Kata’arin
Getlin
|
22 |
+8%
to all skills |
|
|
M.E. |
17 |
+1
save vs. Psionic Attack, +1 save vs. Insanity |
|
M.A. |
16 |
40%
Trust/Intimidate |
|
P.S. |
14 |
+0
Hand to Hand Combat Damage |
|
P.P. |
18 |
+2
Strike/Parry/Dodge |
|
P.E. |
14 |
+0%
vs Coma/Death +0 vs Poison |
|
P.B. |
22 |
60%
Charm/Impress |
|
SPD. |
26 |
+1
Attack |
|
PER. |
16 |
10%
Danger Sense |
|
LUCK |
11 |
No Special Bonus |
|
REF |
17 |
+1 to Initiative |
|
O.C.C. |
Priestess |
|
Experience
Level |
4 |
|
Current
Exp |
9900 |
|
Need for
next Level |
15201 |
|
Name: Kata’arin Getlin |
Title: Ti’Estia |
Race: High Elf |
Alignment: Scrupulous (Neutral Good) |
Land of Origin: Arethane |
|
Age: 53 |
Sex: Female |
Weight: 120 |
Height: 5’ 11” |
City/Town: Gleam |
|
Handedness: Left |
Eye Colour: Blonde |
Hair Colour: Green |
Birth Order: Fifth Born |
Religion: Seldarine (Uncommitted) |
|
Social Background: Justicar |
Social Class: High High Class |
Mother: Maera Getlin |
Father: Liadon Getlin (Justicar of Larini) |
Siblings: Brother-Raeoric Getlin Sister- Saerri Getlin twin to Sister- Jaerdria Getlin Brother Danagal Getlin |
|
HP: |
Natural SDC: |
Natural AR: |
Armour AR: |
Armour SDC: |
PPE: |
|
49 |
32 |
5 |
+3 Elven chain: AR 16 |
+3 Elven Plate: 244SDC |
34 |
|
Current |
|||||
|
|
|
5 |
|
|
|
Combat Skills & Bonuses: Unarmed
Level: Hand-to-Hand
Combat Type: Basic No. of
Attacks/Melee: 5
Strike: +3
Parry: +6 Dodge:
+6 Damage: 0 Roll with Punch/Fall: +3 K.O./Stun: nat 20
Critical: Critical
from Behind: x
Kick Attack: Karate: 2D4, Snap: 1D6 Death Blow: Disarm: Initiative: +1
Other:
+1 Spell Strength
Sence Good/Evil 40%
+1 Strike with Bows and Swords
+2 to their rate of fire with the bow
WEAPON PROFICIENCIES
|
WPN |
Lvl |
Strike |
Parry |
Dam |
Qual/Mag str/par/dam |
TOT Strike |
Tot Parry |
Tot Dam |
THROW |
#Att or ROF |
RANGE |
Weapon DAM |
|
Longbow |
5 |
+1+3+2 |
+6+1 |
|
+1 |
+7 |
+8 |
+1 |
na |
5 |
740’ |
2D6 |
|
Shield |
5 |
+3+1 |
+6+2 |
|
|
+4 |
+8 |
|
na |
5 |
|
1D4 |
|
sword |
4 |
+1+3+2 |
+6+2 |
|
+1 |
+7 |
+8 |
+1 |
+1 |
|
|
2D6 |
Saving Throws
+8 save vs. charm and sleep
type magic
Circles:
15 (all circles)
Faerie: 16
Fumes: 14
Item: 14
Polymorph: 14
Ritual: 16
Spell: 11 (caster level 1-3)/12 (caster level 4-7)/13 (caster level 8-11)/14
(caster level 12-15)
Wards: 13(creator level 1-3)/14 (creator level 4-7)/15 (creator level 8-11)/16
(creator level 12-15)
Background &
Racial Skills:
|
Level |
Skill |
Base |
Bonus |
% |
|
Elven Racial
Skills |
||||
|
5 |
Tracking |
35+5 |
+13 |
73 |
|
5 |
Language: Fae |
45+5 |
+12 |
82 |
|
5 |
Research |
65+5 |
+27 |
107 |
|
5 |
Prowl (pro) |
40+5 |
+30 |
95 |
|
5 |
Identify
Plants/Fruits |
30+5 |
+8 |
63 |
|
5 |
W.P. Longbow |
Add 20 feet (6 m)
to the normal effective range per level of the character, +1 to parry with
that weapon (effective at level one), and +1 to strike at levels 2, 4, 6, 8,
11, and 14.Archery Movement Penalty: The character loses all bonuses and rate
of fire is half when running and shooting, flying, when riding on horseback,
or otherwise unbalanced. Archery Rate of Fire: Two at level one, and +1 at
levels 2, 3, 5, 7,9, and 12. Average Ranges: Does not include W.P. bonus for
range. Bow Type and Ranges Damage Per Arrow/Weapon Long Bow 640 ft
(195 m) 2D6 damage (+1 strike
because of elf) |
||
|
5 |
Wilderness
Survival: Forest |
40+5 |
+28 |
93 |
|
Social Background
Skills: Warrior Clan |
||||
|
5 |
Recognize Weapon
Quality (+4%) |
20+5 |
+12 |
57 |
|
5 |
Military
Etiquette (+6%) |
50+5 |
+14 |
89 |
|
5 |
Streetwise (+4%) |
30+5 |
+27 |
72 |
|
5 |
WP Shield |
Combat skills
with large and small shields used primarily for parrying and self defense.
