Post by exile on Jul 17, 2008 21:01:01 GMT -5
*** I AM A WORK IN PROGRESS ***
Character Name: Hadrian
Alignment: Chaotic Good
Race: Aasimar, Asuras descent
Class: Priest* - Mage
Faction: Bleak Cabal, Namer
Kit: Planewalker Wizard
Deity: Odin
Home Plane: Ysgard
Gender: Male
Age: 27
Height: 6'0
Weight: 176
Eyes: Blue
Hair: Black
Skin: White
Level: 6 / 6
XP: 32450 (Priest) / 40000 (Mage)
RXP: 55000 (Priest 7) / 60000 (Mage 7)
Base MV: 12
Weight Carried: 26.5 lbs
Current MV: 12
Hit Points: 61 (-16)
THAC0: 15
AC: -1; Assumed spells: Invisible Mail over Armor (Duration permanent until expended), The Way of Accomplishment: Iron Skin. Subject to change with spells. NB: Enemies attack at -2.
STR: 8
- Weight Allowance: 35
- Max. Press: 90
- Open Doors: 5
- BB/LG: 1%
DEX: 13
- No adjustments
CON: 16
- HP Adj.: +2
- System Shock: 95%
- Resurrection Chance: 96%
INT: (17) 18
- Spell Level: 9th
- Max. # Spells: 18
- Spell Immunity: None
- Bonus # Profs / Character Points: 7
- % Learn Spell: 85%
WIS: 17
- Bonus Spells: 1,1,2,2,3
- Magic Def. Adj.: +3
CHA: 14
- # of Henchmen: 6
- Reaction Adjustment: +2
- Loyalty Base +1
Saves (Wisdom: +3 against mind affecting spells)
Paralysis/Poison/Death Magic: 9
Rod/Staff/Wand: 9
Petrifaction/Polymorph: 11
Breath Weapon: 13
Spell: 10
Racial Abilities
lnfravision, 60’
Half damage from fire
Half damage from cold
+2 to saving throws against charm, fear, emotion, and domination spells
+1 to surprise checks
10% magic resistance
Celestial Aura (10cps): Enemies attack at -2
Power of Life (20 cp): Racial advantage; immune to death magic and level draining attacks
Basic Class Abilities and Limitations:
Arcane Spell Casting - All schools
Divine Spell Casting:
-Major Sphere Access:
Combat, Creation, Divination, Elemental, Protection, War
-Minor Sphere Access:
Animal, Astral, Guardian, Healing, Necromantic, Plant, Summoning, Sun, Travelers
Followers: The Cleric attracts followers at 9th level as per the PHB.
Other Class Features:
- Armor Restriction (unarmored)
- Combat Bonus (Warrior THAC0)
- Hit Point Bonus (d12)
- Weapon Selection (All Melee)
Faction Abilities:
Immune to spells causing madness or insanity
May roll a saving throw against ESP spells
Madness
Kit Abilities:
Reduce enemy magic resistance by 5% + 1% per level (11%)
Plane spell key restriction - Arcadia
Weapon Proficiencies:
- Long Sword
- Spear
- Basic Martial Arts
- - The Way of Accomplishment
- - - The Way of Accomplishment: Spears
- - - The Way of Accomplishment: Chi Attacks
- - - The Way of Accomplishment: Ironskin
Nonweapon Proficiencies [Base score + Stat adjustment (Base investment; +Ranks) = check]:
- Healing: Wis -2+4 (2;+0) = check: 17
- Religion: Wis 0+4 (1;+0) = check: 17
- Sage Knowledge (Medicine): Int -2+5 (2;+0) = check: 16
- ?Scribe: Dex +1 (1,+0)
- Spellcraft: Int -2+5 (1;+0) = check:16
Languages:
- Norse (Literate)
- Planar Common (Literate)
Flaws:
- Iron Weakness (5)
Character Point Expenditures:
- Total pool: 43+5
- Improved Hitpoints (+5 cp): D12
- See Hadrian's 2e conversion
Character Points Remaining:
2
Equipment:
Weapons
Spear - 1d6 P; Speed 6
Dagger - 1d3 P/S; Speed 2
Backpack (2 lbs)
- Bedroll (5lbs)
- Map Case (0.5 lbs)
- Chalk, 10 pieces
- Flask (1.5 lbs)
- Flint and Steel
- Mirror, small steel (0.5lbs)
- Sack (0.5lbs)
- Soap (1lb)
- Waterskin (4lbs)
- Sunrod, 2 (2lbs)
- Tindertwig, 5
- Holy Symbol, Wooden
- Ink (1oz. vial)
- Inkpen
- Paper (10 sheets)
- Spellbook (3lbs)
- Phoenix-Quill (Inscribes up to second house)
Belt Pouch (0.5 lbs)
- Coin
Total weight carried: 25.5 lbs (Light Load =< 30 lbs)
Currency
20 Platinum
57 Gold
8 Silver
8 Copper
[Blood Pit]
+ 90gold - healing
+ 140gold - buffing
96 platinum
+20 gold - healing
[to be resolved pending Kale's fight]
[Cipher deader's effects]
- ball of twine
- knotted cord (the gate key)
- cheesecloth bag of marbles
- small pouch of beads
- roughly 100 coins (about an even mix of gold, silver, copper)
- a hand axe, long sword, and ladle (all magical).
[to be resolved pending plot arc]
Trade Goods
- Jovarian Diamond: 5000 GP
- Ossan Pearl: 100 GP
- Gehennan Bloodstone: 50 GP
- 4 scrolls of the first house: Avoid Planar Effects, Friends, Protection from Evil, Cure Light Wounds
Debts from John:
- 20gp for first house
- 50gp for second house
- 90gp for third house
(Presently owing 50gp.)
