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DnD 3.5 - Valley of the Dead
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<blockquote data-quote="HolyMan" data-source="post: 4906313" data-attributes="member: 84167"><p>Guess I should post here as well need to get the red ink out background is my hardest at this point don't want to be stero typical and have 8 lvls to account for but give me time I 'll get it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p> </p><p>Kyelingar Godtouched</p><p>"Chosen of the Great Guardian"</p><p>Lawful Neutral male human Cleric 8</p><p>Patron Deity: Helm, The Viligant One, The Watcher</p><p>EXP: 28,000xp</p><p> </p><p>Strength: 15 (+2)</p><p>Dexterity: 13 (+1) (base 11, +2 item)</p><p>Constitution: 12 (+1) </p><p>Intelligence: 13 (+1)</p><p>Wisdom: 16 (+3)</p><p>Charisma: 18 (+4) (base 14, +2 levels. +2 item)</p><p> </p><p>Size: Medium</p><p>Age: 28</p><p>Height: 6' 1"</p><p>Weight: 225 lb</p><p>Eyes: deep blue</p><p>Hair: light brown, wavy to shoulders</p><p>Skin: lightly tanned</p><p> </p><p>[sblock=Appearance] </p><p>Broad of shoulders and chest Kye could have been a great warrior but</p><p>was called into Helm's service. He keeps his face clean shaven and polishes his armor and shield till</p><p>the shine could blind a man. [/sblock]</p><p>[sblock=Personality]</p><p>Kyelingar "Kye" is a self-assured braggart who belives that with Helm's help nothing is impossible. No foe is to great or challenge to tough, that through Helm's might anything can be accomplished. It is these beliefs that usally help find himself in trouble. [/sblock]</p><p> </p><p>Total Hit Points: 72</p><p> </p><p>Speed: 20 feet</p><p>Armor Class: 23 = 10(base) + 9(+1 full plate) + 3(+1 heavy steel shield) + 1 (dexteriety)</p><p>Touch AC: 11</p><p>Flat-footed: 22</p><p>[sblock=Special] Aura(Lawful), Spells(may not cast Chaotic spells), Domain Spells, Spontaneous Spell Casting,</p><p>Turn Undead:</p><p>--times per day: 11</p><p>--range: closest undead first then 60' range/no line of sight needed but do need line of effect</p><p>--turning check: 1d20 + 4 [CHA] + 2 [synergy-knowledge(religion)] = 1d20 +6</p><p>--turning damage: 2d6 + 4 [CHA] + 8 [cleric lvl] = 2d6+12</p><p>--effect/duration: turned undead flee from cleric by best and fastest means for 10 rounds, if they cannot flee they cower</p><p>(giving attack rolls a +2 bonus), if the cleric approaches within 10' the turning is broken</p><p>--destroying undead: if the cleric has twice as many or more levels as the undead have hit dice they are destroyed instead </p><p>of turned</p><p>Domain ablilities: Protection: Can generate a protective ward as a super-natural ability. Grants someone touched a </p><p>resistance bonus equal to cleric level on next saving throw. Activating this power is a standard action. The protective </p><p>ward is an abjuration effect with a duration of one hour that is usable once per day.