Bonuses: +1 to parry at levels 1, 3,6, 9, 12 and 15. A shield can be used in
one hand and a weapon in the other. +1 to strike with a shield (1D4 damage)
at levels 4, 8, and 12. No bonus to strike when thrown. Shields The average small
wood & leather shield has 30 S.D.C. and costs 35 gold. A small wood &
metal plated shield has 50 S.D.C. and costs 65 gold. Small shields can be
thrown about 15 feet (4.6 m), inflicting 1D6 damage. Hitting or butting
somebody with a small or large shield does 2D4 damage. A large wood &
leather shield has 60 S.D.C. and costs 75 gold. A large wood & metal
plated shield has 100 S.D.C. and costs 110 gold. A large iron shield has 130
S.D.C., costs 180 gold, but requires a P.S. of 22 or higher to use (otherwise
-4 to parry). No large shield can be thrown. Damage to shields (optional):
Subtract 10% of the damage that would normally be inflicted by a weapon when
blocked/parried by a shield. When all S.D.C. is gone, the shield has too many
holes, cracks and weaknesses to offer protection. The next strike will punch
right through or shatter it and hit the user with full force and full damage. |
||
|
5 |
Hand to Hand:
Basic |
Hand-to-Hand Combat: Basic: Provides
elementary fighting techniques and methods of attack and self-defense as
taught in military basic training or in self-defense classes. 1 Starts
with two attacks per melee round. +2 to roll with punch/fall/impact, +2 to
pull punch. 2 +2
to parry and dodge. 3 Kick
attacks: Karate style kick does 2D4 damage or Snap Kick 1D6 damage. 4 One
additional attack per melee. 5 +1
to strike. |
||
|
Unfinished
Apprenticeship: Justicar |
||||
|
5 |
Language: Fae |
45+5 |
+10+8 |
88 |
|
5 |
Prowl |
See above |
||
O.C.C. Skills:
|
Level |
Skill |
Base |
Bonus |
% |
|
Priestess |
||||
|
4 |
Language: Elven |
Native |
|
98 |
|
4 |
Language: Human |
45+5 |
+28 |
93 |
|
4 |
Language: Dwarven |
45+5 |
+28 |
93 |
|
4 |
Literacy: Elven |
30+5 |
+33 |
83 |
|
4 |
Basic Math |
80+5 |
+8 |
108 |
|
4 |
Lore: Religion |
25+5 |
+38 |
83 |
|
4 |
Lore: Demons
& Devils |
20+5 |
+28 |
68 |
|
4 |
Lore: Undead/Dark-life |
20+5 |
+28 |
68 |
|
4 |
Lore: Creatures
& Monsters |
20+5 |
+13 |
53 |
|
4 |
History |
30+5 |
+8 |
58 |
|
4 |
WP Sword |
Combat skills
with large and small swords, including fencing type training. Includes
rapiers, sabers, broadswords, two handed, and short swords. Bonuses: +1 to
strike at levels 1, 3, 6, 9, 12and 15. +1 to parry at levels 2, 4, 7, 10 and
13. +1 to strike when thrown at levels 4, 8, and 12; swords are not designed
for being thrown. |
||
|
5 |
Hand to Hand:
Basic |
See background
skills |
||
Related Skills:
|
Level |
Skill |
Base |
Bonus |
% |
|
4 |
Racial Cultures |
30+5 |
+23 |
73 |
|
4 |
Public Speaking
(+10%) |
30+5 |
+33 |
83 |
|
4 |
Writing (10%) |
30+5 |
+28 |
78 |
|
4 |
First Aid |
50+5 |
+23 |
93 |
|
4 |
Nursing |
25+5 |
+23 |
68 |
|
4 |
Play Instrument:
Hammer Dulcimer |
25+5 |
+18 |
63 |
|
4 |
Lore: Faerie Folk |
20+5 |
+28 |
68 |
|
4 |
Dance (pro) |
30+5 |
+28 |
78 |
|
2 |
General
Knowledge/Trivia |
