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<blockquote data-quote="kirinke" data-source="post: 2362956" data-attributes="member: 15409"><p>NAME: Alethia Sadiniel. (The White Fire Saint, The Flame of Mercy)</p><p>RACE: Female Aasimar (Lesser plane-touched: Saint)</p><p>ALIGN: Chaotic Good </p><p>DEITY: Selune </p><p>REGION: Narfel</p><p>CLASS: Cleric 12/Ranger 6</p><p></p><p>AGE: 25</p><p>HGT: 6FT</p><p>WGT: 150</p><p>BUILD: Slender and graceful</p><p>EYES: pale gold</p><p>HAIR: silvery white</p><p>SKIN: light golden brown</p><p></p><p>BASE STATS</p><p>(+1) STR: 13</p><p>(+2) DEX: 15 </p><p>(+2) CON: 15 </p><p>(+2) INT: 15 </p><p>(+4) WIS: 19 </p><p>(+4) CHA: 19 </p><p></p><p>HP: 125 </p><p>BAB: +15/+5 </p><p>INIT: +2</p><p>FORT: +15 </p><p>REFL: +11 </p><p>WILL: +14 </p><p></p><p>MELEE: +16/+6</p><p>RANGED: +17/+7</p><p></p><p>ARMOUR CLASS:</p><p>10 + 4 dexterity bonus +10 armour bonus +4 ring bonus +4 insight bonus= 32</p><p></p><p></p><p>CLASS SKILLS</p><p>— proficient with simple and martial weapons and with all armors/shields (save tower shields)</p><p>— Turn undead</p><p>— Spontaneous casting of healing and exalted spells</p><p>— Favored Enemy: corporeal Undead/Humans</p><p>— Combat Style Archery: rapid shot, many shot</p><p>— track</p><p>— animal companion</p><p>— endurance, wild empathy </p><p></p><p></p><p>RACIAL SKILLS</p><p> +2 Wisdom, +2 Charisma.</p><p>—Medium size.</p><p>—An aasimar’s base land speed is 30 feet.</p><p>—Darkvision: Aasimars can see in the dark up to 60 feet.</p><p>—Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.</p><p>—Racial Feats: An aasimar gains feats according to its class levels.</p><p>—Special Attacks (see above): Daylight.</p><p>—Special Qualities: Resistance to acid 5, cold 5, and electricity 5.</p><p></p><p><span style="color: White"><strong>SAINTHOOD ABILITIES</strong></span></p><p>[sblock]</p><p>White Fire (SU): At will she can envelope herself with a pure white, nearly incandescent fire, which is the sanctified hell-fire that envelopes a Balor.</p><p>— These flames cause 6d6 points of fire damage to evil creatures. </p><p>— Nonevil creatures are not harmed by these flames. </p><p>— Good aligned creatures are healed by 6d6 hit points of damage if touched by the flames. </p><p>— She cannot heal herself with these flames.</p><p></p><p>—Telepathy</p><p></p><p>—Armour Class: A saint gains an insight bonus to AC equal to the characters Wisdom Bonus</p><p></p><p>—Holy Power (SU): The save DCs of any and all of the saints special attacks, including </p><p> spells as well as spell-like, supernatural and </p><p> extraordinary abilites are increased by +2</p><p></p><p>—Holy Touch (SU): A sait's entire being is suffused with holy power, which likewise flows </p><p> into any weapon the saint wields. </p><p> Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit </p><p> by a saint's attack.</p><p> A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of </p><p> holy damage against evil creatures and 1d8 points </p><p> against evil undead and evil outsiders. </p><p> </p><p>—Spell Like Abilities: at will: guidance, resistance, virtue and bless. </p><p> A saint's caster level is equal to its Hit Die Total. The save DCs are charisma based.</p><p></p><p>—DAMAGE Reduction (EX): 10/evil</p><p></p><p>—FAST HEALING: Each rnd, a saint heals damage equal to half its HD (including character </p><p> levels to a maximum of 10 pts healed). </p><p> If the base creature already has fast healing, use the better value.</p><p></p><p>—Immunities (EX): a saint is immune to acid, cold, electricity and petrification attacks.