</p><p>Strength: Can perform a feat of strength as a super-natural ability. Gains an enhancementbonus to Strength equal to cleric </p><p>level. Activating the power is a free action, the power lasts one round and is usable once per day. [/sblock]</p><p> </p><p>Initiative modifier: + 1 = + 1 [dexterity]</p><p>Fortitude save: + 7 = 6 [base] + 1 [constitution]</p><p>Reflex save: + 3 = 2 [base] + 1 [dexterity]</p><p>Will save: + 9 = 6 [base] + 3 [wisdom]</p><p>Attack (handheld): + 8 = 6 [base] + 2 [strength] </p><p>Attack (missile): +7 = 6 [base] + 1 [dexterity]</p><p>Grapple check: +8 = 6 [base] + 2 [strength]</p><p> </p><p>Light load: 66 lb.</p><p>Medium load: 67-133 lb.</p><p>Heavy load: 133-200 lb.</p><p>Lift over head: - 200 lb.</p><p>Lift off ground: - 400 lb.</p><p>Push or drag: - 1,000 lb.</p><p>Total Weight:</p><p>carried - 103lb. = medium load</p><p>without pack - 82lb. = medium load</p><p>Kye and all equipment - 328lb.</p><p> </p><p>Languages: Common and Celestial</p><p> </p><p>[sblock=Feats] </p><p>Proficient with all simple weapons</p><p>Light, Medium, and Heavy Armor</p><p>Proficient with all shields(except tower)</p><p>Negotiator</p><p>Extra Turning</p><p>Exotic Weapon Proficiency(bastard sword)</p><p>Weapon Focus(bastard sword)</p><p>Divine Might [/sblock]</p><p>[sblock=Skills] </p><p>Appraise + 1 = + 1 [Int] </p><p>Balance - 5 = + 1 [Dex] - 6 [ACP]</p><p>Bluff + 4 = + 4 [Cha]</p><p>Climb -4 = + 2 [Str] - 6 [ACP]</p><p>Concentration* + 6 = + 5 [base] + 1 [Con]</p><p>Craft* + 1 = + 1 [Int]</p><p>Decipher Script + 1 = + 1 [Int]</p><p>Diplomacy* + 18 = 10[base] + 4 [Cha] +2 [synergy: sense motive] + 2 [feat: negotiator]</p><p>Disguise + 4 = + 4 [Cha]</p><p>Escape Artist - 5 = + 1 [Dex] - 6 [ACP]</p><p>Forgery + 1 = + 1 [Int] </p><p>Gather Information + 4 = + 4 [Cha]</p><p>Handle Animal + 4 = + 4 [Cha]</p><p>Heal* + 3 = + 3 [Wis]</p><p>Hide -5 = + 1 [Dex] - 6 [ACP]</p><p>Intimidate + 4 = + 4 [Cha]</p><p>Jump - 4 = + 2 [Str] - 6 [ACP]</p><p>Knowledge (Architecture and engineering) + 1 = + 1 [Int]</p><p>Knowledge (Dungeoneering) + 1 = + 1 [Int]</p><p>Knowledge (Geography) + 1 = + 1 [Int]</p><p>Knowledge (History)* +6 = 5 [base] + 1 [Int]</p><p>Knowledge (Arcana)* + 3 = 2 [base] + 1 [Int]</p><p>Knowledge (The Planes)* + 3 = 2 [base] + 1 [Int]</p><p>Knowledge (Religion)* + 6 = 5 [base] + 1 [Int]</p><p>Knowledge (Local) + 1 = + 1 [Int]</p><p>Knowledge (Nobility and Royalty) + 1 = + 1 [Int]</p><p>Listen + 3 = + 3 [Wis]</p><p>Move Silently - 5 = + 1 [Dex] - 6 [ACP]</p><p>Open Locks + 1 = + 1 [Dex]</p><p>Perform +4 = + 4 [Cha]</p><p>Profession* + 3 = + 3 [Wis]</p><p>Ride + 1 = = 1 [Dex]</p><p>Search + 1 = + 1 [Int]</p><p>Sleight of Hand + 1 = + 1 [Dex] </p><p>Spot + 3 = + 3 [Wis]</p><p>Sense Motive + 10 = 5 [base] + 3 [Wis] + 2 [feat: negotiator]</p><p>Spellcraft* + 6 = 5 [base] + 1 [Int]</p><p>Survival + 3 = _ 3 [Wis]</p><p>Swim - 10 = + 2 [Str] - 12 [ACP]</p><p>Use Magic Device +4/+6 = +4 [Cha] + 2 [synergy: spellcraft usable on scrolls only]</p><p>Use Rope + 1 = + 1 [Dex]</p><p>* = class skill [/sblock]</p><p> </p><p>[sblock=Spells] </p><p>Domains: Strength and Protection</p><p>Spells/Day</p><p>0 level: 