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Rogue's Gallery - Valley of the Dead DnD 3.5
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<blockquote data-quote="Scotley" data-source="post: 5396745" data-attributes="member: 11520"><p><strong>Geryk Cleric 5/ Radiant Servant 4</strong></p><p></p><p>Geryk Lavrynt</p><p></p><p>"Barer of the Sacred Font of Lathander"</p><p></p><p>Neutral Good Male Human Cleric 5/Radiant Servant 4</p><p></p><p>Patron Deity: Lathander “The Morninglord”</p><p></p><p>EXP: </p><p></p><p>Strength 16 (+3) (+2 from belt of Priestly might)</p><p>Dexterity 12 (+1) </p><p>Constitution 12 (+1) </p><p>Intelligence 12 (+1) </p><p>Wisdom 20 (+5) (+2 level) (+2 Periapt)</p><p>Charisma 15 (+2)</p><p></p><p>Size: Medium</p><p>Age: 33</p><p>Height: 5' 11"</p><p>Weight: 165 lb</p><p>Eyes: Blue</p><p>Hair: Black turning gray</p><p>Skin: Pale</p><p>Appearance: a once handsome man aging before his time with a haggard look, pale skin, graying hair and red rimmed eyes. </p><p>Total Hit Points: 73</p><p></p><p>Speed: 30 feet (20 in armor)</p><p></p><p>Armor Class: 26 = 10 + 9 [armor] +3[shield] + 1 [dexterity]+1[feat—heavy armor optimization]+1[Ring of Protection]+1[natural from belt of Priestly might]</p><p>Touch AC: 12</p><p>Flat-footed: 22</p><p></p><p>Special: </p><p></p><p>Type: Medium Humanoid</p><p></p><p>Caster Level: 9</p><p>Spell DC: 10 + Spell Level + 4 (wis) </p><p></p><p>Initiative modifier: + 3 = + 1 [dexterity] +2 [belt of battle]</p><p>Fortitude save: + 8 = 6 [base] + 1 [constitution]+1[armor] </p><p>Reflex save: + 5 = 3 [base] + 1 [dexterity] +1[armor]</p><p>Will save: + 13 = 6 [base] + 5 [wisdom] +2 [moral: aura of warding—radiant servant su] </p><p>Attack (handheld): +8 = 6 [base] + 2 [strength] </p><p>Attack (missile): +11 = 6 [base] + 5 [wisdom—zen archery feat] </p><p>Grapple check: +8 = 6 [base] + 2 [strength] </p><p></p><p>Light load: 58 lbs. or less</p><p>Medium load: 59-116 lbs.</p><p>Heavy load: 117-175 lbs.</p><p>Lift over head: 175 lbs.</p><p>Lift off ground: 350 lbs.</p><p>Push or drag: 175x5 lbs.</p><p></p><p>Languages: Common, Celestial </p><p></p><p>[sblock=Feats]</p><p></p><p>Combat Casting (Human Bonus)</p><p>[General] (PH p92)</p><p>—</p><p>+4 bonus on Concentration checks to cast a spell defensively, while grappled, or while pinned.</p><p></p><p>Extra Turning [General] (PH p94) (1st Level)</p><p>Ability to Turn or Rebuke creatures</p><p>Each time you take this feat, you gain an additional 4 uses per day of your Turning / Rebuking ability. If you have more than one such ability, you must choose which ability it adds to when you take the feat. You may take this feat multiple times.</p><p></p><p>Shielded Casting (3rd Level)</p><p>[General] (RoS p144)</p><p>Combat Casting Shield Proficiency Concentration: 5 ranks</p><p>As long as you have a Light, Heavy or Tower Shield ready, you do not provoke Attacks of Opportunity for casting spells in combat.</p><p> </p><p>Zen Archery (6th level)</p><p>[General] (CWar p106)</p><p>Wisdom 13 Base Attack Bonus +1</p><p>You may use your Wisdom modifier instead of your Dexterity modifier when making ranged attacks.</p><p></p><p>Heavy Armor Optimization (9th Level)</p><p>[General, Fighter] (RoS p141)</p><p>Armor Proficiency (heavy) Base Attack Bonus +4</p><p>When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 1.</p><p></p><p>Negotiator [General] (PH p94) (Campaign bonus)</p><p>+2 sense motive and diplomacy checks.