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[RG] Industrygothica's "Those Left Behind"
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<blockquote data-quote="Leif" data-source="post: 4064540" data-attributes="member: 48762"><p><strong>Uulark Simental</strong></p><p></p><p>Human Cleric (Olidammara) 6. Align.: C/G</p><p>Domains = Celerity (+10'/round land speed) and Mind (+2 Bluff, Diplomacy and Sense Motive)</p><p></p><p>Movement Rate: 40'/Round</p><p></p><p>S 10</p><p>D 16 (+3)</p><p>C 11</p><p>I 12 (+1) (bonus language=Dwarvish)</p><p>W 15 +1(4th level increase) = 16 (+3)</p><p>C 11</p><p></p><p>AC: 18 [10+5(magic chain shirt)+3(dex)]</p><p>HP 30</p><p></p><p>Saves:</p><p>Fort:+5+0=+5</p><p>Ref:+2+3=+5</p><p>Will:+5+3=+8</p><p></p><p>Feats:</p><p>1L standard: Weapon Focus (Long Spear) (+1 to hit)</p><p>1L human bonus: Weapon Focus (Dagger) (+1 to hit)</p><p>3L standard: Improved Turning (+1 level for turning checks)</p><p>6L standard: Extra Turning (4 extra turning attempts / day) (7 total, made as Cleric7 - my level +1, and made at +2 - Know(Rel) synergy)</p><p></p><p>Skills: 16 pts at 1L + 3/L thereafter</p><p>Bluff (cc) +3 (1 ranks +0 ability +2 domain power)</p><p>Diplomacy +8 (4 ranks +0 ability +2 sense motive synergy +2 domain power)</p><p>Knowledge (History) +4 (3 ranks +1 ability)</p><p>Knowledge (Religion) +6 (5 ranks +1 ability) (Gives Uulark an extra +2 on turning checks)</p><p>Knowledge (The Planes) +4 (3 ranks +1 ability)</p><p>Sense Motive (cc) +10 (5 ranks +3 ability +2 domain power)</p><p>Spellcraft +5 (4 ranks +1 ability)</p><p></p><p>Magic Items</p><p>+1 Longspear (2,305 gp) [1d8+1 dam, X3 crit]</p><p>+1 chainshirt (1,250 gp)</p><p>Three Scrolls, Cure Moderate Wounds (CL3) (600gp)</p><p></p><p>Equipment</p><p>2 Daggers (1d4 dam, 19-20 crit. X2)</p><p>Explorer's Outfit</p><p>Backpack</p><p>5 days trail rations</p><p>Silver Holy Symbol of Olidammara</p><p>4 sunrods</p><p>5 tindertwigs</p><p>2 thunderstones</p><p>donkey</p><p>pack saddle</p><p>crowbar</p><p></p><p>gp 3</p><p>sp 5</p><p>cp</p><p></p><p>Spells Prepared</p><p>0L: Det. Magic; Det. Magic; Light; Read Magic; Resistance; </p><p>1L: Protection from Evil; Entropic Shield; Shield of Faith; Comprehend Languages (wis.); + Expeditious Retreat</p><p>2L: Hold Person; Remove Paralysis; Restoration, Lesser; Restoration, Lesser (wis.); + Cat's Grace</p><p>3L: Remove Curse; Searing Light; Dispel Magic (wis.); + Blur</p><p></p><p>When Uulark was growing up, things never seemed to go his way. He always bet on the wrong horse, or his home just happened to be in the path of the big storm, or whatever. So one day, Uulark decided that it was time for his luck to change, and from that moment on, he devoted himself to the worship of Olidammara. Now that he has a much improved outlook on life, and a new series of successes to celebrate, Uulark remains humble, and he is very philosophical about it: "Just lucky, I guess," he says. Presently, Uulark finds himsef in an inn that is decidedly NOT the Crimson Dagger, (although I'm not even sure what that means) having a drink with his new friends Caerwyn and Talashia, and getting acquainted with some even newer friends, Rogash, Friadoc, and Tanith. </p><p></p><p>28-pt-buy for stats: S 10, D 16, C 11, I 12, W 15, C 11. Fourth L stat increase goes on wis to make it 16.</p></blockquote><p></p>
[QUOTE="Leif, post: 4064540, member: 48762"] [b]Uulark Simental[/b] Human Cleric (Olidammara) 6. Align.: C/G Domains = Celerity (+10'/round land speed) and Mind (+2 Bluff, Diplomacy and Sense Motive) Movement Rate: 40'/Round S 10 D 16 (+3) C 11 I 12 (+1) (bonus language=Dwarvish) W 15 +1(4th level increase) = 16 (+3) C 11 AC: 18 [10+5(magic chain shirt)+3(dex)] HP 30 Saves: Fort:+5+0=+5 Ref:+2+3=+5 Will:+5+3=+8 Feats: 1L standard: Weapon Focus (Long Spear) (+1 to hit) 1L human bonus: Weapon Focus (Dagger) (+1 to hit) 3L standard: Improved Turning (+1 level for turning checks) 6L standard: Extra Turning (4 extra turning attempts / day) (7 total, made as Cleric7 - my level +1, and made at +2 - Know(Rel) synergy) Skills: 16 pts at 1L + 3/L thereafter Bluff (cc) +3 (1 ranks +0 ability +2 domain power) Diplomacy +8 (4 ranks +0 ability +2 sense motive synergy +2 domain power) Knowledge (History) +4 (3 ranks +1 ability) Knowledge (Religion) +6 (5 ranks +1 ability) (Gives Uulark an extra +2 on turning checks) Knowledge (The Planes) +4 (3 ranks +1 ability) Sense Motive (cc) +10 (5 ranks +3 ability +2 domain power) Spellcraft +5 (4 ranks +1 ability) Magic Items +1 Longspear (2,305 gp) [1d8+1 dam, X3 crit] +1 chainshirt (1,250 gp) Three Scrolls, Cure Moderate Wounds (CL3) (600gp) Equipment 2 Daggers (1d4 dam, 19-20 crit. X2) Explorer's Outfit Backpack 5 days trail rations Silver Holy Symbol of Olidammara 4 sunrods 5 tindertwigs 2 thunderstones donkey pack saddle crowbar gp 3 sp 5 cp Spells Prepared 0L: Det. Magic; Det. Magic; Light; Read Magic; Resistance; 1L: Protection from Evil; Entropic Shield; Shield of Faith; Comprehend Languages (wis.); + Expeditious Retreat 2L: Hold Person; Remove Paralysis; Restoration, Lesser; Restoration, Lesser (wis.); + Cat's Grace 3L: Remove Curse; Searing Light; Dispel Magic (wis.); + Blur When Uulark was growing up, things never seemed to go his way. He always bet on the wrong horse, or his home just happened to be in the path of the big storm, or whatever. So one day, Uulark decided that it was time for his luck to change, and from that moment on, he devoted himself to the worship of Olidammara. Now that he has a much improved outlook on life, and a new series of successes to celebrate, Uulark remains humble, and he is very philosophical about it: "Just lucky, I guess," he says. Presently, Uulark finds himsef in an inn that is decidedly NOT the Crimson Dagger, (although I'm not even sure what that means) having a drink with his new friends Caerwyn and Talashia, and getting acquainted with some even newer friends, Rogash, Friadoc, and Tanith. 28-pt-buy for stats: S 10, D 16, C 11, I 12, W 15, C 11. Fourth L stat increase goes on wis to make it 16. [/QUOTE]
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