Characters

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thirdkingdom
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Characters

#1 Post by thirdkingdom »

Please record your characters in this thread. It doesn't matter which format you use (there is one provided by the dice roller that seems to work well, though I am no expert on how to use it).

However, I am going to ask that you provide a clear entry for encumbrance at the top of your post. The entry should be broken down into the following categories:

Kit:
Treasure:
Total:
Move:


"Kit" lists the combined weight of your character's normal gear, "Treasure" the total weight of stuff you pick up while adventuring. Move is important because I track time and random encounters based upon the slowest character's movement.

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thirdkingdom
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Re: Characters

#2 Post by thirdkingdom »

PCs in alphabetical order:
Bruno:
Quint:
Rhys (+2 Dex):
Semele (+1 Dex):
Severi (-1 Dex):
Tev (+1 Dex):
Thurgan (-1 Dex):
Vanco:
Last edited by thirdkingdom on Wed Nov 19, 2014 8:42 pm, edited 1 time in total.

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Alethan
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Re: Characters

#3 Post by Alethan »

Kit: 227 (272 when carrying longbow and quiver)
Treasure: (see character sheet - inventory)
Total: 233
Move: 50'/round
Alertness: Only surprised 1 in 6

Unarmed Attack (Mystic Ability): +2To Hit (+2 BAB); 1d6+1 Damage
Dannedd Blaidd, Magical +3 Sword (Skilled) vs. Armed: +7 To Hit (+2 BAB, +2 Skilled level, +3 sword); 1d12+3 Damage; -2 AC bonus vs 1; 1 Deflect
Dannedd Blaidd, Magical +3 Sword (Skilled) vs. Unarmed: +6 To Hit (+2 BAB, +1 Skilled level, +3 sword); 1d12+3 Damage; 1 Deflect
Bow, Long (Basic): +4 To Hit (+2 BAB, +2 DEX); 1d6 Damage; Range: 70/140/210

Horse: Mitch (a black pony, 13 hands high, with a white star on his forehead)
Horse Kit: 135cn (2,000 cn capacity)
Horse Move: 70'/round
Saddle/Saddle Bag Contents: Lantern, 6 flasks oil, longbow, quiver (and arrows)



Notes:
Figurine - a figurine intricately carved from a lustrous, green stone unfamiliar to any in the party. The carving is in the shape of a lion's-head, although the features look vaguely anthropomorphic.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.

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Wyzard
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Re: Characters

#4 Post by Wyzard »

Kit: 658
Treasure: Key
Total Encumbrance: 668
Movement: 30



Gan's spellbook found here: viewtopic.php?p=36388#p36388
Drudsa's spellbook:
0-level spells (5):1d28=28, 1d28=20, 1d28=16, 1d28=15, 1d28=10. Firefinger, Knot, Know Direction, Mute, Werelight.
1st level (3):1st level spells (10 and 14 indicate new spells): (1d14=13, 1d14=1, 1d14=7) Analyse, Magic Missile and Ventriloquism.
2nd level (3): Aargh, I forgot to copy the roll link. It was 1, 6 and 10. Continual Light, Invisibility and Mirror Image.
3rd level (1):Third level spell: (1d13=12). Protection from Normal Missiles.
Last edited by Wyzard on Sun Nov 09, 2014 4:14 pm, edited 13 times in total.

MonsterMash
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Re: Characters

#5 Post by MonsterMash »

Kit: 738
Treasure:
Total: 738
Move: 30

Last edited by MonsterMash on Tue Apr 08, 2014 8:45 am, edited 2 times in total.

Atlictoatl
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Re: Characters

#6 Post by Atlictoatl »

Kit: Partial kit - 797 cn (crossbow/bolts are 65 cn); Full kit - 1207 cn (backpack is 220 cn, halberd is 150 cn, net is 40 cn)
Treasure:
Total:
797 cn w/ crossbow/bolts
1017 cn w/backpack, crossbow/bolts
1057 cn w/backpack, crossbow/bolts, and net
1167 cn w/backpack, crossbow/bolts, and halberd
1207 cn w/backpack, crossbow/bolts, halberd, and net

updated encumbrance: viewtopic.php?p=154603#p154603

Move: 30'/round (20'/round dungeons) [10'/round with all gear]

