Difference between revisions of "Jarod the Just"

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(Jerod the Just)
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==Jerod the Just==
 
==Jerod the Just==
 
*Lawful Cleric 5
 
*Lawful Cleric 5
*XP: 20,000/???
+
*XP: 20,000/25,000
 
*Backstory: Jerod was the son of a blacksmith whose village was overrun by raiders. Jerod escaped somehow and made his way to the monastery where he was given shelter and training. He now ventures to correct the wrongs of the unjust.
 
*Backstory: Jerod was the son of a blacksmith whose village was overrun by raiders. Jerod escaped somehow and made his way to the monastery where he was given shelter and training. He now ventures to correct the wrongs of the unjust.
  
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*Treasure-bearing movement:  
 
*Treasure-bearing movement:  
 
*Saves:  
 
*Saves:  
**Death Ray or Poison ?
+
**Death Ray or Poison 9
**Magic Wands ?
+
**Magic Wands 10
**Paralysation or Petrification ?
+
**Paralysation or Petrification 12
**Dragon Breath ?
+
**Dragon Breath 14
**Rod, Stave, or Spell: ?
+
**Rod, Stave, or Spell: 12
  
== Racial Abilities ==
+
==Racial Abilities==
  
 
Human
 
Human
  
 +
==Cleric Turn Undead==
  
 +
*Skeleton - D
 +
*Zombie - D
 +
*Ghoul - T
 +
*Wight - T
 +
*Wraith - 7
 +
*Mummy - 9
 +
*Spectre - 11
 +
 +
==Cleric Spells==
 +
 +
2 first, and 2 second level spells. Memorized:
 +
*Cure Light Wounds (Cleric 1)
 +
*Purify Food and Water (Cleric 1)
 +
*Hold Person (Cleric 2)
 +
*Bless (Cleric 2)
  
 
== Equipment ==
 
== Equipment ==

Revision as of 12:12, 8 July 2018

A character in the Once Giants Lived in the Earth B/X Campaign.

Jerod the Just

  • Lawful Cleric 5
  • XP: 20,000/25,000
  • Backstory: Jerod was the son of a blacksmith whose village was overrun by raiders. Jerod escaped somehow and made his way to the monastery where he was given shelter and training. He now ventures to correct the wrongs of the unjust.

Attributes

  • STR 12
  • INT 6 (can write simple common words)
  • WIS 13 (+1 to magic saves)
  • DEX 12
  • CON 9
  • CHA 14 (+1 reaction; 5 max retainers w/ML of 8)

Combat

  • HP:
  • AC: 9
  • Attack: ?
  • Movement: 120’/40’
  • Treasure-bearing movement:
  • Saves:
    • Death Ray or Poison 9
    • Magic Wands 10
    • Paralysation or Petrification 12
    • Dragon Breath 14
    • Rod, Stave, or Spell: 12

Racial Abilities

Human

Cleric Turn Undead

  • Skeleton - D
  • Zombie - D
  • Ghoul - T
  • Wight - T
  • Wraith - 7
  • Mummy - 9
  • Spectre - 11

Cleric Spells

2 first, and 2 second level spells. Memorized:

  • Cure Light Wounds (Cleric 1)
  • Purify Food and Water (Cleric 1)
  • Hold Person (Cleric 2)
  • Bless (Cleric 2)

Equipment

  • holy symbol
  • backpack
  • waterskin
  • normal clothing
  • boots
  • sling
  • 7 silver sling bullets
  • personal hygiene kit