Quest Related
- 200gp (25gp owing per person, x3 applicants)
-3gp for the room
-15gp per person on supplies, refer to thread
- 9gp for the Ox
- Oil of Everburning
- Scroll of Log of Everburning
- Note from Theravis
- Handful of nails
- Three bright blue dried flowers wrapped in a handkerchief
Clothing:
Boots, dark leather mid-calf
Braies, black cloth
Ornamental Buckle, Etched Steel Valknut (Symbol of Odin)
Cap, black wide-brimmed
Chemise, black linen
Clasp, Etched Steel Bleaker’s Sigil
Drawers
Girdle
Gloves, dark leather
Robe, black common
Combat
Initiative modifiers: -
Attack modifiers: -
Damage modifiers: -
Number of Attacks: 1
Spells Per Day [Level:Total(Remaining)]
Arcane
1:4(4)
2:2(2)
3:2(2)
Divine
1:3+2(5)
2:3+2(5)
3:2+1(3)
Spells Known
Arcane (Spell levels: 9 + 17 + 20 + 12)
1st House (18/18):
Avoid Planar Effects (Planewalker's): Subject immune to all natural planar effects for duration.
Armor: AC set to 6, withstands 8+1/level hp before terminating.
Burning Hands: Arc of flame deals 1d3+2/level (max 20) fire damage.
Cantrip: Minor arcane effect.
Change Self: Caster can adopt illusory features of another (non-specific) humanoid.
Chromatic Orb (Complete Wizard): Hurls orb with a variety of combat effects dependant on caster level.
Colorspray: Blinds, stuns or renders unconscious all creaures in arc.
Comprehend Languages: Understand written or spoken language.
Detect Magic: Caster can detect and interpret magical auras in an area.
Enlarge/Reduce: Changes size of target by +/-10% per caster level; affects damage by proportionate amount.
Expeditious Retreat (Spells and Magic): Movement rate tripled for duration.
Fist of Stone (ToM): Fist turns to stone; Strength set to 18/00.
Friends: Caster gains 2d4 temporary bonus to charisma.
Grease: Target surface/object covered in slippery substance.
Magic Missile: Missile strikes for 1d4+1 damage, with one additional missile for every 2 levels after 1st.
Read Magic: Caster can decipher magical script.
Sleep: Causes 2d4 hit dice of monsters to fall asleep.
Spider Climb: Target can traverse walls/ceilings without difficulty.
2nd House (11/18):
Alter Self: Alter form and function of caster.
Cat's Grace (Spells and Magic): Gain bonus to dexterity by class (1d6) for 1hr/level.
Detect Invisibility: See invisible, astral, ethereal and phased creatures.
Displace Self (Spells and Magic): 1st attack always misses, all others are made at -2. Caster recieves +2 bonus on saving throws.
Invisibility: Target vanishes from sight until specific conditions met.
Knock: Opens doors, chests, shackles etc, including wizard locked varieties.
Mirror Image: Surrounds the caster with 1d4+1/3 levels duplicate images (Max 8).
Ray of enfeeblement: Target's strength set to 5 (if humanoid; see spell if other).
Rope Trick: Creates pocket extradimensional space.
Vocalize(Complete Mage): Cast spells without verbal components for duration.
Warp Sense (Planewalker's): Locate and identify planar portals.
Web: Creates a wall of web like strands that ensnares targets in an area.
3rd House (9/18):
Bands of Sirellyn (Spells and Magic): Conjures encircling metal bands around target creature.
Blink: Caster blinks around battlefield; immune to attacks that fall later in initiative.
Dispel Magic: Counters magical effects.
Fireball: 1d6/level fire damage in a 20' radius area of effect.
Hold Person: Immobilizes target humanoid.
Invisible Mail (Complete Mage): Caster's AC set to 3; armor has 1hp/level.
Lance of Disruption (Spells and Magic): 5d4+2/level concussive damage to all creatures/objects in 60' line.
Protection from Normal Missiles: Target immune to normal missile weapons. Reduces damage of enchanted missiles by 1 pt per die.
Slow: Targets move and attack at half normal rates. Penalizes attack and armor class, negates dex bonus. 1 target / caster level.
Wraithform: Caster becomes insubstantial; subject only to magical attacks. Undead tend to ignore caster for duration.
Prospective Arcane Spells:
2 - Filter (Wizard's HB)
2 - Protectin from Paralysis (ToM)
3 - Flame Arrow
3 - Lightning Bolt
3 - Phantom Steed
3 - Tongues
Divine
1st Circle:
Allergy Field (1st) (Ranger's HB): -1 to attack rolls and ability checks for 1d4+1 turns.
Analyze Balance (1st): Determines how far removed a target's alignment is from True Neutral.
Animal Friendship (1st): Convince an animal that the caster desires friendship, if that is genuinely the case.
Astral Celerity (1st): Doubles caster's movement on astral plane. +50% movement on etheral.
Beastmask (1st) (Druid's HB): Assume the guise of an animal species; illusion ONLY apparent to target species.
Bless/Curse (1st): All friendly characters not presently engaged in melee combat receive +1 to saving throws against fear effects, and +1 to attack rolls.
Blessed Watchfulness (1st): Subject only surprised on a 1. Resists sleep/charm/fear effects as though higher level.
Calm Animals (1st): Renders target animals docile.
Call Upon Faith (1st): Caster may add +3 (or +15%) to one die roll.
Combine (1st): Three to five priests may join together for the purposes of adjudicating spell power and turn undead attempts.
Command (1st): Utter a single word command in a familiar language that cannot be ignored for one round.
Courage (1st): Target unit automatically succeeds at a morale check.
Create Water/Destroy Water (1st): Create/destroy four gallons of water per level of the priest.
Cure Light Wounds/Cause Light Wounds (1st): Cure/inflict 1d8 points of damage on touched creature.
Detect Evil/Detect Good (1st): Discover emanations of evil/good from any creature, object, or area within a 10' path in front of the priest. Requires concentration. Up to 10% chance per level to determine position on secondary axis.
Detect Magic (1st): Detect magical radiations in a path 10' wide by 30' long in the direction faced. 10% chance per level to determine relevant sphere.
Detect Poison (1st): Determine if an object has been poisoned or is poisonous. 5% chance per level to determine type of poison.
Detect Snares & Pits (1st): Detect hazards in a 10'x40' path in the direction faced.
Dispel Fatigue (1st): Removes target's fatigue.
Endure Cold/Endure Heat (1st): The affected creature can safely endure temperature ranges between -30 and 130 F.
Entangle (1st): Direct plants in the area of effect to entangle nearby creatures, thereby holding them in place.
Firelight (1st): Target flame produces no smoke, and becomes cool. Flame burns brighter and also becomes resistant to wind or damp. Target flame not consumed for duration.