40+5 |
+23 |
73 |
|
1 |
Play Instrument:
Flute |
25+5 |
+18 |
48 |
Secondary Skills:
|
Level |
Skill |
Base |
Bonus |
% |
|
Priestess |
||||
|
4 |
Philosophy |
35+5 |
+8 |
63 |
|
4 |
Dance |
See above in
related |
||
|
4 |
Running |
A routine of
running and exercise to build running speedand
endurance. Provides the following: +1 to P.E. 4D4 to Spd 1D6 to S.D.C. |
||
|
4 |
Horsemanship:
General |
35/20+5 |
+8 |
63/48 |
|
3 |
Swimming |
50+5 |
+8 |
73 |
|
2 |
Language Drow |
45+5 |
+8 |
63 |
|
1 |
Boxing |
The classic art
of fighting with fists. Training helps build the body and reflexes. Skilled
boxers will automatically knockout opponents on a roll of a natural twenty.
The victim of a knockout will remain unconscious for 1D4 melees rounds.
Unlike normal knockout/stun, the player with the boxing skill does not have
to announce that he is trying to knockout his opponent before making a roll
to strike. The following bonuses are provided: +One additional
attack per melee round. +2 to parry and
dodge. +1 to roll with
punch or fall. +2 to P.S. +3D6 on S.D.C. |
||
Other Skills and
Abilities:
Night vision 90'
Natural Spell Like Abilities at 1st
level--Dancing Lights, Faerie Fire, and Globe of Daylight, and at 4th
level--Levitate, Know Alignment, and Detect Magic.
Special Prayers
All priests pray. Prayers serve many
functions. It enables the priest to talk/communicate to his deity (one way; the
priest does all the talking) and in so doing; gets things off his mind and
enables him to focus his thoughts. Prayers are also used during mass and in
religious ceremonies, both as a part of tradition and to focus and coordinate
the participants which can number into hundreds or even thousands. Special
prayers are pleas to the god(s) for strength, insight, and minor acts of
intervention. These are typically limited to the following (some religions and
gods may have a few other or additional prayers)
Prayer of Strength of the Blessed/Damned: This ritual endows the priest
with inspiration and strength: +6 to save vs horror factor, +2 on ALL other
saving throws, + 10% to turn dead, + 1 to spell strength, +4 to damage, +1 to
parry and dodge and +8% to summon the Minions of Darkness/Light. This prayer
can only be attempted twice per 24-hour period. Duration: Three minutes (12
melee rounds) per level of experience. Success ratio: 16% at first level, +8%
per additional level.
Prayer of Communion: The prayer allows the priest to contact his deity
or one of the gods in the pantheon. The god responds by creating an
inspirational vision or dream which will motivate and encourage the priest.
There is a 1-60% chance of divination or an omen which warns of impending
danger, treachery, or good fortune (in this instance, the priest will
automatically correctly interpret the signs of any Visions and dreams are
usually symbolic and cryptic and always concern people and matters close to the
priest, his deity(s) or church. Can only be attempted twice per 24-hour period.
Success Ratio: 16% at level one, +8% per additional level.