6</p><p>1 level: 5 + d = 4 + 1 [Wis]</p><p>2 level: 4 + d = 3 + 1 [Wis]</p><p>3 level: 4 + d = 3 + 1 [Wis]</p><p>4 level: 2 + d </p><p>Prepared spells:</p><p>0 level: Create Water, Detect Magic, Detect Magic, Mending, Purify Food and Drink, Read Magic</p><p>1 level: Bless, Bless, Cure Light Wounds(1d8+5), Divine Favor, Shield of Faith, d= Enlarge Person</p><p>2 level: Bull's Strength, Spiritual Weapon, Make Whole, Remove Paralysis, d= Bull's Strength</p><p>3 level: Prayer, Cure Serious Wounds(3d8+8), Invisiblity Purge, Dispel Magic, d= Protection from Energy</p><p>4 level: Divine Power, Magic Weapon;Greater, d= Spell Immunity [/sblock] </p><p> </p><p>[sblock=Level Advancement] </p><p>1: Abilities: spent 36 pts, Class: Cleric(lvl1), Race: Human, Skills: pts= 16; 4pts-Diplomacy, 4pts-Knowledge(history),</p><p>4pts-Knowledge(religion), 4pts-Sense Motive(cc), Feats: Exotic Weapon Proficiency(bastard sword)-1st lvl, Extra Turning-</p><p>human bonus, Negotiator-bonus ECL0</p><p>2: Class: Cleric(lvl2), Skills: 1pt-Concentration, 1pt-Diplomacy, 1pt-Knowledge(history), 1pt-Knowledge(religion)</p><p>3: Class: Cleric(lvl3), Skills: 2pts-Concentration, 2pts-Sense Motive(cc), Feat: Weapon Focus(bastard sword)-3rd lvl</p><p>4: Abilities: +1 to CHA, Class: Cleric(lvl4), Skills: 2pts-Concentration, 2pts-Spellcraft</p><p>5: Class: Cleric(lvl5), Skills: 2pts-Spellcraft, 2pts-Sense Motive(cc)</p><p>6: Class: Cleric(lvl6), Skills: 4pts-Diplomacy Feat: Divine Might</p><p>7: Class: Cleric(lvl7), Skills: 1pt-Diplomacy, 1pt-Spellcraft, 2pts-Sense Motive(cc)</p><p>8: Abilities: +1 to CHA, Class: Cleric(lvl8), Skills: 2pts-Knowledge(arcana), 2pts-Knowledge(planes) [/sblock] </p><p> </p><p>[sblock=Human] </p><p>* Humanoid (human)</p><p>* Medium: As Medium creatures, sun elves have no special bonuses or penalties due to their size.</p><p>* Human base land speed is 30 feet.</p><p>* 1 extra feat at first level</p><p>* 4 extra skill points at first level and 1 extra skill point at each additional level</p><p>* Automatic Languages: Common Bonus Languages: Any (other than secert languages)</p><p>* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty</p><p>her highest-level class does not count.</p><p>* Level Adjustment: +0 [/sblock]</p><p> </p><p>[sblock=Equipment]</p><p>Standard:</p><p>Backpack.....................2gp...2lb</p><p>Bedroll.........................1sp...5lb</p><p>Blanket,winter...............5sp...3lb</p><p>Waterskin.....................1gp...4lb</p><p>Flint&Steel....................1gp...---</p><p>Scroll Case....................1gp...1/2lb</p><p>Belt Pouch.....................1gp...1/2lb</p><p>Everburning Torch...........110gp...1lb</p><p>Traveler's Outfit..............1gp...worn</p><p>Cleric's Vestments...........free...6lb</p><p>Heavy Mace,masterwork...312gp...8lb</p><p>Magical:</p><p>The Watchful Eye of Helm...........3,328gp...1lb</p><p>--Divine Focus = Holy Symbol,silver</p><p>--acts as Metamagic Rod(extended,lesser)</p><p>+1 Full Platemail........................2,650gp...50lb</p><p>+1 Heavy Shield,steel.................1,170gp...15lb</p><p>Yasaderian...............................8,335gp...6lb</p><p>-- +1 ghosttouch bastard sword</p><p>Silver Dagger, masterwork...........322gp...1lb</p><p>Gloves of Dexterity(+2)...............4,000gp...worn</p><p>Cloak of Charisma(+2).................4,000gp...worn</p><p>Scroll-divination(cstrlvl7).............700gp...