Tywyllwch, +1 sword vs unarmed +7 to hit (+3 BAB +2 STR +1 Skilled, +1 magic), 1d12+3/1d12+3 damage, Deflect 1, +0 disarm
Tywyllwch, +1 sword vs armed +8 to hit (+3 BAB +2 STR +2 Skilled, +1 magic), 1d12+3/1d12+3 damage, -2 AC vs 1, Deflect 1, +0 disarm

halberd, +5 to hit (+3 BAB +2 STR), 1d10+2/1d10+2 damage, +0 Hook, +0 Disarm
light crossbow, masterwork, +5 to hit (+3 BAB, +1 DEX, +1 mwk), 1d6/1d6, 60/120/180 range
net, masterwork, +5 to hit (+3 BAB, +1 DEX, +1 mwk), +0 Entangle, 10/20/30 range
Last edited by Atlictoatl on Fri Jan 09, 2015 8:25 pm, edited 6 times in total.

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Koren n'Rhys
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Re: Characters

#7 Post by Koren n'Rhys »

Quinton "Quint" Kacie

Kit: 399
Treasure:
Total:600

200 gold coins, two flasks of holy water, one scroll case.

Move: 40'

Horse:
Isis (a compact & even-tempered mare, with deep chesnut coloration)
Kit: 594 (Cap 3000cn)



Quint's Spellbook
Cantrips
Bug
Area of Effect: 10 feet
Duration: Permanent
Saving Throw: None
When this cantrip is used, the caster summons an insect from someplace—where is of no importance, for the creature appears in seconds. The bug will appear in whatever spot the caster is gazing at, up to a 10 foot distance from him or her. The bug is, of course, annoyed, and it is 90% likely to sting or bite (if possible) any living creature it finds itself upon. (This will certainly cause the subject to react violently if it would otherwise be so affected by such).

Firefinger
Area of Effect: 1/3’ line
Duration: 1 round
Saving Throw: None
The firefinger cantrip enables the caster to cause a jet of flame up to one-half foot in length to shoot forth from his or her finger. The flame is very hot and will ignite combustible materials such as parchment, twigs, kindling, and the like without difficulty, providing the materials are relatively dry. The flame persists for up to 1 round.

Gallop
Area of Effect: One object
Duration: Special
Saving Throw: Yes
The caster using this cantrip can give a creature within 10 feet (usually a mount) a sudden burst of speed that doubles the creature’s movement rate for one round. The movement is arrow-straight though a saving throw is allowed with a +3 bonus to avoid an obstacle such as a pit, snare or precipice, provided the creature or its rider knows of the obstacle’s existence. Unwilling creatures also receive a saving throw to negate the effect.

Gather
Area of Effect: 1 cubic yard
Duration: Special
Saving Throw: None
This cantrip enables the caster to neatly gather numerous small objects into a stack or pile. For instance, if nuts, nails, coins, papers or the like were spilled, the magic would bring them together.. It can be used selectively, for instance to separate one type of material from another, but only the selected type is gathered neatly.

Haunting
Area of Effect: Special
Duration: 1 round
Saving Throw: yes
This cantrip creates the illusion of any number of ghostly sounds such as a faint groan, creak, footfalls, etc. Naturally, those creatures within hearing distance are allowed a saving throw versus spell, and if it succeeds, the individual will hear no such noise.

Weathertell
Area of Effect: Special
Duration: Special
Saving Throw: None
This cantrip, a favorite among the sea mages, enables the caster (who must be able to see the sky and listen to the wind) to predict the general weather conditions for the upcoming 1 hour per level of the caster. These are the natural weather conditions at the wizard’s current location, assuming no magical manipulation. Specific timing of gusts and wind shifts is not possible but the caster will know the general wind speed, the possibility of natural rainstorms, general changes in temperature and any exceptional pending weather (such as a tornado).