Invisibility to Animals (1st): Affected creature is totally undetectable by normal animals with intelligence under 6.
Invisibility to Undead (1st): Affected creature is totally ignored by undead with 4 or less hit dice. Those with greater than 4 hit dice are permitted a saving throw.
Know Direction (1st): Instantly and infallibly know True North.
Know Faction (1st) (Planewalker's HB): Identify target's faction.
Light/Darkness (1st): Create a luminous glow (or pitch darkness) within 20' of the spell's center, equal in brightness to torchlight. When cast on the visual organs of a creature, this effectively blinds them.
Locate Animals or Plants (1st): Determine the direction and distance of any one type of plant or animal desired.
Log of Everburning (1st): Increases duration of a fire; target flame gives off more heat.
Magical Stone (1st): Enchant three small pebbles, no larger than sling bullets, all of which can then be hurled in one round up to 30 yards (proficiently) or slung at normal ROF as +1 magic weapons for the purposes of determining who can be hurt by them. Each stone does 1d4 damage, or 2d4 against undead.
Morale (1st): Positively or negatively influence target unit's morale.
Orison (1st): Divine cantrips with specific effects (pg 5894).
Pass without Trace (1st): Recipient can move through any type of terrain without leaving footprints or a scent that can be tracked. The area passed through dose however radiate magic for 1d6 turns after the creature passes.
Protection from Evil/Protection from Good (1st): Create a magic barrier at a distance of 1' from subject creature that imposes a -2 attack penalty to creatures of evil/good alignment, and improved saving throws against such attacks by +2. All attempts to exercise mental control over the protected creature fail. Additionally, extraplanar and conjured beings cannot bodily contact the barrier, causing all natural attacks to fail.
Protection from Prime (1st) (Planewalker's HB): As protection from evil against prime targets.
Protection from Silver (1st) (Planewalker's HB): Recipient loses vulnerability to silver for duration.
Puffball (1st) (Druid's HB): Transform target mushroom into puffball; explodes to cause targets to lose all dexterity bonus to armor and saving throws.
Purify Food & Drink/Putrefy Food & Drink (1st): Decontaminates spoiled, rotten, and otherwise poisonous food and water of up to 1 cubic foot dimension per caster level, or spoil a similar volume so that it is no longer fit for consumption.
Ring of Hands/Ring of Woe* (1st): Cooperative spell; as protection from evil to all enclosed by ring of hands.
Recover Trail (1st) (Ranger's HB): Negates Pass Without Trace. Chance to recover lost trail (requires Tracking proficiency).
Revitalize Animal (1st) (Ranger's HB): Transfer casters HP into animal.
Sacred Guardian (1st): Caster intuitively aware of target's condition and immenence of danger.
Sanctuary (1st): Any opponent attempting to strike or otherwise directly attack a warded creature must roll a saving through to do so, failure meaning that the opponent will ignore the target creature for the spell's duration. The creature thus warded cannot take any directly antagonistic actions without ending the spell.
Shillelagh (1st): Enchant an oak cudgel or staff such that it behaves as a +1 weapon, inflicting 2d4 (M) or 1d4+1(L) damage respectively.
Skeletal Servant (1st) (Necromancer HB): Temporarily animates a skeleton; casting this spell is not a good act.
Speak with Astral Traveler (1st): Communicate with subject under the influence of Astral Spell.
Spectral Senses (1st) (Necromancer HB): See through the 'eyes' of a corpse or mindless undead. May issue simple commands to undead.
Strength of Stone (1st): Raises target's strength by 1d4 or min 16; must remain in contact with solid ground.
Sunscorch (1st): Sunray does 1d6+1/level damage in open air, or 1d6+2/level to undead or light sensitive monsters. Blinds target for 1d4 rounds.
Undead Alacrity (1st) (Necromancer HB): Increase movement rate, initiative, dexterity and saving throws of mindless undead targets.
Whisperward (1st) (Druid's HB): Alerts caster if warded area entered.
Wind Column (1st): Mitigates falling damage; may allow levitation under windy conditions.
Second Circle:
Aid (2nd)
Animal Eyes (2nd) (Ranger's HB): See through target animal's eyes.
Animal Spy (2nd) (Druid's HB): See through target animal's eyes?
Astral Awareness (2nd): Caster can see into ethereal and astral where ajoining. Makes navigation in those planes easier.
Augury (2nd)
Aura of Comfort (2nd): Protects subject against rain, snow, hail and nonmagical heat and cold.
Barkskin (2nd)
Beastspite (2nd) (Druid's HB): Causes one species to be hostile to target.
Charm Person or Mammal (2nd)
Chant (2nd)
Create Holy Symbol (2nd): Creates a permanenty holy symbol of caster's faith.
Cure Moderate Wounds/Cause Moderate Wounds (2nd): Cures 1d10+1 points of damage. Reversible.
Detect Charm/Undetectable Charm (2nd)
Detect Snares & Pits (2nd)
Draw Upon Holy Might (2nd): Increase one physical ability score (or charisma) by +1/3 levels.
Dust Devil (2nd)
Emotion Perception (2nd): Sense morale of target unit.
Ethereal Barrier (2nd): Bars entry to phased or etheral creatures and dimension door or shadow walk.
Flame Blade (2nd)
Find Traps (2nd)
Fire Trap (2nd)
Fortifying Stew (2nd) (Druid's HB): Grants 1d4+1 bonus temporary hit points; provides a full day's nourishment.
Gift of Speech (2nd) (Druid's HB): Grants target animal the ability to speak temporarily.
Goodberry/Badberry (2nd):
Hear Heartbeat (2nd) (Necromancer HB): Hear nearby heartbeats and gain information about targets; caster is deaf to all other sound.
Heat Metal/Chill Metal (2nd)
Iron Vigil (2nd): Ignore hunger, thirst, and extremes of climate for extended period of time.
Know Alignment/Undetectable Alignment (2nd)
Lighten Load (2nd): Decreases weight of load by 50%.
Messenger (2nd)
Mystic Transfer* (2nd)
Produce Flame (2nd)
Rally (2nd): Target unit immediately makes a rally check.