Summon the Minions of Darkness/Light: A prayer in which the priest
petitions his deity for help in the form of a demonic/angelic servant or
protector. The priest can summon forth one lesser servant per level of
experience to aid him. Summoned creatures will faithfully serve him for five
minutes per each level of the priest and then vanish from whence they came. As
to whether a servant should be summoned depends on the priest's gods,
orientation and affiliations. Some gods even have their own minions/creatures
of servitude that would be summoned. All such creatures obey the priest without
question. Such a summoning prayer can only be attempted twice per 24-hour
period. Success Ratio: 10% at level one, +8% per additional level of experience
Blessings: All prayers of blessing are intended to show a god's favor on
those who believe in him and/or worship him. Such short prayers usually take
only one melee round (15 seconds) but should be performed on only one person or
item per prayer. To try to bless a crowd of people or numerous items diminishes
the effectiveness of the prayer (no bonuses). Only a priest who is 8th level or
higher can bless two people or two items per level of experience without loss
of potency. Each prayer of blessing provides some small measure of protection
on the faithful for a period of 2D4 weeks, unless indicated otherwise. Note: A
blessing will not work if the person receiving it does not respect and
acknowledge (not necessarily worship) the deity in whose name the prayer is
invoked.
Blessing of Water: Transforms ordinary water into "holy"
water. Blessed water has no obvious effects on most people and can be used to
wash or drink without difficulty. However, to vampires, ghouls, and the
occasional other supernatural menace, holy water is like acid! A single vial (6
ounces) will inflict 3D6 damage! Furthermore, a vampire or any undead cannot
enter a circle drawn in holy water. Blessed water retains the blessing
indefinitely.
Blessing of a person: A blessed person is + 1 to save vs disease and
supernatural possession.
Blessing of a home: Ghostly entities and faerie folk will find the home
less appealing and must make a save of 14 or higher to enter and cause their
mischief. All those inside the home are + 1 to save vs possession.
Blessing of food: The food is + 1 to save vs spoiling magic and
disease/decay. Plus, the food will stay fresh for one extra day.
Prayer of Intervention: A powerful prayer that grants special powers to
the priest. A successful prayer will give the priest one of the following
temporary boons (player's choice)
Enables the priest to cast any one spell, of any spell level, that his
god(s) knows. The priest can cast the spell with the effects, spell strength
and duration five levels higher than his current experience level! Thus, a
third level priest would be able to cast a spell as if he were eighth level.
Success Ratio: 21 % at level one, +7% per additional level.
Temporary knowledge to create a magic scroll: This ability is limited to
priests of 6th level or higher and can only be attempted once per 24-hour
period. The type of spell is limited to the knowledge of his god(s) and is
typically equal in spell strength to the level of the priest. The exact spell
level potency can be regulated by the priest who is conjuring the scroll.
Success Ratio: 9% per level of experience.
Super Healing: The priest's normal healing
touch now instantly restores 2D4xlO hit points/S.D.C. (or 4D6 M.D.C. in
mega-damage worlds). Duration: Two healing touches. Success Ratio (to get this
~: 21 % at level one, +7% per additional level.
Miracles: Miracles are the result of direct appeals to the god(s) the
priest worships for incredible acts of intervention. They are used to create
supernatural effects such as changing the weather, parting bodies of water,
granting temporary superhuman abilities, etc.
Note: The priest's devotion to his deity(s), sincerity, need and his
god's interest in the events unfolding will often be the deciding factors of
whether or not a great miracle is granted. Miracles are absolutely impossible
if the deity decides that the priest or the reason for the request is
undeserving. Asking for a miracle to defeat the guardian of some treasure trove
the priest and his companions want will NOT be granted. Nor will one be granted
for the priest's personal cause and even many good causes, with the lives of
hundreds of people hanging in the balance, will be ignored. Deity(s) just do
not provide miracles at the drop of a hat. Miracles are most likely to be
provided when the priest is involved in a cause that his deity considers of
great importance. Typically, one to a half dozen miracles may be available
during a campaign instigated by the deity. Otherwise, a miracle is a rarity
with rarely more than one or two being granted every 2D6 years! Duration:
Varies. Some effects may be permanent. Success Ratio for Miracles: The Priest's
M.A. attribute number plus2% per level of experience. However, if the gods are
actively monitoring the priest's progress and he is acting on the god's behalf,
a deity may grant a miracle regardless of whether or not the character's roll
was successful (this is absolutely left to the G.M.'s discretion).
Available Types of Miracles:
Miracle of Luck: The priest and up to one additional character per level
of the priest's experience (but the additional characters must be a follower of
that god or pantheon), receive the following bonuses: +4 on initiative, +10 to
roll with impact/fall, +10 to save vs horror factor, +8 to dodge, +8 to save vs
poison, +3 to save vs magic, and impervious to magic curses and charms.
Duration: One minute per level of experience.