Werelight
Area of Effect: 3 inch diameter sphere
Duration: Special
Saving Throw: None
This cantrip enables the caster to conjure a small sphere of glowing blue radiance. The light has an eerie effect when seen from a distance, but the 3 inch sphere only illuminates an area 5 feet in diameter. The light does not cast shadows beyond the 5 foot diameter nor does it in any case affect infravision. However, the light is bright enough to allow normal reading. The light lasts as long as the caster concentrates on it. If the caster begins to do other things, the light will begin to fade, finally blinking out after a number of minutes equal to the caster’s level plus intelligence modifier. When the cantrip is cast, it appears wherever the caster wishes within 3 feet of him or her.

First Level Spells
Detect Magic
Target: 60’ radius
Range: Personal
Duration: 20 minutes
This spell allows the caster to see a glow around any magical creature, object and place within range. Magical creatures do not get a saving throw against this effect. The glow only extends a couple of inches around the magical object, so if it is in a container or behind another object then some or all of the glow may not be visible.

Light (reversible)
Duration: See below
Range: 120'
This spell is in most respects identical to the 1st level cleric spell of the same name, except that the duration is a number of turns equal to the caster's level +6 turns.

This spell causes an object to glow as bright as a torch, shedding bright light in a 15' radius. The effect is immobile, but it can be cast on a movable object. This spell can be cast on a monster's or character's eyes if the target fails a saving throw versus spells. If the save fails, the target is blind for 12 turns. Light taken into an area of magical darkness (reverse of light) does not function, and vice versa. A light spell counters a darkness spell. Darkness can also be cast on a target's eyes, and a saving throw versus spells is allowed.

Magic Missile
Duration: 1 turn
Range: 150'
A missile of magical energy darts forth from the caster's fingertip and strikes its target, dealing 1d6+1 points of damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. For every five caster levels, the caster gains two additional missiles- 3 total at 5th level, five at 10th, seven at 15th, and so on. If the caster can shoot multiple missiles, they can be directed to strike a single creature or several creatures. A single missile can strike only one creature.

Read Magic
Target: Caster
Range: Personal
Duration: 10 minutes
This spell lets the caster read magical runes and writings. Once a particular magical inscription has been read by this spell, the caster can re-read it at any time without needing to cast this spell again. The most common use of this spell is to read magical scrolls.

Shield
Target: Caster
Range: Personal
Duration: 20 minutes
This spell creates a magical barrier an inch away from the caster’s body that shields the caster from harm.
While this spell is in effect, the caster has an armour class of 2 against missile attacks and an armour class of 4 against all other attacks rather than their normal armour class of 9.
This spell also grants the caster a saving throw vs Spells each time they would be hit by the missile from a Magic Missile spell. If the saving throw fails, the missile hits the caster normally. If the saving throw succeeds, the missile is blocked, but this spell is ends immediately.
When cast by an Immortal, this spell gives the caster a –4 AC bonus against missile attacks and a –2 AC bonus against other attacks.

Sleep
Target: Creatures in a 20’ radius
Range: 240’
Duration: 4d4 x 10 minutes
This spell puts one or more creatures to sleep. Roll 2d8 to see how many hit dice worth of creatures are slept by the effect.
Go through all the living (not undead or non-living) creatures in the area with fewer than 5 hit dice or levels, starting with the closest to the target point of the spell. If there are enough hit dice left from the roll, that creature is slept with no saving throw and their hit dice are taken from the running total. Once there are no more creatures left with fewer (or equal) hit dice to the number of hit dice left over, the spell stops.
Falling to the ground when slept by this spell will not wake the target up, and neither will noise. Targets will awaken if kicked, shaken or otherwise physically disturbed. Sleeping creatures are considered to be helpless opponents.

Summon Familiar (MU Only)
Duration: See below
Range: 10' per level
By casting this spell, the magic-user can obtain a familiar. The casting takes from 1-24 hours (referee's discretion) and uses up rare herbs and other materials that cost 100 gp. The materials are consumed during a ritual in which they are burned. The referee decides the probability that a creature will respond to the spell, and which type of creature is summoned within range. It is possible that no creature will respond. This spell may only be attempted one time per year. A familiar is able to grant the caster access to its own senses, and is able to communicate with the caster. In addition, a familiar is loyal, and will follow orders until its death. Familiars are more intelligent than ordinary animals; they have AC 7 and 2d4 hp. A familiar grants the caster additional hp equal to the familiar's maximum total, when the two are within 120' of one another. However, if a familiar is slain the magic-user must subtract the familiars maximum hp from his own maximum hp, permanently. A new familiar may not be summoned for one year.