Resist Acid and Corrosion (2nd): Acid inflicts only 1/2 damage; saving throws are increased by +3, with 1/4 damage on success.
Resist Fire/Resist Cold (2nd)
Resist Turning (2nd) (Necromancer HB): Bolster undead turning resistance in area.
Restore Strength (2nd): Counters chill touch, ray of enfeeblement, ray of fatigue or other such effects (as well as natural exhaustion) causing temporary ability score loss.
Sanctify/Defile* (2nd): Area is blessed with beneficial effects to followers of same faith / individuals of same alignment. Undead and enemies intent are harming the caster are negatively impacted.
Silence, 15’ Radius (2nd)
Slow Poison (2nd)
Snake Charm (2nd)
Soften Earth and Stone (2nd): Softens an area of natural earth or stone by one catagory.
Speak with Animals (2nd)
Spiritual Hammer (2nd)
Trip (2nd)
Watery Fist (2nd): Conjures fist from body of water to attack at caster's command.
Wyvern Watch (2nd)
Warp Wood (2nd)
Withdraw (2nd)
Third Circle:
Adaptation (3rd): Target unit becomes adept at fighting in new terrain.
Animal Trick (3rd) (Ranger's HB) - Command an animal to perform a task.
Animate Dead (3rd)
Astral Window (3rd): Creates a two-way window into the astral plane; may attempt to pass through.
Caltrops (3rd): Seeds a target area with caltrops for duration.
Chatterback (3rd) (Ranger's HB) - Ask one question of a tree.
Continual Light/Continual Darkness (3rd)
Control Animal (3rd): Target animal does caster's bidding.
Create Campsite (3rd): Invisible servants make (or break) a campsite that blends into environment.
Create Food & Water (3rd)
Cure Blindness or Deafness/Cause Blindness or Deafness (3rd)
Cure Disease/Cause Disease (3rd)
Death's Door (3rd) (Necromancer HB): Restores a character at negative hit points to 0 for duration.
Detect Spirits (3rd): Detects ghosts, wraiths and other noncorporeal spirits.
Dispel Magic (3rd)
Extradimensional Detection (3rd): Detect extradimensional spaces.
Etherealness (3rd): Temporarily causes willing target to enter border etheral.
Feign Death (3rd)
Flame Walk (3rd)
Fortify (3rd): Fortifies site by terrain type into defensive position.
Fostered Protection (3rd) (Planewalker's HB): Increases MR of an already MR target by 2% per caster level.
Glyph of Warding (3rd)
Helping Hand (3rd): Ghostly hand alerts and directs a willing subject back to the caster.
Hold Animal (3rd)
Hold Poison (3rd): Improved version of slow poison with duration in days.
Know Customs (3rd): Caster gains general knowledge of customs, laws and etiquette in a target community.
Life Drain (3rd) (Necromancer HB): Transfer hit points from one target to another.
Line of Protection/Line of Destruction (3rd): Cooperative spell; field of energy is created that harms all creatures trying to pass through it.
Locate Object/Obscure Object (3rd)
Magical Vestment (3rd)
Meld into Stone (3rd)
Negative Plane Protection (3rd)
Pass without Trace, 10' radius (3rd) (Druid's HB): As pass without trace, 10' radius centered on caster.
Plant Growth (3rd)
Polymorph Plant (3rd) (Ranger's HB) - Transform any plant into another type.
Prayer (3rd)
Protection from Earth (3rd) (Planewalker's HB): Absorbs damage from earth or stone sources.
Protection from Fire (3rd)
Protection from Winds (3rd) (Planewalker's HB): Absorbs damage from wind or air sources (including Pandemonium).
Pyrotechnics (3rd)
Remove Curse/Bestow Curse (3rd)
Remove Paralysis (3rd)
Repair Injury (3rd): Corrects specific injuries and restores 1d10+1 hit points.
Shape Wood (3rd) (Druid's HB): As shape stone but for wooden objects.
Slow Rot (3rd): Increases the shelf-life of target plant matter.
Snare (3rd)
Speak with Dead (3rd)
Spike Growth (3rd)
Spirit Bind (3rd) (Necromancer HB): Prevents a spirit from passing on when cast on newly dead target. Corpse does not decay for duration. Facilitates resurrection or speak with dead. Reversable (spirit release).
Starshine (3rd)
Stone Shape (3rd)
Summon Animal Spirit (3rd): Summons ghostly spirit to fight for caster doing 2d4 damage per hit.
Summon Insects (3rd)
Tree (3rd)
Unearthly Choir* (3rd): Cooperative spell; damage and effect depending on number of priests. Undead suffer worse effect.
Water Breathing/Air Breathing (3rd)
Water Walk (3rd)
Wind Servant (3rd): Affect objects or creatures up to 1lb/level (or more*) at a distance. Hinder fliers and ranged attacks. Create dust storm if terrain suitable.
Zone of Sweet Air (3rd): Invisible barrier repels all noxious elements and poisonous vapors (except dragon breath weapons).
Familiar Not Yet Summoned:
Herod (Norse; Lit. Army-point; Possibly anglicized to ‘Scout’)
Level 6 Raven Familiar, Tiny
Hit Dice/Hit Points: 6 (Equal to Hadrian’s character level) /19(Equal to 0.5x Hadrian’s total, rounded down)
Initiative: +2
Speed: 10’, fly 40’ (avg)
AC: 17 (+2 size, +2 dex, +3 Natural), touch 14, flat-footed 15
BAB/Grapple: 4/-9 (BAB equal to Hadrian’s)
Attack: Claws +8 melee (1d2-5)
Full Attack: Claws +8 melee (1d2-5)
Space/Reach: 2.5 ft./0 ft.
