Into the Storm:Vali

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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