If a familiar is located, the referee may use the following as examples:
Familiar - Senses augmented
Bat - hearing
Cat - hearing and night vision
Hawk - much improved distance vision
Lizard - improved smell
Owl - hearing, night vision
Raven - improved vision
Toad - 180 degree vision
Weasel - hearing, improved smell

Anytime a familiar is summoned there is a 5% chance it is a special familiar. The type is determined by the caster's alignment and good or evil leanings. Creatures are entitled to a saving throw versus spells, and if successful, the spell fails and the caster must wait 1 year before trying again. Where there is overlap in the chart below, determine the familiar randomly.

Alignment Type
Lawful (good) or (neutral) - brownie
Lawful (evil) or (neutral) - imp
Neutral or Neutral (good) - pseudo-dragon
Neutral or Neutral (evil) - imp* or quasit*
Chaotic (good) or (neutral) - pseudo-dragon
Chaotic (evil) or (neutral) - quasit
*The familiar will try, over time, to sway the magic-user to chaos or law, as appropriate.

Refer to the monster listings for the powers granted by these creatures.

Second Level Spells

Auditory Illusion
Duration: 2 rounds per level
Range: 60', +10' per level
The caster of this spell is able to create false sound. The sound may be centered anywhere within range, and within that range the sound can fluctuate and move, imitating approaching or receding footsteps, laughter, voices, and other possibilities. The sound produced is the approximate equivalent of noise produced by 4 human sized beings. The sound may increase by 4 for each level the caster is above the minimum required to cast this spell. Note that the sound does not have to be human-like, but could be animal or monster sounds. In these cases the referee will determine how much sound and how many individuals it might represent. For instance, the sounds of four humans might be approximately that of 6 or 8 children, or 2 ogres. Beings are allowed a saving throw versus spells to realize the effect is illusory, but only if they actively attempt to disbelieve.

ESP (R)
Target: One creature at a time
Range: 60’
Duration: 2 hours
This spell allows the caster to hear and understand the thoughts of any living creature within range, regardless of language.
The caster must concentrate for six rounds. If there is more than one creature in the same direction, it takes the caster an additional six rounds to filter the thoughts of a single creature out of the cacophony.
The spell is blocked by two feet of stone or any thickness of lead, and each individual targeted can make a saving throw vs Spells to block out the ESP.
Reverse: Mindmask makes the caster or a touched creature immune to all forms of mind reading for the duration.

Knock
Target: One lock
Range: 60’
Duration: Special
This spell will temporarily unlock any lock, or open a door that is closed by a Hold Portal or Wizard Lock spell. If the door was locked by mundane means then it remains unlocked until physically locked again, but if it is held shut by magical means then it will re-fasten once closed.
This spell will even unbar a door that is barred on the other side, although if the door is both barred and locked then it will take two castings to remove both.
Supplemental Spellbook (Still being learned/transcribed)
First Level Spells
Feather Fall
Duration: 1 round
Range: 10' per level
The affected creatures or objects in range fall slowly. Feather fall instantly changes the rate at which the targets fall to that of a feather (about 5' per round), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling is resumed.

The spell affects one or more objects or creatures (including gear and carried objects up to each creature's maximum encumbrance). The maximum volume is 10 cubic feet, and 200 pounds +200 pounds per level may be affected, such that a 1st level magic-user can affect 400 pounds.
The spell can be cast with an instant utterance, quickly enough to save the caster or another creature if he unexpectedly falls, but initiative, if appropriate, must be on the side of the caster. This spell has no special effect on ranged weapons unless they are falling quite a distance. The spell may be cast on falling items or creatures and missiles, but is ineffective against creatures firmly on the ground or flying. No saving throw is permitted.

Light (reversible)
Duration: See below
Range: 120'
This spell is in most respects identical to the 1st level cleric spell of the same name, except that the duration is a number of turns equal to the caster's level +6 turns.