</p><p>[/sblock]</p><p></p><p>[sblock=Skills]</p><p></p><p>48=12x(2+1[Int]+1[race])</p><p></p><p>Appraise + 1 = + 1 [Int] </p><p>Balance - 5 = + 1 [Dex] - 5 [ACP]</p><p>Bluff + 4 = + 4 [Cha]</p><p>Climb -4 = + 2 [Str] - 5 [ACP]</p><p>Concentration* + 6/+10 = 5 [base] + 1 [Con]+4[cast a spell defensively, while grappled, or while pinned—combat casting feat] </p><p>Craft* + 1 = + 1 [Int]</p><p>Decipher Script + 1 = + 1 [Int]</p><p>Diplomacy* + 16 = 10[base] + 2 [Cha] +2 [synergy: sense motive] + 2 [feat: negotiator]</p><p>Disguise + 2 = + 2 [Cha]</p><p>Escape Artist - 4 = + 1 [Dex] - 5 [ACP]</p><p>Forgery + 1 = + 1 [Int] </p><p>Gather Information + 2 = + 2 [Cha]</p><p>Handle Animal + 2 = + 2 [Cha]</p><p>Heal* + 10 = 5 [base]+ 5 [Wis]</p><p>Hide -4 = + 1 [Dex] - 5 [ACP]</p><p>Intimidate + 2 = + 2 [Cha]</p><p>Jump - 3 = + 2 [Str] - 5 [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)* + 10 = 9 [base] + 1 [Int]</p><p>Knowledge (Local) + 1 = + 1 [Int]</p><p>Knowledge (Nobility and Royalty) + 1 = + 1 [Int]</p><p>Listen + 5 = + 5 [Wis]</p><p>Move Silently - 4 = + 1 [Dex] - 5 [ACP]</p><p>Open Locks + 1 = + 1 [Dex]</p><p>Perform +2 = + 2 [Cha]</p><p>Profession* + 5 = + 5 [Wis]</p><p>Ride + 1 = + 1 [Dex]</p><p>Search + 1 = + 1 [Int]</p><p>Sleight of Hand + 1 = + 1 [Dex] </p><p>Spot + 5 = + 5 [Wis]</p><p>Sense Motive* + 12 = 5 [base] + 5 [Wis] + 2 [feat: negotiator]</p><p>Spellcraft* + 6 = 5 [base] + 1 [Int]</p><p>Survival + 5 = + 5 [Wis]</p><p>Swim - 8 = + 2 [Str] - 10 [ACP]</p><p>Use Magic Device +2/+4 = +2 [Cha] + 2 [synergy: spellcraft usable on scrolls only]</p><p>Use Rope + 1 = + 1 [Dex]</p><p>* = class skill</p><p>[/sblock]</p><p></p><p>[sblock=Spells]</p><p>0 6, 1st 5+d, 2nd 5+d, 3rd 4+d, 4th 3+d, 5th 2+d</p><p>0 Detect Magic x2, Guidance, Mending, Light x2 </p><p>1st Disrupt Undead (d), Shield of Faith, Protection from Evil, Bless, Updraft (sc), Impede (comp champ)</p><p>2nd Heat Metal (d), Spiritual Weapon, Sound Burst, Hold Person, buff spell tbd, buff spell tbd</p><p>3rd Searing Light (d), Dispel Magic, <s>Stone Shape</s>, Prayer, Searing Light</p><p>4th Fire Shield (d), Healing Spirit (ph2), Restoration, Panacea (sc), Divine Might </p><p>5th Flame Strike (d), Righteous Might, Zone of Revelation (sc) </p><p>[/sblock]</p><p></p><p>Level Advancement</p><p></p><p>[sblock=Class Features]</p><p>Turn Undead</p><p></p><p>Spontaneous Casting of Heal Spells</p><p></p><p>Sun Domain</p><p>Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. </p><p></p><p>GLORY DOMAIN Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll.</p><p></p><p>Radiance: When a radiant servant casts any spell with the light descriptor, the radius of illumination is </p><p>doubled, and the spell is treated as if it were one level higher than it actually is for all purposes, including determining whether it can counter or dispel a spell with the darkness descriptor. Thus, a daylight spell cast by a radiant servants sheds light in a 120-foot radius and is treated as a 4th-level spell, allowing it to counter or dispel any darkness spell of 4th level or lower.</p><p></p><p>Extra Greater Turning: The radiant servant can perform a greater turning (the granted power of the Sun domain) a number of times per day equal to 3 + her Charisma modifier. <span style="color: Red">2 uses expended</span></p><p></p><p>Divine Health (Ex): A radiant servant who is at least 2nd level is immune to all diseases, including magical </p><p>diseases such as mummy rot and lycanthropy.</p><p></p><p>Empower Healing (Ex): When a radiant servant at least 2nd level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot.</p><p></p><p>Aura of Warding (Su): Starting at 3rd level, a radiant servant and all allies within 10 feet of him gain a +2 morale bonus on all Will saving throws.</p><p></p><p>Radian Servant levels stack with Cleric Levels for undead turning and spell casting.</p><p>[/sblock]</p><p></p><p>[sblock=Race]</p><p></p><p>* Humanoid (human)</p><p>* Medium: As Medium creatures, humans 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 secret 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</p><p>[/sblock]</p><p></p><p>[sblock=Equipment] </p><p></p><p>Clerical Vestments</p><p>Travelers outfit 1 gp, 5 lbs.</p><p>+1 Sacred Heavy Mace (Holy Water Sprinkler) (8,362 gp) 8 lbs. Libris Mortis p. 74 MIC p. 42</p><p>By speaking the appropriate command word, you can sheathe a sacred weapon in luminous positive energy. If you are not undead, this energy does not harm you; otherwise, you take 1 point of Charisma damage for each round that you hold the weapon. This effect lasts until you speak another command word to end it. While activated, a sacred weapon deals an extra 1d6 points of damage to any undead target (or 2d6 points against an evil outsider) on a successful hit. Also, it is treated as good-aligned for the purpose of overcoming damage reduction.