Special Qualities: Low-light vision
Saves: Fort +5, Ref +7, Will +7 (Hadrian’s base saves + the familiar’s stat adjustments)
Abilities: Str 1, Dex 15, Con, 10, Int 8, Wis 14, Cha, 6
Skills: Listen +5, Spot +7
Feats: Alertness, Weapon Finesse
Alignment: Chaotic Good
Familiar Abilities:
Speak Language (Common)
Impart Skill Bonus +3 to Appraise
Use master’s skills
Natural Armor Adj. +3
Int 8
Impart Alertness
Improved Evasion
Share Spells
Empathic Link
Deliver touch spells
Speak with master
Character Name: Hadrian
Alignment: Chaotic Good
Race: Aasimar, Asuras descent
Class: Priest* - Mage
Faction: Bleak Cabal, Namer
Kit: Planewalker Wizard
Deity: Odin
Home Plane: Ysgard
Gender: Male
Age: 27
Height: 6'0
Weight: 176
Eyes: Blue
Hair: Black
Skin: White
Level: 6 / 6
XP: 32450 (Priest) / 40000 (Mage)
RXP: 55000 (Priest 7) / 60000 (Mage 7)
Base MV: 12
Weight Carried: 26.5 lbs
Current MV: 12
Hit Points: 61 (-16)
THAC0: 15
AC: -1; Assumed spells: Invisible Mail over Armor (Duration permanent until expended), The Way of Accomplishment: Iron Skin. Subject to change with spells. NB: Enemies attack at -2.
STR: 8
- Weight Allowance: 35
- Max. Press: 90
- Open Doors: 5
- BB/LG: 1%
DEX: 13
- No adjustments
CON: 16
- HP Adj.: +2
- System Shock: 95%
- Resurrection Chance: 96%
INT: (17) 18
- Spell Level: 9th
- Max. # Spells: 18
- Spell Immunity: None
- Bonus # Profs / Character Points: 7
- % Learn Spell: 85%
WIS: 17
- Bonus Spells: 1,1,2,2,3
- Magic Def. Adj.: +3
CHA: 14
- # of Henchmen: 6
- Reaction Adjustment: +2
- Loyalty Base +1
Saves (Wisdom: +3 against mind affecting spells)
Paralysis/Poison/Death Magic: 9
Rod/Staff/Wand: 9
Petrifaction/Polymorph: 11
Breath Weapon: 13
Spell: 10
Racial Abilities
lnfravision, 60’
Half damage from fire
Half damage from cold
+2 to saving throws against charm, fear, emotion, and domination spells
+1 to surprise checks
10% magic resistance
Celestial Aura (10cps): Enemies attack at -2
Power of Life (20 cp): Racial advantage; immune to death magic and level draining attacks
Basic Class Abilities and Limitations:
Arcane Spell Casting - All schools
Divine Spell Casting:
-Major Sphere Access:
Combat, Creation, Divination, Elemental, Protection, War
-Minor Sphere Access:
Animal, Astral, Guardian, Healing, Necromantic, Plant, Summoning, Sun, Travelers
Followers: The Cleric attracts followers at 9th level as per the PHB.
Other Class Features:
- Armor Restriction (unarmored)
- Combat Bonus (Warrior THAC0)
- Hit Point Bonus (d12)
- Weapon Selection (All Melee)
Faction Abilities:
Immune to spells causing madness or insanity
May roll a saving throw against ESP spells
Madness
Kit Abilities:
Reduce enemy magic resistance by 5% + 1% per level (11%)
Plane spell key restriction - Arcadia
Weapon Proficiencies:
- Long Sword
- Spear
- Basic Martial Arts
- - The Way of Accomplishment
- - - The Way of Accomplishment: Spears
- - - The Way of Accomplishment: Chi Attacks
- - - The Way of Accomplishment: Ironskin
Nonweapon Proficiencies [Base score + Stat adjustment (Base investment; +Ranks) = check]:
- Healing: Wis -2+4 (2;+0) = check: 17
- Religion: Wis 0+4 (1;+0) = check: 17
- Sage Knowledge (Medicine): Int -2+5 (2;+0) = check: 16
- ?Scribe: Dex +1 (1,+0)
- Spellcraft: Int -2+5 (1;+0) = check:16
Languages:
- Norse (Literate)
- Planar Common (Literate)
Flaws:
- Iron Weakness (5)
Character Point Expenditures:
- Total pool: 43+5
- Improved Hitpoints (+5 cp): D12
- See Hadrian's 2e conversion
Character Points Remaining:
2
Equipment:
Weapons
Spear - 1d6 P; Speed 6
Dagger - 1d3 P/S; Speed 2
Backpack (2 lbs)
- Bedroll (5lbs)
- Map Case (0.5 lbs)
- Chalk, 10 pieces
- Flask (1.5 lbs)
- Flint and Steel
- Mirror, small steel (0.5lbs)
- Sack (0.5lbs)
- Soap (1lb)
- Waterskin (4lbs)
- Sunrod, 2 (2lbs)
- Tindertwig, 5
- Holy Symbol, Wooden
- Ink (1oz. vial)
- Inkpen
- Paper (10 sheets)
- Spellbook (3lbs)
- Phoenix-Quill (Inscribes up to second house)
Belt Pouch (0.5 lbs)
- Coin
Total weight carried: 25.5 lbs (Light Load =< 30 lbs)
Currency
20 Platinum
57 Gold
8 Silver
8 Copper
[Blood Pit]
+ 90gold - healing
+ 140gold - buffing
96 platinum
+20 gold - healing
[to be resolved pending Kale's fight]
[Cipher deader's effects]
- ball of twine
- knotted cord (the gate key)
- cheesecloth bag of marbles
- small pouch of beads
- roughly 100 coins (about an even mix of gold, silver, copper)
- a hand axe, long sword, and ladle (all magical).
[to be resolved pending plot arc]
Trade Goods
- Jovarian Diamond: 5000 GP
- Ossan Pearl: 100 GP
- Gehennan Bloodstone: 50 GP
- 4 scrolls of the first house: Avoid Planar Effects, Friends, Protection from Evil, Cure Light Wounds
Debts from John:
- 20gp for first house
- 50gp for second house
- 90gp for third house
(Presently owing 50gp.)