This spell causes an object to glow as bright as a torch, shedding bright light in a 15' radius. The effect is immobile, but it can be cast on a movable object. This spell can be cast on a monster's or character's eyes if the target fails a saving throw versus spells. If the save fails, the target is blind for 12 turns. Light taken into an area of magical darkness (reverse of light) does not function, and vice versa. A light spell counters a darkness spell. Darkness can also be cast on a target's eyes, and a saving throw versus spells is allowed.

Magic Missile
Duration: 1 turn
Range: 150'
A missile of magical energy darts forth from the caster's fingertip and strikes its target, dealing 1d6+1 points of damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. For every five caster levels, the caster gains two additional missiles- 3 total at 5th level, five at 10th, seven at 15th, and so on. If the caster can shoot multiple missiles, they can be directed to strike a single creature or several creatures. A single missile can strike only one creature.

Summon Familiar (MU Only)
Duration: See below
Range: 10' per level
By casting this spell, the magic-user can obtain a familiar. The casting takes from 1-24 hours (referee's discretion) and uses up rare herbs and other materials that cost 100 gp. The materials are consumed during a ritual in which they are burned. The referee decides the probability that a creature will respond to the spell, and which type of creature is summoned within range. It is possible that no creature will respond. This spell may only be attempted one time per year. A familiar is able to grant the caster access to its own senses, and is able to communicate with the caster. In addition, a familiar is loyal, and will follow orders until its death. Familiars are more intelligent than ordinary animals; they have AC 7 and 2d4 hp. A familiar grants the caster additional hp equal to the familiar's maximum total, when the two are within 120' of one another. However, if a familiar is slain the magic-user must subtract the familiars maximum hp from his own maximum hp, permanently. A new familiar may not be summoned for one year.

If a familiar is located, the referee may use the following as examples:
Familiar - Senses augmented
Bat - hearing
Cat - hearing and night vision
Hawk - much improved distance vision
Lizard - improved smell
Owl - hearing, night vision
Raven - improved vision
Toad - 180 degree vision
Weasel - hearing, improved smell

Anytime a familiar is summoned there is a 5% chance it is a special familiar. The type is determined by the caster's alignment and good or evil leanings. Creatures are entitled to a saving throw versus spells, and if successful, the spell fails and the caster must wait 1 year before trying again. Where there is overlap in the chart below, determine the familiar randomly.

Alignment Type
Lawful (good) or (neutral) - brownie
Lawful (evil) or (neutral) - imp
Neutral or Neutral (good) - pseudo-dragon
Neutral or Neutral (evil) - imp* or quasit*
Chaotic (good) or (neutral) - pseudo-dragon
Chaotic (evil) or (neutral) - quasit
*The familiar will try, over time, to sway the magic-user to chaos or law, as appropriate.

Refer to the monster listings for the powers granted by these creatures.

Second Level Spells
Amnesia
Duration: Permanent
Range: 30'
This spell allows the caster to obliterate the memory of an opponent. The time span is equal to the previous 1 round, +1 round per 3 levels of the caster. This spell only affects memory, it does not alter any actual events that have taken place or nullify any other spell effects. The spell is capable of affecting up to 4 beings in range. Beings are allowed a saving throw versus spells, which is modified depending on how many creatures are targeted. No modifier is applied if 3 or 4 creatures are targeted, but if 2 are targeted the save is at -1, and -2 if only one being is targeted. If a victim realizes his memory has been altered, the spells heal or restoration can return the memory. Note that these spells must be specifically applied for the purpose.

Auditory Illusion
Duration: 2 rounds per level
Range: 60', +10' per level
The caster of this spell is able to create false sound. The sound may be centered anywhere within range, and within that range the sound can fluctuate and move, imitating approaching or receding footsteps, laughter, voices, and other possibilities. The sound produced is the approximate equivalent of noise produced by 4 human sized beings. The sound may increase by 4 for each level the caster is above the minimum required to cast this spell. Note that the sound does not have to be human-like, but could be animal or monster sounds. In these cases the referee will determine how much sound and how many individuals it might represent. For instance, the sounds of four humans might be approximately that of 6 or 8 children, or 2 ogres. Beings are allowed a saving throw versus spells to realize the effect is illusory, but only if they actively attempt to disbelieve.

