Kata’arin Getlin

 

 

 

I.Q.

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