Quest Related
- 200gp (25gp owing per person, x3 applicants)
-3gp for the room
-15gp per person on supplies, refer to thread
- 9gp for the Ox
- Oil of Everburning
- Scroll of Log of Everburning
- Note from Theravis
- Handful of nails
- Three bright blue dried flowers wrapped in a handkerchief
Clothing:
Boots, dark leather mid-calf
Braies, black cloth
Ornamental Buckle, Etched Steel Valknut (Symbol of Odin)
Cap, black wide-brimmed
Chemise, black linen
Clasp, Etched Steel Bleaker’s Sigil
Drawers
Girdle
Gloves, dark leather
Robe, black common
Combat
Initiative modifiers: -
Attack modifiers: -
Damage modifiers: -
Number of Attacks: 1
Spells Per Day [Level:Total(Remaining)]
Arcane
1:4(4)
2:2(2)
3:2(2)
Divine
1:3+2(5)
2:3+2(5)
3:2+1(3)
Spells Known
Arcane (Spell levels: 9 + 17 + 20 + 12)
1st House (18/18):
Avoid Planar Effects (Planewalker's): Subject immune to all natural planar effects for duration.
Armor: AC set to 6, withstands 8+1/level hp before terminating.
Burning Hands: Arc of flame deals 1d3+2/level (max 20) fire damage.
Cantrip: Minor arcane effect.
Change Self: Caster can adopt illusory features of another (non-specific) humanoid.
Chromatic Orb (Complete Wizard): Hurls orb with a variety of combat effects dependant on caster level.
Colorspray: Blinds, stuns or renders unconscious all creaures in arc.
Comprehend Languages: Understand written or spoken language.
Detect Magic: Caster can detect and interpret magical auras in an area.
Enlarge/Reduce: Changes size of target by +/-10% per caster level; affects damage by proportionate amount.
Expeditious Retreat (Spells and Magic): Movement rate tripled for duration.
Fist of Stone (ToM): Fist turns to stone; Strength set to 18/00.
Friends: Caster gains 2d4 temporary bonus to charisma.
Grease: Target surface/object covered in slippery substance.
Magic Missile: Missile strikes for 1d4+1 damage, with one additional missile for every 2 levels after 1st.
Read Magic: Caster can decipher magical script.
Sleep: Causes 2d4 hit dice of monsters to fall asleep.
Spider Climb: Target can traverse walls/ceilings without difficulty.
2nd House (11/18):
Alter Self: Alter form and function of caster.
Cat's Grace (Spells and Magic): Gain bonus to dexterity by class (1d6) for 1hr/level.
Detect Invisibility: See invisible, astral, ethereal and phased creatures.
Displace Self (Spells and Magic): 1st attack always misses, all others are made at -2. Caster recieves +2 bonus on saving throws.
Invisibility: Target vanishes from sight until specific conditions met.
Knock: Opens doors, chests, shackles etc, including wizard locked varieties.
Mirror Image: Surrounds the caster with 1d4+1/3 levels duplicate images (Max 8).
Ray of enfeeblement: Target's strength set to 5 (if humanoid; see spell if other).
Rope Trick: Creates pocket extradimensional space.
Vocalize(Complete Mage): Cast spells without verbal components for duration.
Warp Sense (Planewalker's): Locate and identify planar portals.
Web: Creates a wall of web like strands that ensnares targets in an area.
3rd House (9/18):
Bands of Sirellyn (Spells and Magic): Conjures encircling metal bands around target creature.
Blink: Caster blinks around battlefield; immune to attacks that fall later in initiative.
Dispel Magic: Counters magical effects.
Fireball: 1d6/level fire damage in a 20' radius area of effect.
Hold Person: Immobilizes target humanoid.
Invisible Mail (Complete Mage): Caster's AC set to 3; armor has 1hp/level.
Lance of Disruption (Spells and Magic): 5d4+2/level concussive damage to all creatures/objects in 60' line.
Protection from Normal Missiles: Target immune to normal missile weapons. Reduces damage of enchanted missiles by 1 pt per die.
Slow: Targets move and attack at half normal rates. Penalizes attack and armor class, negates dex bonus. 1 target / caster level.
Wraithform: Caster becomes insubstantial; subject only to magical attacks. Undead tend to ignore caster for duration.
Prospective Arcane Spells:
2 - Filter (Wizard's HB)
2 - Protectin from Paralysis (ToM)
3 - Flame Arrow
3 - Lightning Bolt
3 - Phantom Steed
3 - Tongues
Divine
1st Circle:
Allergy Field (1st) (Ranger's HB): -1 to attack rolls and ability checks for 1d4+1 turns.
Analyze Balance (1st): Determines how far removed a target's alignment is from True Neutral.
Animal Friendship (1st): Convince an animal that the caster desires friendship, if that is genuinely the case.
Astral Celerity (1st): Doubles caster's movement on astral plane. +50% movement on etheral.
Beastmask (1st) (Druid's HB): Assume the guise of an animal species; illusion ONLY apparent to target species.
Bless/Curse (1st): All friendly characters not presently engaged in melee combat receive +1 to saving throws against fear effects, and +1 to attack rolls.
Blessed Watchfulness (1st): Subject only surprised on a 1. Resists sleep/charm/fear effects as though higher level.
Calm Animals (1st): Renders target animals docile.
Call Upon Faith (1st): Caster may add +3 (or +15%) to one die roll.
Combine (1st): Three to five priests may join together for the purposes of adjudicating spell power and turn undead attempts.
Command (1st): Utter a single word command in a familiar language that cannot be ignored for one round.
Courage (1st): Target unit automatically succeeds at a morale check.
Create Water/Destroy Water (1st): Create/destroy four gallons of water per level of the priest.
Cure Light Wounds/Cause Light Wounds (1st): Cure/inflict 1d8 points of damage on touched creature.
Detect Evil/Detect Good (1st): Discover emanations of evil/good from any creature, object, or area within a 10' path in front of the priest. Requires concentration. Up to 10% chance per level to determine position on secondary axis.
Detect Magic (1st): Detect magical radiations in a path 10' wide by 30' long in the direction faced. 10% chance per level to determine relevant sphere.
Detect Poison (1st): Determine if an object has been poisoned or is poisonous. 5% chance per level to determine type of poison.
Detect Snares & Pits (1st): Detect hazards in a 10'x40' path in the direction faced.
Dispel Fatigue (1st): Removes target's fatigue.
Endure Cold/Endure Heat (1st): The affected creature can safely endure temperature ranges between -30 and 130 F.
Entangle (1st): Direct plants in the area of effect to entangle nearby creatures, thereby holding them in place.
Firelight (1st): Target flame produces no smoke, and becomes cool. Flame burns brighter and also becomes resistant to wind or damp. Target flame not consumed for duration.