</p><p></p><p>—Keen Vision (EX): saints have low light vision and 60ft dark vision</p><p></p><p>—Protective aura (SU): As a free action, a saint can surround herself with a nimbus of light </p><p> having a radius of 20 feet. </p><p> This acts as a double strength magic circle against evil and a lesser globe of </p><p> invulnerability, both cast by a cleric whose level equal to the saint's HD. </p><p></p><p>—Resistances (EX): Saints have resistance to fire 10 and recieve a +4 racial bonus on Fortitude Saves against poison.</p><p></p><p>—Tongues (SU): A saint can speak with any creature that has a language as though using a </p><p> tongues spell cast by a 14th lvl cleric. This ability is always active.</p><p></p><p>—Abilities: Modify the base creature as follows: Con +2, Wis: +2, Cha +4</p><p>[/sblock]</p><p></p><p></p><p><span style="color: White"><strong>LANGUAGES</strong></span></p><p>Common, Celestial, Damaran.Infernal, Abyssal. Elvish. Sylvan. Draconic. Halfling. Gnome. Anarchic. Goblin. UnderCommon. Drow</p><p></p><p><span style="color: White"><strong>FEATS</strong></span></p><p>[sblock]</p><p>(Regional Feat) Celestial Bloodline: cast protection from evil 3x per day & bless 1x per day at character lvl</p><p></p><p>Nimbus of Light (Exalted Deeds): A radiant cloud of light surrounds your body and beams of light swirl over your head, marking you a servant of the highest ideals. Good creatures automatically recognize the radiance as a sign of your devotion to the powers of good and you gain a +2 circumstance bonus to diplomancy and sense motive checks made when dealing with good creatures. The radiance sheds light as a common lamp, bright light to a radius of 5 feet and shadowy illumination to 10ft.</p><p></p><p>Holy Radiance (Exalted Deeds): At will, as a free action, you can empower the radiance surrounding you into a blazing glow that sheds bright light in a 10-foot radius and shadowy illumination out to 20 feet. Undead within 10 feet of you take 1d4 points of damage pe round they remain within your halo. </p><p></p><p>Exalted Turning (Exalted Deeds): Any undead create that you turn takes 3d6 points of damage in addition to the normal turning effects</p><p></p><p>Sacred Boost (Complete Divine): You can channel positive energy to increase the power of cure wounds spells cast near you. You can spend a turn attempt as a standard action to place an aura of positive energy upon each creture within a 60ft burst. Any cure spell ast on one of these reatures before the end of your next turn is automatically maximized, with no adjustment to the spells level or casting time. </p><p></p><p>Flight (SU): While in flight, a pair of beautiful, glowing, translucent, feathery wings sprout from her back and disapear when she is not flying. Flight speed is 90. Good Manuverability.</p><p></p><p>Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll </p><p>Point blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.</p><p></p><p>Leadership</p><p>[/sblock]</p><p></p><p><span style="color: White"><strong>SKILLS</strong></span></p><p>[sblock]</p><p>(+18) SPEAK LANGUAGE</p><p>(+14) DIPLOMANCY</p><p>(+14) HANDLE ANIMAL</p><p>(+14) HEAL</p><p>(+12) HIDE</p><p>(+05) RIDE</p><p>(+07) KNOWLEDGE DUNGEONS</p><p>(+12) KNOWLEDGE NATURE</p><p>(+12) KNOWLEDGE RELIGION</p><p>(+14) LISTEN</p><p>(+14) SEARCH</p><p>(+11) SPOT</p><p>(+09) SURVIVAL</p><p>(+07) MOVE SILENTLY </p><p>[/sblock]</p><p></p><p><span style="color: White"><strong>WEAPONS</strong></span></p><p>[sblock]</p><p><span style="color: MediumTurquoise"><strong>LAMENT</strong></span></p><p>+5 Composite Longbow Flaming, Feybane, Holy, Frost, Icy burst. Seeking</p><p></p><p><span style="color: MediumTurquoise"><strong>BANE OF ABARAX</strong></span></p><p>+4 Holy Disruption Heavy Mace: those who hit you take 1d6 fire dmg. Those you hit take 2d6 fire damage. Associated with Abarax.