False Trap
Duration: 6 turns per level
Range: 10'
This clever enchantment may be used by the caster to permanently create the false perception that an item, such as a small box, lock, dagger, etc., is trapped. If the thief skill detect traps is employed on the item, there is an 80% chance, -4% per level of the observer, that a trap is perceived. If an attempt is made to remove the trap, there is a slim 20% chance, +4% per level of the observer, that the trap is perceived to be removed.

Third Level Spells
Hold Person
Duration: 1 turn per level
Range: 120'
When this spell is cast, most humanoids become paralyzed and freeze in place. Undead and any monster of a greater size than an ogre are unaffected. They are aware and breathe normally but cannot take any actions, even speech. Subjects may attempt a saving throw versus spells. This spell can affect 1d4 beings, but if directed at a single monster or character, the saving throw is attempted with a –2 penalty.

Invisibility 10' Radius
Duration: See below
Range: Touch
This spell has the same effects as invisibility, but it affects all creatures within 10' of the caster or subject and any creatures that move beyond the 10' radius of effect become visible again.

The creature or object touched becomes invisible, vanishing from sight, even from infravision. If the recipient is a creature carrying gear, gear vanishes too. If the spell is cast on someone else, neither the caster nor any allies can see the subject, unless they can normally see invisible things or other magic is employed to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks an creature, but is otherwise of indefinite duration. For the purposes of this spell, an attack includes any spell targeting a foe or whose area of effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Lightning Bolt
Duration: Instantaneous
Range: 180'
The caster releases a powerful stroke of electrical energy that is 60' long and 5' wide. It deals 1d6 points of electricity damage per caster level to each creature within its area. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does. Any creature caught in the area of effect receives a saving throw versus spells. A successful save reduces damage by half.
Last edited by Koren n'Rhys on Sat Dec 20, 2014 12:38 am, edited 3 times in total.

phil285
Tracker
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Posts: 158
Joined: Sat Oct 04, 2014 4:40 pm

Re: Characters

#8 Post by phil285 »

Code: Select all

Kit:      738 + coins
Treasure:   0
Total:    738 + coins
Move:     30'/round

Sir Vanco Basou, human male lawful cleric
(Knighted: http://www.unseenservant.us/forum/viewtopic.php?p=136758#p136758)

Level 5

STR 11  DEX 9  CON 15  INT 15  WIS 13  CHA 11

XP: 15,608
    XP bonus +5%
    Next level: 25,000
XP reserve: 2625
HP: 26, now 20
AC: 4 (Banded mail)

Saves:
  Death ray/poison      10
  Magic wands           11
  Paralysis/petrify     13
  Breath weapons        15
  Rod/Staff/Spell       14

Base attack bonus: +2
Weapon feats:
  Warhammer, basic
  Sling, basic
  Staff, basic

Spells: 2xL1, 1xL2
	1. Cure light wounds
	1. (expended) Cure light wounds
	2. (expended) Hold person
        2. (expended) Hold person

Skills: First aid, History, Laws, Religious Lore

Description: A stocky male, with mid-length dark hair, wearing simple
             peasant clothes.  He has a bright mind that is at odds
             with his dour external appearance.
	     A cleric trained in Threshold from adolescence, he
	     travels regularly to outlying towns to spread the word
	     and care for the people he finds.

Kit
"Mettern", a +1 warhammer of Watching                    50
Banded mail                                             450
Sling                                                    20
26 pellets                                                6
5 silver pellets                                          1
                                                                527

Plain clothing (as befitting a cleric)                   20
Long cloak                                               15
Plain boots                                              10
Holy symbol                                               1
                                                                 46


Backpack                                                 20
                                                                 20
Waterskin, full                                          30
Waterskin, empty                                          5
Tinder box                                                5
Lantern                                                  30
Flask of oil, x2                                         20
Vial of Holy water, x3                                    3
Purse                                                     2
 -> 10pp & 24 gp
 -> 500gp topaz gem                             1
One week's dried rations                          50
Letter of credit for 2050gp
                                                                165
                                                                        758

(Reminder for Phil: need to buy more FA kits)

Riding horse
Saddle and tack
Saddle bags
Rope, 50'                                                50
One week's dried rations                          50
120pp hidden in saddle bags                    120

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