Invisibility to Animals (1st): Affected creature is totally undetectable by normal animals with intelligence under 6.
Invisibility to Undead (1st): Affected creature is totally ignored by undead with 4 or less hit dice. Those with greater than 4 hit dice are permitted a saving throw.
Know Direction (1st): Instantly and infallibly know True North.
Know Faction (1st) (Planewalker's HB): Identify target's faction.
Light/Darkness (1st): Create a luminous glow (or pitch darkness) within 20' of the spell's center, equal in brightness to torchlight. When cast on the visual organs of a creature, this effectively blinds them.
Locate Animals or Plants (1st): Determine the direction and distance of any one type of plant or animal desired.
Log of Everburning (1st): Increases duration of a fire; target flame gives off more heat.
Magical Stone (1st): Enchant three small pebbles, no larger than sling bullets, all of which can then be hurled in one round up to 30 yards (proficiently) or slung at normal ROF as +1 magic weapons for the purposes of determining who can be hurt by them. Each stone does 1d4 damage, or 2d4 against undead.
Morale (1st): Positively or negatively influence target unit's morale.
Orison (1st): Divine cantrips with specific effects (pg 5894).
Pass without Trace (1st): Recipient can move through any type of terrain without leaving footprints or a scent that can be tracked. The area passed through dose however radiate magic for 1d6 turns after the creature passes.
Protection from Evil/Protection from Good (1st): Create a magic barrier at a distance of 1' from subject creature that imposes a -2 attack penalty to creatures of evil/good alignment, and improved saving throws against such attacks by +2. All attempts to exercise mental control over the protected creature fail. Additionally, extraplanar and conjured beings cannot bodily contact the barrier, causing all natural attacks to fail.
Protection from Prime (1st) (Planewalker's HB): As protection from evil against prime targets.
Protection from Silver (1st) (Planewalker's HB): Recipient loses vulnerability to silver for duration.
Puffball (1st) (Druid's HB): Transform target mushroom into puffball; explodes to cause targets to lose all dexterity bonus to armor and saving throws.
Purify Food & Drink/Putrefy Food & Drink (1st): Decontaminates spoiled, rotten, and otherwise poisonous food and water of up to 1 cubic foot dimension per caster level, or spoil a similar volume so that it is no longer fit for consumption.
Ring of Hands/Ring of Woe* (1st): Cooperative spell; as protection from evil to all enclosed by ring of hands.
Recover Trail (1st) (Ranger's HB): Negates Pass Without Trace. Chance to recover lost trail (requires Tracking proficiency).
Revitalize Animal (1st) (Ranger's HB): Transfer casters HP into animal.
Sacred Guardian (1st): Caster intuitively aware of target's condition and immenence of danger.
Sanctuary (1st): Any opponent attempting to strike or otherwise directly attack a warded creature must roll a saving through to do so, failure meaning that the opponent will ignore the target creature for the spell's duration. The creature thus warded cannot take any directly antagonistic actions without ending the spell.
Shillelagh (1st): Enchant an oak cudgel or staff such that it behaves as a +1 weapon, inflicting 2d4 (M) or 1d4+1(L) damage respectively.
Skeletal Servant (1st) (Necromancer HB): Temporarily animates a skeleton; casting this spell is not a good act.
Speak with Astral Traveler (1st): Communicate with subject under the influence of Astral Spell.
Spectral Senses (1st) (Necromancer HB): See through the 'eyes' of a corpse or mindless undead. May issue simple commands to undead.
Strength of Stone (1st): Raises target's strength by 1d4 or min 16; must remain in contact with solid ground.
Sunscorch (1st): Sunray does 1d6+1/level damage in open air, or 1d6+2/level to undead or light sensitive monsters. Blinds target for 1d4 rounds.
Undead Alacrity (1st) (Necromancer HB): Increase movement rate, initiative, dexterity and saving throws of mindless undead targets.
Whisperward (1st) (Druid's HB): Alerts caster if warded area entered.
Wind Column (1st): Mitigates falling damage; may allow levitation under windy conditions.
Second Circle:
Aid (2nd)
Animal Eyes (2nd) (Ranger's HB): See through target animal's eyes.
Animal Spy (2nd) (Druid's HB): See through target animal's eyes?
Astral Awareness (2nd): Caster can see into ethereal and astral where ajoining. Makes navigation in those planes easier.
Augury (2nd)
Aura of Comfort (2nd): Protects subject against rain, snow, hail and nonmagical heat and cold.
Barkskin (2nd)
Beastspite (2nd) (Druid's HB): Causes one species to be hostile to target.
Charm Person or Mammal (2nd)
Chant (2nd)
Create Holy Symbol (2nd): Creates a permanenty holy symbol of caster's faith.
Cure Moderate Wounds/Cause Moderate Wounds (2nd): Cures 1d10+1 points of damage. Reversible.
Detect Charm/Undetectable Charm (2nd)
Detect Snares & Pits (2nd)
Draw Upon Holy Might (2nd): Increase one physical ability score (or charisma) by +1/3 levels.
Dust Devil (2nd)
Emotion Perception (2nd): Sense morale of target unit.
Ethereal Barrier (2nd): Bars entry to phased or etheral creatures and dimension door or shadow walk.
Flame Blade (2nd)
Find Traps (2nd)
Fire Trap (2nd)
Fortifying Stew (2nd) (Druid's HB): Grants 1d4+1 bonus temporary hit points; provides a full day's nourishment.
Gift of Speech (2nd) (Druid's HB): Grants target animal the ability to speak temporarily.
Goodberry/Badberry (2nd):
Hear Heartbeat (2nd) (Necromancer HB): Hear nearby heartbeats and gain information about targets; caster is deaf to all other sound.
Heat Metal/Chill Metal (2nd)
Iron Vigil (2nd): Ignore hunger, thirst, and extremes of climate for extended period of time.
Know Alignment/Undetectable Alignment (2nd)
Lighten Load (2nd): Decreases weight of load by 50%.
Messenger (2nd)
Mystic Transfer* (2nd)
Produce Flame (2nd)
Rally (2nd): Target unit immediately makes a rally check.
Resist Acid and Corrosion (2nd): Acid inflicts only 1/2 damage; saving throws are increased by +3, with 1/4 damage on success.