</p><p>200 arrows (80 in her Elhonna's quiver, the rest stowed in normal quivers which are in turn stowed in her bag of holding)</p><p>[/sblock]</p><p></p><p></p><p><span style="color: White"><strong>STAT BOOSTING ITEMS</strong></span></p><p>[sblock]</p><p>+4 Black gloves of dexterity</p><p>+4 Cloak of charisma</p><p>+6 Headband of Wisdom</p><p>+4 Rams Head Belt bulk of Strength</p><p>+4 ring of protection</p><p> Boots of speed</p><p>[/sblock]</p><p></p><p><span style="color: White"><strong>ARMOUR</strong></span></p><p>[sblock]</p><p>+5 Elvish Chainmail. Glammoured. Aurorum, SoulFire.</p><p>This beautifully crafted mithril chainmail has strands of pure aurorum woven into it. This means that if the armour has been broken or damaged it will automatically reform if the broken pieces are brought together. The soulfire property renders the wearer immune to all death spells, death effects, energy drain and negative energy effects.</p><p>[/sblock]</p><p></p><p><span style="color: White"><strong>MAGICAL ITEMS</strong></span></p><p>[sblock]</p><p>Ring of feather falling</p><p>Amulet of Comprehend languages/Read magic </p><p>Periapt of Health, Adaptation and Wound Closure</p><p>Bag of holding 500 lbs</p><p>Ring of Mind Shielding</p><p>Decanter of endless water</p><p>Quiver of Ehlonna</p><p>2 flasks of Moonfire salve</p><p>Wand of Restoration</p><p>2 Wands of Cure Serious Wounds (50 charges left)</p><p>2 Wands of Cure Light Wounds (50 charges left)</p><p>5 Flasks of Jade Water (Page 35 BOED)</p><p>1 Flask of Purified coutl venom (Page 36 BOED)</p><p>2 Flasks of Unicorn blood (Page 36 BOED) </p><p>[/sblock]</p><p></p><p><span style="color: White"><strong>EQUIPMENT</strong></span></p><p>[sblock]</p><p>Armor Maintenence kit</p><p>Tolietry kit</p><p>Soap</p><p>Bolt Cutters</p><p>Fishing Tackle</p><p>Fowler's snare</p><p>Bag of Marbles</p><p>Mess Kit</p><p>Cooking Kit</p><p>Hand mill</p><p>Money belt</p><p>Percolator</p><p>Pestle and Mortar</p><p>Flint and Steel</p><p>Holy Water 15 vials</p><p>Bedroll and Blanket</p><p>Healer's Kit</p><p>10 sets of explorer's outfits</p><p>10 sets of cold weather outfits</p><p>10 sets of noble's outfits/Jewelry</p><p>10 sets of clerical vestments</p><p>Small steel mirror</p><p></p><p>PP: 400. GP: 130000. CP: 1000. CP: 1000</p><p>Silver ring, holy symbol inscribed.</p><p>2 Silver holy symbols, hidden</p><p>Elven Moon Drop Wine</p><p>Aleeian Wine, Elven</p><p>Frost Wine</p><p>2 Crystal wine glasses</p><p>[/sblock]</p><p></p><p><span style="color: White"><strong>DOMAINS</strong></span></p><p>[sblock]</p><p><span style="color: MediumTurquoise"><strong>PROTECTION</strong></span> </p><p><em><strong>Granted Power:</strong></em> You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.</p><p></p><p><span style="color: MediumTurquoise"><strong>TRAVEL</strong></span> </p><p>Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).This granted power is a supernatural ability. Add Survival to your list of cleric class skills.