</p><p>The oversized hollow head of this heavy mace is actually a reservoir that holds one pint of liquid. Any hit by the holy water sprinkler also affects the target as if it had been within the splash radius of a thrown flask of holy water (1 point of damage to undead creatures and evil outsiders for holy water). A full reservoir has eight uses. Alternatively, the wielder can choose to release the entire reservoir with a successful hit. Treat his as if the target had been hit directly by a flask of holy water (2d4), but subtract 1 point of damage for each use already dispensed from the reservoir. There is no splash effect from such a hit. Filling the reservoir is a standard action that provokes attacks of opportunity.</p><p>+1 Full Plate of Agility and Stamina (3650gp) 30 lbs. -5acp +1 to reflex and fortitude saves. </p><p></p><p>Lesser Iron Ward diamond (2000gp) DR 3/- for up to 30 points a day.</p><p></p><p>+1 Shield, Gauntlet (1375gp) 20 lbs. -1acp Races of Stone p. 158 Sanctified Dun p. 33 Wand Chamber Dun. p. 34 Shield Sheath RoS p. 158. </p><p>May hold objects in the shield hand, cast Somatic spells, etc. Can be used as a holy symbol and can hold one wand as ‘readied’. A scabbard for a Light weapon is added to the inside of a shield and if the shield is readied may be drawn as a free action.</p><p> </p><p>True Holy symbol (500gp) 1lb. Planer Handbook p. 71 </p><p>Appearing in all other ways to be merely a holy symbol, this item in fact comes from the home plane of the deity the symbol represents—and carries with it a modicum of the deity’s power. Attempts to turn undead using the true holy symbol provides a +2 sacred bonus on the character’s turning check (1d20 + the character’s Cha modifier).</p><p>Periapt of Wisdom +2 4000 gp. </p><p>Ring of Protection +1 2000 gp.</p><p>Wand of Vigor, Lesser 750 gp (charges 49) Spell compendium p. 229 grants fast healing 1 for 11 rounds.</p><p>Wand of Light of Mercuria 750 gp (charges 50) Spell compendium p. 132 </p><p>Wand of Cure Light Wounds 750 gp (charges 49) (in wand chamber)</p><p>Handy Haversack 2000 gp 5 lbs.</p><p>Glowing Orb 50 gp, created by Geryk Spell Compendium p. 106. </p><p>6 javelins 6 gp. 12 lbs.</p><p>Short spear 1 gp 3 lbs.</p><p>MW Dagger 302 gp. 1 lb. (In shield sheath)</p><p>Spell Component Pouch 5 gp. 2 lbs.</p><p>Healers’ Kit 50 gp. 1 lb.</p><p>Holy Symbol, Silver 25 gp</p><p>Holy Symbol, Wooden x2 1 gp</p><p></p><p>Ferival's old belt of Priestly Might and Battle (MIC) +2 str, +2 Init, +1 natural armor and 3 charges/day 1=move, 2=standard, 3=full</p><p>2 Commune spells on scrolls (from Ferival)</p><p></p><p></p><p>-Bedroll 1 sp. 5 lbs.</p><p>-Holy water 12 flasks 300 gp. 12 lbs.</p><p>-Water skin</p><p>-Trail Rations (x10) 5 gp. 10 lbs.</p><p>-Blessed Bandage x2 10 gp. Immediately stabilizes patient, but heals no damage (MIC).</p><p>-Potion of Cure Light Wounds 50 gp.</p><p>14 gp. 3x 10 gp. Gem. </p><p></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Background]</p><p>Geryk Lavrynt was born the third child to a minor noble house in the Barony of Surphases near the east coast. Following in the long standing family tradition as a lesser son, Geryk was given to the church. He chose the path of the Morning Lord. His father gave him a fine suit of armor on his naming day and took him to the Temple to serve. His early days in the church were marked by eager success. Geryk had a quick mind and the studies came easy for him. He soon advanced to become a traveling Cleric on a regular route with an older priestess named Hortense. They would go from village to village providing healing and advice. Occasionally, they battled threats to the small villages they served. She