Resist Fire/Resist Cold (2nd)
Resist Turning (2nd) (Necromancer HB): Bolster undead turning resistance in area.
Restore Strength (2nd): Counters chill touch, ray of enfeeblement, ray of fatigue or other such effects (as well as natural exhaustion) causing temporary ability score loss.
Sanctify/Defile* (2nd): Area is blessed with beneficial effects to followers of same faith / individuals of same alignment. Undead and enemies intent are harming the caster are negatively impacted.
Silence, 15’ Radius (2nd)
Slow Poison (2nd)
Snake Charm (2nd)
Soften Earth and Stone (2nd): Softens an area of natural earth or stone by one catagory.
Speak with Animals (2nd)
Spiritual Hammer (2nd)
Trip (2nd)
Watery Fist (2nd): Conjures fist from body of water to attack at caster's command.
Wyvern Watch (2nd)
Warp Wood (2nd)
Withdraw (2nd)
Third Circle:
Adaptation (3rd): Target unit becomes adept at fighting in new terrain.
Animal Trick (3rd) (Ranger's HB) - Command an animal to perform a task.
Animate Dead (3rd)
Astral Window (3rd): Creates a two-way window into the astral plane; may attempt to pass through.
Caltrops (3rd): Seeds a target area with caltrops for duration.
Chatterback (3rd) (Ranger's HB) - Ask one question of a tree.
Continual Light/Continual Darkness (3rd)
Control Animal (3rd): Target animal does caster's bidding.
Create Campsite (3rd): Invisible servants make (or break) a campsite that blends into environment.
Create Food & Water (3rd)
Cure Blindness or Deafness/Cause Blindness or Deafness (3rd)
Cure Disease/Cause Disease (3rd)
Death's Door (3rd) (Necromancer HB): Restores a character at negative hit points to 0 for duration.
Detect Spirits (3rd): Detects ghosts, wraiths and other noncorporeal spirits.
Dispel Magic (3rd)
Extradimensional Detection (3rd): Detect extradimensional spaces.
Etherealness (3rd): Temporarily causes willing target to enter border etheral.
Feign Death (3rd)
Flame Walk (3rd)
Fortify (3rd): Fortifies site by terrain type into defensive position.
Fostered Protection (3rd) (Planewalker's HB): Increases MR of an already MR target by 2% per caster level.
Glyph of Warding (3rd)
Helping Hand (3rd): Ghostly hand alerts and directs a willing subject back to the caster.
Hold Animal (3rd)
Hold Poison (3rd): Improved version of slow poison with duration in days.
Know Customs (3rd): Caster gains general knowledge of customs, laws and etiquette in a target community.
Life Drain (3rd) (Necromancer HB): Transfer hit points from one target to another.
Line of Protection/Line of Destruction (3rd): Cooperative spell; field of energy is created that harms all creatures trying to pass through it.
Locate Object/Obscure Object (3rd)
Magical Vestment (3rd)
Meld into Stone (3rd)
Negative Plane Protection (3rd)
Pass without Trace, 10' radius (3rd) (Druid's HB): As pass without trace, 10' radius centered on caster.
Plant Growth (3rd)
Polymorph Plant (3rd) (Ranger's HB) - Transform any plant into another type.
Prayer (3rd)
Protection from Earth (3rd) (Planewalker's HB): Absorbs damage from earth or stone sources.
Protection from Fire (3rd)
Protection from Winds (3rd) (Planewalker's HB): Absorbs damage from wind or air sources (including Pandemonium).
Pyrotechnics (3rd)
Remove Curse/Bestow Curse (3rd)
Remove Paralysis (3rd)
Repair Injury (3rd): Corrects specific injuries and restores 1d10+1 hit points.
Shape Wood (3rd) (Druid's HB): As shape stone but for wooden objects.
Slow Rot (3rd): Increases the shelf-life of target plant matter.
Snare (3rd)
Speak with Dead (3rd)
Spike Growth (3rd)
Spirit Bind (3rd) (Necromancer HB): Prevents a spirit from passing on when cast on newly dead target. Corpse does not decay for duration. Facilitates resurrection or speak with dead. Reversable (spirit release).
Starshine (3rd)
Stone Shape (3rd)
Summon Animal Spirit (3rd): Summons ghostly spirit to fight for caster doing 2d4 damage per hit.
Summon Insects (3rd)
Tree (3rd)
Unearthly Choir* (3rd): Cooperative spell; damage and effect depending on number of priests. Undead suffer worse effect.
Water Breathing/Air Breathing (3rd)
Water Walk (3rd)
Wind Servant (3rd): Affect objects or creatures up to 1lb/level (or more*) at a distance. Hinder fliers and ranged attacks. Create dust storm if terrain suitable.
Zone of Sweet Air (3rd): Invisible barrier repels all noxious elements and poisonous vapors (except dragon breath weapons).
Familiar Not Yet Summoned:
Herod (Norse; Lit. Army-point; Possibly anglicized to ‘Scout’)
Level 6 Raven Familiar, Tiny
Hit Dice/Hit Points: 6 (Equal to Hadrian’s character level) /19(Equal to 0.5x Hadrian’s total, rounded down)
Initiative: +2
Speed: 10’, fly 40’ (avg)
AC: 17 (+2 size, +2 dex, +3 Natural), touch 14, flat-footed 15
BAB/Grapple: 4/-9 (BAB equal to Hadrian’s)
Attack: Claws +8 melee (1d2-5)
Full Attack: Claws +8 melee (1d2-5)
Space/Reach: 2.5 ft./0 ft.
Special Qualities: Low-light vision
Saves: Fort +5, Ref +7, Will +7 (Hadrian’s base saves + the familiar’s stat adjustments)
Abilities: Str 1, Dex 15, Con, 10, Int 8, Wis 14, Cha, 6
Skills: Listen +5, Spot +7
Feats: Alertness, Weapon Finesse
Alignment: Chaotic Good
Familiar Abilities:
Speak Language (Common)
Impart Skill Bonus +3 to Appraise
Use master’s skills
Natural Armor Adj. +3
Int 8
Impart Alertness
Improved Evasion
Share Spells
Empathic Link
Deliver touch spells
Speak with master