Supernatural Strength: The priest is temporarily granted supernatural
strength, endurance and abilities. All of his hit points and S.D.C. are
temporarily tripled (in a mega-damage world the character's S.D.C. becomes
M.D.C. points)! His P.S. is increased by 2D4 and becomes supernatural. Other
bonuses: + 1 on initiative, +1 to strike, parry and dodge, and + 1 on all
saving throws. While empowered in this way, the character radiates an aura of
awe and power that is equal to a horror factor of 12 to his enemies. Duration:
One minute per level of experience.
Purification: Same as the wizard's spell.
Great Miracles: This is the most flexible ability, allowing the priest to
do incredible things.
Great Miracle of Increased Power: Any known magic spells or prayers made
while this miracle is in force is at double the duration and double the
power/strength. Duration: One minute per level of experience.
Great Miracle of Control Over Nature: Earthquakes, volcanic eruptions
and storms (not ley line storms) can be stopped in an instant. The direction of
the wind can be changed to the desire of the priest, rain made to fall (but not
a storm; covers a one mile/l.6 km area per level of experience), clouds created
to reduce the heat of the sun, flood waters lowered to normal, flash flood
conditions dissipated, and swarms of insects/locusts sent away (unfortunately,
they go somewhere else). The priest can also make a spring of fresh water
appear in a desert and places without water, make flowers bloom, make bread or
potatoes appear out of thin air (up to enough food for a dozen people),
increase the amount of available food by three times, double the yield from
crops, and repel packs of animals. Duration: Varies. The priest has control
over destructive forces of nature for only one minute per level of experience
but is able to avert the impending disaster. The averted disaster (flood,
hurricane, earthquake, volcanic eruption, etc.) will remain gone until the next
act of nature -there will be at least one week of calm. The creation of rain,
clouds, water, etc., will remain in effect for one hour per level of experience
or until the priest cancels the magic.
Miraculous Healing (by touch or glance):
Heal the crippled (return to old statistics or average attributes), restore
vision to the blind, give voice to the mute, hearing to the deaf, cure sickness
and disease, automatically and instantly dispel possessing entities,
automatically dis pel magic curses and sickness, negate poison (even amounts as
vast as a lake) and restore one character per level of experience to full
health, hit points/S.D.C. Duration: The priest has the power of miraculous
healing for one melee (15 seconds or three to six melee actions/acts of
healing). The effect of the healing is instant and permanent.
Great Miracle of Control over Magic: Dispel any magic barrier, curses or
spell, with the exception of rune magic and spells of legend. Creates an
anti-magic cloud or sanctuary, instantly closes a dimensional portal, opens a
dimensional Rift to the desired location (only a 10% chance of error), and calm
ley line storms (reduce by half and the priest is impervious to damage or side-effects).
The priest himself is also impervious to all magic transformations, charms/mind
controls, curses, sickness, insanity and illusions while he has the power to
control magic.
Duration: The power to control the forces of magic lasts one melee (15
seconds) per level of the priest. The effects of his
control/negation of magic is instant. The ability to cast spells is not
part of the control powers.
Knowledge & Abilities of the Priest
Healing Touch: The healing touch restores 2D6 hit points or S.D.C.
Priests can perform the healing touch once every other melee round, but cannot
use it on themselves. Selling the Healing Touch: Clergy may offer their ability
to heal others for free or may charge a fee depending on circumstance, church
edict and needs. Fees run as low as five gold per laying of hands to 1D6xl00
gold per touch. However, the average fee is about 25 or 30 gold per touch.
Exorcism: A successful exorcism will drive out/banish any entity or
demon from a possessed person, animal, dwelling or area. The exorcised
creatures cannot return to the place or person for at least 6 months and are
likely to NEVER return (86% likelihood of never returning). A successful
exorcism performed in an area such as a graveyard, tomb, etc., will destroy all
animated skeletons, corpses, and mummies which inhabit the area of exorcism.
Ghouls and zombies will be banished for 10 months, while the greater
supernatural creatures, including lesser devils and demons, vampires, ghosts,
wraiths and specters, are banished for 6 months. The Rite of Exorcism requires
1D6 hours of prayer and meditation to perform the rite, depending on the
strength of the possessing/inhabiting force. The holy symbols of the priest's
religion' are necessary and it is wise to have assistants and bodyguards should
fighting be necessary. Success ratio: 7% per level of experience. An exorcism
can be at tempted as many times as the priest wants to try.