</p><p>[/sblock]</p><p></p><p><span style="color: White"><u><strong>SPELLS</strong></u></span></p><p>[sblock]</p><p></p><p><span style="color: MediumTurquoise"><u><strong>ORISONS 6</strong></u></span></p><p>Prestidigitation x2</p><p>Create Water</p><p>Detect Magic</p><p>Detect Poison</p><p></p><p><span style="color: MediumTurquoise"><u><strong>FIRST LEVEL SPELLS: 6+1 (7+1)</strong></u></span></p><p>Nimbus of light x3</p><p>Resurgence x4</p><p></p><p><span style="color: MediumTurquoise"><u><strong>SECOND LEVEL SPELLS: 5+1 (6+1)</strong></u></span></p><p>Deific Vengeance </p><p>Augury</p><p>Calm Emotions</p><p>Lesser Restoration</p><p>Shatter</p><p>Status</p><p></p><p><span style="color: MediumTurquoise"><u><strong>THIRD LEVEL SPELLS: 5+1 (6+1)</strong></u></span></p><p>Briar Web x2</p><p>Chain of eyes</p><p>Remedy moderate wounds</p><p>Searing Light</p><p>Invisibility Purge</p><p></p><p><span style="color: MediumTurquoise"><u><strong>FOURTH LEVEL SPELLS: 5+1</strong></u></span></p><p>Mass Resurgance</p><p>Shape metal</p><p>Dismissal</p><p>Dimensional Anchor</p><p>Freedom of Movement</p><p></p><p><span style="color: MediumTurquoise"><u><strong>FIFTH LEVEL SPELLS: 3+1 (4+1)</strong></u></span></p><p>Command, Greater</p><p>Break Enchantment</p><p>Flame Strike</p><p>Dispel Evil</p><p></p><p><span style="color: MediumTurquoise"><u><strong>SIXTH LEVEL SPELLS: 2+1 (3+1)</strong></u></span></p><p>CometFall</p><p>Greater Dispel Magic</p><p>Undeath to Death</p><p></p><p><span style="color: MediumTurquoise"><u><strong>DOMAIN SPELLS</strong></u></span></p><p>Moon Blade x3</p><p>Teleport x3</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="kirinke, post: 2362956, member: 15409"] NAME: Alethia Sadiniel. (The White Fire Saint, The Flame of Mercy) RACE: Female Aasimar (Lesser plane-touched: Saint) ALIGN: Chaotic Good DEITY: Selune REGION: Narfel CLASS: Cleric 12/Ranger 6 AGE: 25 HGT: 6FT WGT: 150 BUILD: Slender and graceful EYES: pale gold HAIR: silvery white SKIN: light golden brown BASE STATS (+1) STR: 13 (+2) DEX: 15 (+2) CON: 15 (+2) INT: 15 (+4) WIS: 19 (+4) CHA: 19 HP: 125 BAB: +15/+5 INIT: +2 FORT: +15 REFL: +11 WILL: +14 MELEE: +16/+6 RANGED: +17/+7 ARMOUR CLASS: 10 + 4 dexterity bonus +10 armour bonus +4 ring bonus +4 insight bonus= 32 CLASS SKILLS — proficient with simple and martial weapons and with all armors/shields (save tower shields) — Turn undead — Spontaneous casting of healing and exalted spells — Favored Enemy: corporeal Undead/Humans — Combat Style Archery: rapid shot, many shot — track — animal companion — endurance, wild empathy RACIAL SKILLS +2 Wisdom, +2 Charisma. —Medium size. —An aasimar’s base land speed is 30 feet. —Darkvision: Aasimars can see in the dark up to 60 feet. —Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks. —Racial Feats: An aasimar gains feats according to its class levels. —Special Attacks (see above): Daylight. —Special Qualities: Resistance to acid 5, cold 5, and electricity 5. [COLOR=White][B]SAINTHOOD ABILITIES[/B][/COLOR] [sblock] White Fire (SU): At will she can envelope herself with a pure white, nearly incandescent fire, which is the sanctified hell-fire that envelopes a Balor. — These flames cause 6d6 points of fire damage to evil creatures. — Nonevil creatures are not harmed by these flames. — Good aligned creatures are healed by 6d6 hit points of damage if touched by the flames. — She cannot heal herself with these flames. —Telepathy —Armour Class: A saint gains an insight bonus to AC equal to the characters Wisdom Bonus —Holy Power (SU): The save DCs of any and all of the saints special attacks, including spells as well as spell-like, supernatural and extraordinary abilites are increased by +2 —Holy Touch (SU): A sait's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by a saint's attack. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures and 1d8 points against evil undead and evil outsiders. —Spell Like Abilities: at will: guidance, resistance, virtue and bless. A saint's caster level is equal to its Hit Die Total. The save DCs are charisma based. —DAMAGE Reduction (EX): 10/evil —FAST HEALING: Each rnd, a saint heals damage equal to half its HD (including character levels to a maximum of 10 pts healed). If the base creature already has fast healing, use the better value. —Immunities (EX): a saint is immune to acid, cold, electricity and petrification attacks. —Keen Vision (EX): saints have low light vision and 60ft dark vision —Protective aura (SU): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double strength magic circle against evil and a lesser globe of invulnerability, both cast by a cleric whose level equal to the saint's HD. —Resistances (EX): Saints have resistance to fire 10 and recieve a +4 racial bonus on Fortitude Saves against poison. —Tongues (SU): A saint can speak with any creature that has a language as though using a tongues spell cast by a 14th lvl cleric. This ability is always active. —Abilities: Modify the base creature as follows: Con +2, Wis: +2, Cha +4 [/sblock] [COLOR=White][B]LANGUAGES[/B][/COLOR] Common, Celestial, Damaran.Infernal, Abyssal. Elvish. Sylvan. Draconic. Halfling. Gnome. Anarchic. Goblin. UnderCommon. Drow [COLOR=White][B]FEATS[/B][/COLOR] [sblock] (Regional Feat) Celestial Bloodline: cast protection from evil 3x per day & bless 1x per day at character lvl Nimbus of Light (Exalted Deeds): A radiant cloud of light surrounds your body and beams of light swirl over your head, marking you a servant of the highest ideals. Good creatures automatically recognize the radiance as a sign of your devotion to the powers of good and you gain a +2 circumstance bonus to diplomancy and sense motive checks made when dealing with good creatures. The radiance sheds light as a common lamp, bright light to a radius of 5 feet and shadowy illumination to 10ft. Holy Radiance (Exalted Deeds): At will, as a free action, you can empower the radiance surrounding you into a blazing glow that sheds bright light in a 10-foot radius and shadowy illumination out to 20 feet. Undead within 10 feet of you take 1d4 points of damage pe round they remain within your halo. Exalted Turning (Exalted Deeds): Any undead create that you turn takes 3d6 points of damage in addition to the normal turning effects Sacred Boost (Complete Divine): You can channel positive energy to increase the power of cure wounds spells cast near you. You can spend a turn attempt as a standard action to place an aura of positive energy upon each creture within a 60ft burst. Any cure spell ast on one of these reatures before the end of your next turn is automatically maximized, with no adjustment to the spells level or casting time. Flight (SU): While in flight, a pair of beautiful, glowing, translucent, feathery wings sprout from her back and disapear when she is not flying. Flight speed is 90. Good Manuverability. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll Point blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Leadership [/sblock] [COLOR=White][B]SKILLS[/B][/COLOR] [sblock] (+18) SPEAK LANGUAGE (+14) DIPLOMANCY (+14) HANDLE ANIMAL (+14) HEAL (+12) HIDE (+05) RIDE (+07) KNOWLEDGE DUNGEONS (+12) KNOWLEDGE NATURE (+12) KNOWLEDGE RELIGION (+14) LISTEN (+14) SEARCH (+11) SPOT (+09) SURVIVAL (+07) MOVE SILENTLY [/sblock] [COLOR=White][B]WEAPONS[/B][/COLOR] [sblock] [COLOR=MediumTurquoise][B]LAMENT[/B][/COLOR] +5 Composite Longbow Flaming, Feybane, Holy, Frost, Icy burst. Seeking [COLOR=MediumTurquoise][B]BANE OF ABARAX[/B][/COLOR] +4 Holy Disruption Heavy Mace: those who hit you take 1d6 fire dmg. Those you hit take 2d6 fire damage. Associated with Abarax. 