Blade Orlen: Difference between revisions
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== History == | == History == | ||
Orlen grew up on the steppes, a member of the Vahkuni tribe he was called to serve Fauzu at an early age. After his initiall training he was sent to the temple of the Lady of Blades in Grouffu. | Orlen grew up on the steppes, a member of the Vahkuni tribe he was called to serve Fauzu at an early age. After his initiall training he was sent to the temple of the Lady of Blades in Grouffu. | ||
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== Domains: == | == Domains: == | ||
War - Free Martial Weapon Proficiency with | War - Free Martial Weapon Proficiency with deityâs favored weapon (if necessary) and Weapon Focus with the deityâs favored weapon. | ||
Fire - Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. | Fire - Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. |
Revision as of 10:14, 5 January 2009
elactr
History
Orlen grew up on the steppes, a member of the Vahkuni tribe he was called to serve Fauzu at an early age. After his initiall training he was sent to the temple of the Lady of Blades in Grouffu.
In Grouffu he encountered another world, instead of wandering the plains living in leather yurts now he was living in a city with more people than he had ever seen before. After completing his noviate training Orlen chose the life of a wandering Blade. He now travels the land seeking adventure.
Happiness
Q: What are the three things best in life?
Statistics
Race/Alignment/Class:
Human Good Cleric of Fauzu 1
Statistics
Stat | Score | Mod |
---|---|---|
Str: | 14 | +2 |
Dex: | 11 | 0 |
Con: | 12 | +1 |
Int: | 10 | 0 |
Wis: | 14 | +2 |
Cha: | 12 | +1 |
Stats:
Speed: 30
HP: 12
BAB: +0
Fort: +3
Ref: 0
Will: +4
AC: 14
Initiative: 0
Combat
Weapon | To Hit | Damage | Crit. | Range |
---|---|---|---|---|
Unarmed attack | +2 | 1d3+2 | 20/x2 | |
Longsword | +3 | 1d8+2 | 19-20/x2 | |
Javelin (Thrown) | +0 | 1d6+1 | x2 | 30 ft. |
Knowledge
Languages:
Common
Feats:
Simple Weapon Proficiency, Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Martial Weapon Proficiency (Longsword), Toughness, Weapon Focus (Longsword), Endurance, Diehard
Skills:
Skill | Rating | Ranks | Stat Bonus | Special Notes |
---|---|---|---|---|
Appraise | 0 | 0 | 0 | Intelligence |
Balance | 0 | 0 | 0 | Dexterity |
Bluff | +1 | 0 | +1 | Charisma |
Climb | +2 | 0 | +2 | Strength |
Concentration | +1 | 0 | +1 | Constitution |
Diplomacy | +1 | 0 | +1 | Charisma |
Disguise | +1 | 0 | +1 | Charisma |
Escape Artist | 0 | 0 | 0 | Dexterity |
Gather Information | +1 | 0 | +1 | Charisma |
Heal | +2 | 0 | +2 | Wisdom |
Hide | 0 | 0 | 0 | Dexterity |
Intimidate | +1 | 0 | +1 | Charisma |
Jump | +2 | 0 | +2 | Strength |
Knowledge: Arcana | 0 | 0 | +0 | Intelligence |
Knowledge: History | +2 | 2 | +0 | Intelligence |
Knowledge: Religion | +4 | 4 | +0 | Intelligence |
Listen | +3 | 1 | +2 | Wisdom |
Move Silently | 0 | 0 | 0 | Dexterity |
Ride | +2 | 2 | 0 | Dexterity |
Search | 0 | 0 | 0 | Intelligence |
Sense Motive | +2 | 0 | +2 | Wisdom |
Speak Language | ||||
Spot | +3 | 1 | +2 | Wisdom |
Survival | +2 | 0 | +2 | Wisdom |
Swim | +2 | 0 | +2 | Strength |
Use Rope | 0 | 0 | 0 | Dexterity |
Abilities
Racial & Class Abilities:
Turn Undead (Su) 4/day Turn Water Creatures (Su) 4/day
Domains:
War - Free Martial Weapon Proficiency with deityâs favored weapon (if necessary) and Weapon Focus with the deityâs favored weapon.
Fire - Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spells Memorised
Spell | Level | Memorised | Notes |
---|---|---|---|
Light | 0 | 1 | |
Cure Minor Wound | 0 | 1 | |
Guidance | 0 | 1 | |
Shield of Faith | 1 | 1 | |
Cure Light Wounds | 1 | 1 | |
Magic Weapon | 1 | 1 | Domain |
Equipment
(160 starting gold)
Carried:
Equipment Name | Quantity | Weight |
---|---|---|
Holy Symbol (Wooden) | 1 | 0 lbs |
Outfit (Traveler's) | 1 | 5 lbs |
Studded Leather | 1 | 20lbs |
Shield (Heavy/Wood) | 1 | 10lbs |
Longsword | 1 | 4lbs |
Javelins | 3 | 6lbs |
Pouch (Belt) | 1 | 1.51lbs |
Coin (Copper) | 20 | |
Coin (Gold) | 22 | |
Coin (Silver) | 9 | |
Flint & Steel |
Total 46.51 lbs (Light Load)
Pony:
Equipment Name | Quantity | Weight |
---|---|---|
Bit & Bridle | 1 | 1lbs |
Saddle, Riding | 1 | 25lbs |
Saddlebags | 1 | 47lbs |
Bedroll | 1 | |
Rations (Trail/Per Day) | 6 | |
Sunrod | 3 | |
Waterskins | 3 | |
Vestments (Cleric's) | 1 |
Total 73 lbs (Light Load)
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