---</p><p>Potions:</p><p>-- Remove Curse........................750gp...1/2lb</p><p>-- Levitate................................300gp...1/2lb</p><p> </p><p>Treasure:</p><p>GP: 65</p><p>SP: 4</p><p>CP: </p><p>GEMS: 2 = amethyst(100gp), bloodstone(50gp)</p><p>Jewerly: Helm symbol brooch,50gp[/sblock]</p><p> </p><p> </p><p>[sblock=Background] Pending [/sblock]</p></blockquote><p></p>
[QUOTE="HolyMan, post: 4906313, member: 84167"] Guess I should post here as well need to get the red ink out background is my hardest at this point don't want to be stero typical and have 8 lvls to account for but give me time I 'll get it :cool: Kyelingar Godtouched "Chosen of the Great Guardian" Lawful Neutral male human Cleric 8 Patron Deity: Helm, The Viligant One, The Watcher EXP: 28,000xp Strength: 15 (+2) Dexterity: 13 (+1) (base 11, +2 item) Constitution: 12 (+1) Intelligence: 13 (+1) Wisdom: 16 (+3) Charisma: 18 (+4) (base 14, +2 levels. +2 item) Size: Medium Age: 28 Height: 6' 1" Weight: 225 lb Eyes: deep blue Hair: light brown, wavy to shoulders Skin: lightly tanned [sblock=Appearance] Broad of shoulders and chest Kye could have been a great warrior but was called into Helm's service. He keeps his face clean shaven and polishes his armor and shield till the shine could blind a man. [/sblock] [sblock=Personality] Kyelingar "Kye" is a self-assured braggart who belives that with Helm's help nothing is impossible. No foe is to great or challenge to tough, that through Helm's might anything can be accomplished. It is these beliefs that usally help find himself in trouble. [/sblock] Total Hit Points: 72 Speed: 20 feet Armor Class: 23 = 10(base) + 9(+1 full plate) + 3(+1 heavy steel shield) + 1 (dexteriety) Touch AC: 11 Flat-footed: 22 [sblock=Special] Aura(Lawful), Spells(may not cast Chaotic spells), Domain Spells, Spontaneous Spell Casting, Turn Undead: --times per day: 11 --range: closest undead first then 60' range/no line of sight needed but do need line of effect --turning check: 1d20 + 4 [CHA] + 2 [synergy-knowledge(religion)] = 1d20 +6 --turning damage: 2d6 + 4 [CHA] + 8 [cleric lvl] = 2d6+12 --effect/duration: turned undead flee from cleric by best and fastest means for 10 rounds, if they cannot flee they cower (giving attack rolls a +2 bonus), if the cleric approaches within 10' the turning is broken --destroying undead: if the cleric has twice as many or more levels as the undead have hit dice they are destroyed instead of turned Domain ablilities: Protection: Can generate a protective ward as a super-natural ability. Grants someone touched a resistance bonus equal to cleric level on next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of one hour that is