200 arrows (80 in her Elhonna's quiver, the rest stowed in normal quivers which are in turn stowed in her bag of holding) [/sblock] [COLOR=White][B]STAT BOOSTING ITEMS[/B][/COLOR] [sblock] +4 Black gloves of dexterity +4 Cloak of charisma +6 Headband of Wisdom +4 Rams Head Belt bulk of Strength +4 ring of protection Boots of speed [/sblock] [COLOR=White][B]ARMOUR[/B][/COLOR] [sblock] +5 Elvish Chainmail. Glammoured. Aurorum, SoulFire. This beautifully crafted mithril chainmail has strands of pure aurorum woven into it. This means that if the armour has been broken or damaged it will automatically reform if the broken pieces are brought together. The soulfire property renders the wearer immune to all death spells, death effects, energy drain and negative energy effects. [/sblock] [COLOR=White][B]MAGICAL ITEMS[/B][/COLOR] [sblock] Ring of feather falling Amulet of Comprehend languages/Read magic Periapt of Health, Adaptation and Wound Closure Bag of holding 500 lbs Ring of Mind Shielding Decanter of endless water Quiver of Ehlonna 2 flasks of Moonfire salve Wand of Restoration 2 Wands of Cure Serious Wounds (50 charges left) 2 Wands of Cure Light Wounds (50 charges left) 5 Flasks of Jade Water (Page 35 BOED) 1 Flask of Purified coutl venom (Page 36 BOED) 2 Flasks of Unicorn blood (Page 36 BOED) [/sblock] [COLOR=White][B]EQUIPMENT[/B][/COLOR] [sblock] Armor Maintenence kit Tolietry kit Soap Bolt Cutters Fishing Tackle Fowler's snare Bag of Marbles Mess Kit Cooking Kit Hand mill Money belt Percolator Pestle and Mortar Flint and Steel Holy Water 15 vials Bedroll and Blanket Healer's Kit 10 sets of explorer's outfits 10 sets of cold weather outfits 10 sets of noble's outfits/Jewelry 10 sets of clerical vestments Small steel mirror PP: 400. GP: 130000. CP: 1000. CP: 1000 Silver ring, holy symbol inscribed. 2 Silver holy symbols, hidden Elven Moon Drop Wine Aleeian Wine, Elven Frost Wine 2 Crystal wine glasses [/sblock] [COLOR=White][B]DOMAINS[/B][/COLOR] [sblock] [COLOR=MediumTurquoise][B]PROTECTION[/B][/COLOR] [I][B]Granted Power:[/B][/I] You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day. [COLOR=MediumTurquoise][B]TRAVEL[/B][/COLOR] Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).This granted power is a supernatural ability. Add Survival to your list of cleric class skills. [/sblock] [COLOR=White][U][B]SPELLS[/B][/U][/COLOR] [sblock] [COLOR=MediumTurquoise][U][B]ORISONS 6[/B][/U][/COLOR] Prestidigitation x2 Create Water Detect Magic Detect Poison [COLOR=MediumTurquoise][U][B]FIRST LEVEL SPELLS: 6+1 (7+1)[/B][/U][/COLOR] Nimbus of light x3 Resurgence x4 [COLOR=MediumTurquoise][U][B]SECOND LEVEL SPELLS: 5+1 (6+1)[/B][/U][/COLOR] Deific Vengeance Augury Calm Emotions Lesser Restoration Shatter Status [COLOR=MediumTurquoise][U][B]THIRD LEVEL SPELLS: 5+1 (6+1)[/B][/U][/COLOR] Briar Web x2 Chain of eyes Remedy moderate wounds Searing Light Invisibility Purge [COLOR=MediumTurquoise][U][B]FOURTH LEVEL SPELLS: 5+1[/B][/U][/COLOR] Mass Resurgance Shape metal Dismissal Dimensional Anchor Freedom of Movement [COLOR=MediumTurquoise][U][B]FIFTH LEVEL SPELLS: 3+1 (4+1)[/B][/U][/COLOR] Command, Greater Break Enchantment Flame Strike Dispel Evil [COLOR=MediumTurquoise][U][B]SIXTH LEVEL SPELLS: 2+1 (3+1)[/B][/U][/COLOR] CometFall Greater Dispel Magic Undeath to Death [COLOR=MediumTurquoise][U][B]DOMAIN SPELLS[/B][/U][/COLOR] Moon Blade x3 Teleport x3 [/sblock] [/QUOTE]
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