Curse/Remove Curse:
Priest of Dark- Curse: Black priests are infamous for placing curses
upon their enemies as a means of revenge and in anger. All curses are
debilitating and potentially deadly. Curses can be cast upon a person, place or
object by speaking a short prayer of vengeance and invoking his deity's name.
When placed upon the latter two, anyone using that place or object will feel
the full effect of that curse. If the cursed place or object is abandoned, the
person will return to normal within 24 hours. Curses cast directly on another
character will last 1D6 months. Success ratio: 10% +6% per each level of the
priest's experience. High level priests can add their spell strength bonuses to
the potency of the curse, meaning the victim needs to roll 15 or 16 or higher,
depending on the level of the priest. A failed roll means the character's god
did not hear him and there is no curse. Even if the curse is successful, the
intended victim gets a saving throw vs magic. Saving Throw: All living things,
including trees, get a saving throw, but must roll a 14 or higher to save vs
magic (bonuses are applicable). Ordinary objects do not get to save, but rune
weapons get the same save as living creatures. Places also get an automatic
save, but have no bonuses and the curse will last only lD4 weeks. The target of
the curse must be clearly visible (line of sight) and within 30 feet (9 m) of
the angry priest. Limitations: The dark priest can only attempt to inflict a
curse a maximum of two times a day (24 hours). Only one person or object can be
affected per level of the priest, so a fifth level priest could curse as many
as five people or items. Only one place up to 200 feet (61.5 m) in diameter can
be cursed. The priest can inflict any the following curses:
Pox curse: Within 24 hours after the curse was cast, the victim will break
out in open, running sores which will cover both face and body, The sores are
ugly, puss-filled, and itchy. Physical beauty (P.B.) and S.D.C. are reduced by
half and P.E. is -3 points. The curse will disappear within lD6 months or
immediately when a successful remove curse is performed. Healing touch and
magic potions or salves cannot cure sores or ease the pain and itching.
Fever curse: A debilitating curse which causes its victim to suffer from
a constant, low-grade fever that impairs sleep, eating, thought, and
activities. As a result, the victim is -1 on all combat bonuses, speed is
reduced by 25% and skills suffer a -10% penalty (has difficulty concentrating
and tires easily). The curse will disappear within lD6 months or immediately when
a successful remove curse is performed. No other remedies can cure or relieve
the symptoms or penalties.
Luck Curse: Same as the wizard spell.
Minor Curse: Same as the wizard spell.
Or cold, insect attraction, stink, or spoilage as described in the Alchemist
section under Curses: Optional; in this case, all curses last lD6 months.
Priests of Dark can remove curses in the same fashion as a Priest of
Light, but seldom do so without great charge or in the case of fellow followers
of their pantheon.
Priest of Light- Remove Curse: This ritual is similar to exorcism except
that it re moves magic curses. If successful, all the effects of the magic or
god induced curse are removed (of course, new curses can be placed on the character).
Unfortunately, while the priest can remove a curse from a person or animal, he
cannot remove curses placed on/in rune weapons, magic items or
sacred/supernatural places. It takes ID4x10 minutes to perform the remove curse
ritual. Success Ratio: 7% per level of experience. The priest can only perform
remove curse once per each curse on the same person. However, he can perform
this ability on innumerable different people and other priests can try to
remove a curse on those another priest has failed to help.
Priests of Neutrality can cause or remove curses as either a priest of
dark or light
Resurrection: This is one of the most awesome of all the priest's
powers, to actually breathe life into the recently deceased. Impressive as it
may be, there are a number of limitations and conditions. The body must have
all of its parts; small body parts like fingers and toes may be missing, and
will remain missing after the resurrection. The deceased should not have been
dead for more than 2 to 4 weeks (refrigeration can add up to 6 months to the
four week limit). A penalty of -3% is applied to each month beyond four weeks
from the time of death. Deceased over one year old has only a total of a 5%
chance for a successful resurrection. Ratio of Success: This ability can only
be attempted by priests of fifth level or higher. At fifth level, the priest
has a 10% chance to perform a successful resurrection, plus 3% per each
additional level beyond five. Note: A resurrection can only be attempted ONCE
on the same character by the same priest. A failed roll means the character
remains dead.
