Post by Stix on Mar 1, 2006 1:38:51 GMT -5
Player Email: jasmuth@gmail
Name: Skelter
Race: Human
Faction: Outsider
Alignment: LE
Class and Level: Rogue-Priest (Loviatar) 1
Home Plane: *****Choose one*****
Sex: M
Eyes: Blue
Hair: Red
Height: 5'9"
Weight: 145
Age: 22
Stats
Strength: 12 (modifier: +1)
Dexterity: 14 (modifier: +2)
Constitution: 11 (modifier: +0)
Intelligence: 12 (modifier: +1)
Wisdom: 15 (modifier: +2)
Charisma: 16 (modifier: +3)
Max HP: 8
Injuries: none
Sanity: 75
Reputation: +0
Honor: +0
AC:
DC:
DR:
Speed: 33 (?? due to encumbrance)
Initiative: +2
Base Attack Bonus: +0
Fortitude Save: +2
Reflex Save: +4
Will Save: +4
Class Skills
Bluff 4 (+3, +2 Persuasive, +3 Focus)
Craft (Tattooing) 2 (+1)
Diplomacy 4 (+3)
Disguise 4 (+3)
Escape Artist 2 (+2)
Forgery 4 (+1)
Intimidate 4 (+3, +2 Persuasive)
Knowledge (Factions) 1 (+1)
Knowledge (the Planes) 1 (+1)
Language: Common (Literate)
Listen 2 (+2)
Move Silently 4 (+2)
Sense Motive 4 (+2)
Use Rope 4 (+2)
Appraise 0 (+1)
Balance 0 (+2)
Climb 0 (+1)
Concentration 0 (+0)
Control 0 (+2)
Gather Information 0 (+3)
Heal 0 (+2)
Hide 0 (+2)
Jump 0 (+1)
Search 0 (+1)
Spot 0 (+2)
Swim 0 (+1)
Decipher Script (untrained)
Disable Device (untrained)
Knowledge (Arcana) (untrained)
Knowledge (History) (untrained)
Knowledge (Local) (untrained)
Knowledge (Religion) (untrained)
Open Locks (untrained)
Perform (untrained)
Profession (untrained)
Sleight of Hand (untrained)
Spellcraft (untrained)
Tumble (untrained)
Use Magic Device (untrained)
Weapon and Armor Proficiencies
Simple Weapons
Light Blades
*****Choose one*****
Light Armor
Medium Armor
Heavy Armor
Basic Shields
Feats
Persuasive
Bluff Focus
*****Choose one*****
Special Abilities
*****Priestly granted powers TBA*****
Sneak Attack +1d6
Trapfinding
Favored Class: Any two
Equipment
Total weight carried:
Clothing
Priest Spell Repertoire
Spheres: Law, Evil, Gehenna, Pain, Ice, Disease, Weather
0. Create Water: Creates 2 gallons/level of pure water.
0. Detect Magic: Detects spells and magic items within 60 ft.
0. Flare: Dazzles one creature (-1 penalty on attack rolls).
0. Guidance: +1 on one attack roll, saving throw, or skill check.
0. Inflict Minor Wounds: Touch attack, 1 point of damage.
0. Ray of Frost: Ray deals 1d3 cold damage.
0. Read Magic: Read scrolls and spellbooks.
0. Resistance: Subject gains +1 on saving throws.
1. Align Weapon: Weapon becomes evil or lawful.
1. Bane: Enemies take -1 on attack rolls and saves against fear.
1. Bless: Allies gain +1 on attack rolls and saves against fear.
1. Bless Water M: Makes holy water.
1. Burning Hands: 1d4/level fire damage (max 5d4).
1. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
1. Command: One subject obeys selected command for 1 round.
1. Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
1. Detect Evil: Reveals creatures, spells, or objects of selected alignment.
1. Detect Good: Reveals creatures, spells, or objects of selected alignment.
1. Detect Law: Reveals creatures, spells, or objects of selected alignment.
1. Endure Elements: Exist comfortably in hot or cold environments.
1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
1. Obscuring Mist: Fog surrounds you.
1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
1. Summon Monster I: Calls extraplanar creature to fight for you.
*****We are still working on priest rules for the new system. If a situation comes up wherein you need to cast a priest spell, let us know and we'll do our best to improvise a list.*****
If anything needs to be changed, reply to this thread.
