Into the Storm:Vali
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