plate Mail +1 | ||
**Shield +3 | |||
**Mace +1, Disrupting | |||
**Crossbow +2, Accuracy | |||
**Gauntlets of Ogre Power | |||
**Spear | **Spear | ||
**Case w/30 bolts | **Case w/30 bolts | ||
** | **Handy Haversack | ||
**Holy Symbol | **Holy Symbol | ||
**Lantern | **Lantern | ||
| Line 70: | Line 115: | ||
**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
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
- 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
- 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