usable once per day. Strength: Can perform a feat of strength as a super-natural ability. Gains an enhancementbonus to Strength equal to cleric level. Activating the power is a free action, the power lasts one round and is usable once per day. [/sblock] Initiative modifier: + 1 = + 1 [dexterity] Fortitude save: + 7 = 6 [base] + 1 [constitution] Reflex save: + 3 = 2 [base] + 1 [dexterity] Will save: + 9 = 6 [base] + 3 [wisdom] Attack (handheld): + 8 = 6 [base] + 2 [strength] Attack (missile): +7 = 6 [base] + 1 [dexterity] Grapple check: +8 = 6 [base] + 2 [strength] Light load: 66 lb. Medium load: 67-133 lb. Heavy load: 133-200 lb. Lift over head: - 200 lb. Lift off ground: - 400 lb. Push or drag: - 1,000 lb. Total Weight: carried - 103lb. = medium load without pack - 82lb. = medium load Kye and all equipment - 328lb. Languages: Common and Celestial [sblock=Feats] Proficient with all simple weapons Light, Medium, and Heavy Armor Proficient with all shields(except tower) Negotiator Extra Turning Exotic Weapon Proficiency(bastard sword) Weapon Focus(bastard sword) Divine Might [/sblock] [sblock=Skills] Appraise + 1 = + 1 [Int] Balance - 5 = + 1 [Dex] - 6 [ACP] Bluff + 4 = + 4 [Cha] Climb -4 = + 2 [Str] - 6 [ACP] Concentration* + 6 = + 5 [base] + 1 [Con] Craft* + 1 = + 1 [Int] Decipher Script + 1 = + 1 [Int] Diplomacy* + 18 = 10[base] + 4 [Cha] +2 [synergy: sense motive] + 2 [feat: negotiator] Disguise + 4 = + 4 [Cha] Escape Artist - 5 = + 1 [Dex] - 6 [ACP] Forgery + 1 = + 1 [Int] Gather Information + 4 = + 4 [Cha] Handle Animal + 4 = + 4 [Cha] Heal* + 3 = + 3 [Wis] Hide -5 = + 1 [Dex] - 6 [ACP] Intimidate + 4 = + 4 [Cha] Jump - 4 = + 2 [Str] - 6 [ACP] Knowledge (Architecture and engineering) + 1 = + 1 [Int] Knowledge (Dungeoneering) + 1 = + 1 [Int] Knowledge (Geography) + 1 = + 1 [Int] Knowledge (History)* +6 = 5 [base] + 1 [Int] Knowledge (Arcana)* + 3 = 2 [base] + 1 [Int] Knowledge (The Planes)* + 3 = 2 [base] + 1 [Int] Knowledge (Religion)* + 6 = 5 [base] + 1 [Int] Knowledge (Local) + 1 = + 1 [Int] Knowledge (Nobility and Royalty) + 1 = + 1 [Int] Listen + 3 = + 3 [Wis] Move Silently - 5 = + 1 [Dex] - 6 [ACP] Open Locks + 1 = + 1 [Dex] Perform +4 = + 4 [Cha] Profession* + 3 = + 3 [Wis] Ride + 1 = = 1 [Dex] Search + 1 = + 1 [Int] Sleight of Hand + 1 = + 1 [Dex] Spot + 3 = + 3 [Wis] Sense Motive + 10 = 5 [base] + 3 [Wis] + 2 [feat: negotiator] Spellcraft* + 6 = 5 [base] + 1 [Int] Survival + 3 = _ 3 [Wis] Swim - 10 = + 2 [Str] - 12 [ACP] Use Magic Device +4/+6 = +4 [Cha] + 2 [synergy: spellcraft usable on scrolls only] Use Rope + 1 = + 1 [Dex] * = class skill [/sblock] [sblock=Spells] Domains: Strength and Protection Spells/Day 0 level: 6 1 level: 5 + d = 4 + 1 [Wis] 2 level: 4 + d = 3 + 1 [Wis] 3 level: 4 + d = 3 + 1 [Wis] 4 level: 2 + d Prepared spells: 0 level: Create Water, Detect Magic, Detect Magic, Mending, Purify Food and Drink, Read Magic 1 level: Bless, Bless, Cure Light Wounds(1d8+5), Divine Favor, Shield of Faith, d= Enlarge Person 2 level: Bull's Strength, Spiritual Weapon, Make Whole, Remove