Name: Skelter
Race: Human
Faction: Outsider
Alignment: LE
Class and Level: Rogue-Priest (Loviatar) 1
Home Plane: *****Choose one*****
Sex: M
Eyes: Blue
Hair: Red
Height: 5'9"
Weight: 145
Age: 22
Stats
Strength: 12 (modifier: +1)
Dexterity: 14 (modifier: +2)
Constitution: 11 (modifier: +0)
Intelligence: 12 (modifier: +1)
Wisdom: 15 (modifier: +2)
Charisma: 16 (modifier: +3)
Max HP: 8
Injuries: none
Sanity: 75
Reputation: +0
Honor: +0
AC:
DC:
DR:
Speed: 33 (?? due to encumbrance)
Initiative: +2
Base Attack Bonus: +0
Fortitude Save: +2
Reflex Save: +4
Will Save: +4
Class Skills
Bluff 4 (+3, +2 Persuasive, +3 Focus)
Craft (Tattooing) 2 (+1)
Diplomacy 4 (+3)
Disguise 4 (+3)
Escape Artist 2 (+2)
Forgery 4 (+1)
Intimidate 4 (+3, +2 Persuasive)
Knowledge (Factions) 1 (+1)
Knowledge (the Planes) 1 (+1)
Language: Common (Literate)
Listen 2 (+2)
Move Silently 4 (+2)
Sense Motive 4 (+2)
Use Rope 4 (+2)
Appraise 0 (+1)
Balance 0 (+2)
Climb 0 (+1)
Concentration 0 (+0)
Control 0 (+2)
Gather Information 0 (+3)
Heal 0 (+2)
Hide 0 (+2)
Jump 0 (+1)
Search 0 (+1)
Spot 0 (+2)
Swim 0 (+1)
Decipher Script (untrained)
Disable Device (untrained)
Knowledge (Arcana) (untrained)
Knowledge (History) (untrained)
Knowledge (Local) (untrained)
Knowledge (Religion) (untrained)
Open Locks (untrained)
Perform (untrained)
Profession (untrained)
Sleight of Hand (untrained)
Spellcraft (untrained)
Tumble (untrained)
Use Magic Device (untrained)
Weapon and Armor Proficiencies
Simple Weapons
Light Blades
*****Choose one*****
Light Armor
Medium Armor
Heavy Armor
Basic Shields
Feats
Persuasive
Bluff Focus
*****Choose one*****
Special Abilities
*****Priestly granted powers TBA*****
Sneak Attack +1d6
Trapfinding
Favored Class: Any two
Equipment
Total weight carried:
Clothing
Priest Spell Repertoire
Spheres: Law, Evil, Gehenna, Pain, Ice, Disease, Weather
0. Create Water: Creates 2 gallons/level of pure water.
0. Detect Magic: Detects spells and magic items within 60 ft.
0. Flare: Dazzles one creature (-1 penalty on attack rolls).
0. Guidance: +1 on one attack roll, saving throw, or skill check.
0. Inflict Minor Wounds: Touch attack, 1 point of damage.
0. Ray of Frost: Ray deals 1d3 cold damage.
0. Read Magic: Read scrolls and spellbooks.
0. Resistance: Subject gains +1 on saving throws.
1. Align Weapon: Weapon becomes evil or lawful.
1. Bane: Enemies take -1 on attack rolls and saves against fear.
1. Bless: Allies gain +1 on attack rolls and saves against fear.
1. Bless Water M: Makes holy water.
1. Burning Hands: 1d4/level fire damage (max 5d4).
1. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
1. Command: One subject obeys selected command for 1 round.
1. Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
1. Detect Evil: Reveals creatures, spells, or objects of selected alignment.
1. Detect Good: Reveals creatures, spells, or objects of selected alignment.
1. Detect Law: Reveals creatures, spells, or objects of selected alignment.
1. Endure Elements: Exist comfortably in hot or cold environments.
1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
1. Obscuring Mist: Fog surrounds you.
1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
1. Summon Monster I: Calls extraplanar creature to fight for you.
*****We are still working on priest rules for the new system. If a situation comes up wherein you need to cast a priest spell, let us know and we'll do our best to improvise a list.*****
If anything needs to be changed, reply to this thread.