Turn Dead: This rite is similar to exorcism, but it can be enacted in
only two melee rounds (30 seconds). It affects only animated skeletons and
corpses, mummies and ghouls. This ability enables the priest to turn/repel the
dead by commanding them to leave in the name of his deity(s). The dead will
stop what they were doing and go away. Vampires, ghosts, wraiths, and specters
may be temporarily kept at bay, hesitating for one or two melee rounds, but
will not be otherwise affected. Demons, devils, gods and most other
supernatural beings are not affected at all! Success Ratio: 20% at first level,
plus 5% per additional level of experience.
Penance and Sacrifice: The techniques used for self-denial and the
exploration of one's self and environment include meditation, fasting, vows of
abstinence, and vows of silence. As a result, priests can resist thirst for two
days per level of experience, and resist hunger for three days per level of
experience. Although the priest is able to ignore the pain and discomfort, and
function at close to normal, the physical body does suffer damage from
dehydration, starvation, etc.
Animate & Command Dead: This ability is the same as the wizard spell
with the following distinct differences. Success ratio: 9% per each level of
experience. Duration: This ability can be maintained as long as the priest
concentrates on it and does not engage in other activities, thoughts, spells or
prayers. In addition to the priest being able to animate and command/control
1D4 dead per level of experience, the villain can try to seize control of dead
things animated by another character. The priest can keep such creatures at bay
(not turn or repel them, but keep them at bay) with a simple command such as
"Stay back," "Move away," or "Stop," and without
need of any special roll or attack. To seize full command, the priest must roll
ID20 and roll a number one above the animator's spell strength. For example, if
a wizard with a spell strength of 12 animates the dead, the priest can usurp
control by rolling a 13 or higher and announcing his conquest by bellowing
something like, "You are mine to command. Obey me!" followed by an
order. These stolen animated dead will remain under his control for the maximum
duration of the original spell and serve in addition to those raised by his own
magic. Although all priests have the ability to Animate and Control the dead, a
priest of light will very rarely ever do so and under the most extreme of
circumstances and even then never animate the dead.
Greater Familiar: At sixth level, a priest who has served his Master
faithfully, is given a greater familiar (same as the Witch O.C.C.). If the
character has not been 100% loyal, this gift will be held back till next level
or until he has proven himself worthy.
Spells
1 Knock
1 Guiding
Bolt (D&D 5e)
1
1 See
Invisible
1
2 Befuddle
2 Mask
Scent
3 Fireball
3 Create
Food & Water
4 Stoneskin
4
Magic Items
Necklace of prayer beads w 3 beads
Geas http://dnd5e.wikidot.com/spell:geas
Greater Restoration
Raise Dead - max 10 days deceased
Kaleen's undead stone. Allows holder to turn
undead as if a 12th-level priest. The amulet also holds at bay forms of undead
that are normally immune to the effects of turning unless those creatures
roll a successful saving throw vs. spell. Failure means that the undead
creature must remain at least 5' from the holder of the amulet.
Holy symbol +3 amulet of protection
Back Pack of Holding
Items
4 items > barding, elven chain, bow,
sword (eleven Quality Blade)
Elven horse
fine clothing
"dress
clothes"
3 every day dresses,
5 body linens,
5 hose
1 "holiday" ritual outfit.
travelling clothes,
cloak with a hood,
a "regular" ceremonial robe,
boots,
belt,
bedroll,
backpack,
a medium-sized satchel,
four small sacks,
water skin,
holy symbol, (original)
Shield
holy symbol +3 amulet of protection
Portable altar, incl candles, incense
(temple), chalice, candlesticks, holy symbol, brazier
Incense Protection: wards off evil
creatures, 8 sticks (need to be 4th level)
Purification: Cleanses minds & hearts
(functions as bless spell) 8 sticks
Healing: 16 sticks add 1 pt of healing to
any within 10ft radius
mess kit
frying pan
pot
hunting knife
3 days travel food
assortment of books & games
Money:
3800 gold
History:
1 brother
2 sis (id twin)
3 sis (id twin)
4 brother
5 Me
Both parents
Taught 2 extra skills by mentor’s and a
Forest Friend (Research and Language Fae)
Man at arms apprenticeship 2 yrs = 2
abilities (Justicar)
Civilized
Small town
Man at arms Prowl+2%, Speak Additional
Language +4%, Recognize Weapon and Armour Quality +4%
110+
High High
Class (+20%) Four
Items***, A Horse, Fine Clothing