Paralysis, d= Bull's Strength 3 level: Prayer, Cure Serious Wounds(3d8+8), Invisiblity Purge, Dispel Magic, d= Protection from Energy 4 level: Divine Power, Magic Weapon;Greater, d= Spell Immunity [/sblock] [sblock=Level Advancement] 1: Abilities: spent 36 pts, Class: Cleric(lvl1), Race: Human, Skills: pts= 16; 4pts-Diplomacy, 4pts-Knowledge(history), 4pts-Knowledge(religion), 4pts-Sense Motive(cc), Feats: Exotic Weapon Proficiency(bastard sword)-1st lvl, Extra Turning- human bonus, Negotiator-bonus ECL0 2: Class: Cleric(lvl2), Skills: 1pt-Concentration, 1pt-Diplomacy, 1pt-Knowledge(history), 1pt-Knowledge(religion) 3: Class: Cleric(lvl3), Skills: 2pts-Concentration, 2pts-Sense Motive(cc), Feat: Weapon Focus(bastard sword)-3rd lvl 4: Abilities: +1 to CHA, Class: Cleric(lvl4), Skills: 2pts-Concentration, 2pts-Spellcraft 5: Class: Cleric(lvl5), Skills: 2pts-Spellcraft, 2pts-Sense Motive(cc) 6: Class: Cleric(lvl6), Skills: 4pts-Diplomacy Feat: Divine Might 7: Class: Cleric(lvl7), Skills: 1pt-Diplomacy, 1pt-Spellcraft, 2pts-Sense Motive(cc) 8: Abilities: +1 to CHA, Class: Cleric(lvl8), Skills: 2pts-Knowledge(arcana), 2pts-Knowledge(planes) [/sblock] [sblock=Human] * Humanoid (human) * Medium: As Medium creatures, sun elves have no special bonuses or penalties due to their size. * Human base land speed is 30 feet. * 1 extra feat at first level * 4 extra skill points at first level and 1 extra skill point at each additional level * Automatic Languages: Common Bonus Languages: Any (other than secert languages) * Favored Class: Any. When determining whether a multiclass human takes an experience point penalty her highest-level class does not count. * Level Adjustment: +0 [/sblock] [sblock=Equipment] Standard: Backpack.....................2gp...2lb Bedroll.........................1sp...5lb Blanket,winter...............5sp...3lb Waterskin.....................1gp...4lb Flint&Steel....................1gp...--- Scroll Case....................1gp...1/2lb Belt Pouch.....................1gp...1/2lb Everburning Torch...........110gp...1lb Traveler's Outfit..............1gp...worn Cleric's Vestments...........free...6lb Heavy Mace,masterwork...312gp...8lb Magical: The Watchful Eye of Helm...........3,328gp...1lb --Divine Focus = Holy Symbol,silver --acts as Metamagic Rod(extended,lesser) +1 Full Platemail........................2,650gp...50lb +1 Heavy Shield,steel.................1,170gp...15lb Yasaderian...............................8,335gp...6lb -- +1 ghosttouch bastard sword Silver Dagger, masterwork...........322gp...1lb Gloves of Dexterity(+2)...............4,000gp...worn Cloak of Charisma(+2).................4,000gp...worn Scroll-divination(cstrlvl7).............700gp...--- Potions: -- Remove Curse........................750gp...1/2lb -- Levitate................................300gp...1/2lb Treasure: GP: 65 SP: 4 CP: GEMS: 2 = amethyst(100gp), bloodstone(50gp) Jewerly: Helm symbol brooch,50gp[/sblock] [sblock=Background] Pending [/sblock] [/QUOTE]
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