taught him the ways of the local threats, trolls, giants, orcs and even occasionally undead. He enjoyed this life and grew comfortable. When Hortense retired from the wandering life Geryk was promoted to the role. </p><p></p><p>Geryk met many people in his work and made many friends. There were some downtrodden folk that became especially important to him. In particular, he took a few younger folk without proper families under his wing supporting their education and providing the guidance to help them grow into fine adults. It was in lonely hilltop village on his route that he first encountered Zinerath a most unusual lad. He was set upon by a group of older village boys. Geryk sensed that the boys had bitten off more than they could chew. The odd looking boy with crimson eyes they had set upon was unnaturally quick, strong and filled with a wildness that suggested he was capable of anything. Geryk chastised the boys and sent them home. He discovered that young Zinerath was without parents. He took him on to a family he knew who had lost a child and needed some help on their isolated farm for he could detect no evil in the boy only a chaotic bent that made him dangerous and unpredictable. They would meet again several times over the years and Geryk worked hard to steer the boy on a proper path, but chaos and ill luck seemed to follow the lad and more than once Geryk had to move him to other families, orphanages and even a nunnery for a time. </p><p></p><p>Geryk had several other unusual youths he looked in on. They provided trails to Geryk also a source of great pride. That pride would later plant the seeds of his downfall. Paternak, descended from the great gold Dragon Hyperia, grew into a powerful sorcerer. While Ambrose, a blacksmith’s son of exceptional strength and perhaps his favorite, became a Paladin of Lathander. Gunadar, half-breed child of a woman assaulted in a raid by rampaging orcs who became a warrior of some skill and a staunch defender of the defenseless. </p><p></p><p>He often traveled in the company of a half-elven bard, Lisella. She would go from village tavern to tavern and castle to play while he ventured from village shire to minor temple. They grew fond of each other and he fancied that one day they might settle down and wed when they tired of life on the road. The most recent winter they found excuse to spend the harshest month of the year together in a warm southern town where they grew ever closer. </p><p></p><p>In the spring the trouble began. Farm animals began to disappear in the village of St. Pindarch. Later it would be village children that went missing. Geryk was called to investigate and Lisella went along. On the way they found Zinerath, once more embroiled in trouble brought on by his wild nature. He opted to leave with Geryk and joined him in St. Pindarch. There it came to light that a cult of devil worshipers was operating. They had been making sacrifices to a powerful being who visited them in their dreams. The sacrifices were thrown into an old well at the edge of town. Geryk wrote letters to Paternak, Ambrose and Gunadar who came to help him with the cultists. In his pride he did not seek the aid of the Lathandrian hierarchy; instead, he foolishly chose to try and strike down the cult with only the aid of his friends. The cult’s dark deeds culminated in a raid on the tomb of the Saint for whom the village was named. Several powerful religious artifacts were looted and tossed into the well. Geryk and his friends arrived in time to bring the cultists to justice, but not in time to stop the artifacts from being sacrificed. </p><p>The temple associated with the Saint’s tomb begged them to go after the artifacts. Strengthened by the few remaining items of power possessed by the local temple, Geryk and his friends boldly let the villagers lower them into the well foolishly assuming only a mundane underground environment awaited them. </p><p></p><p>Instead they found themselves transported to a fortress on the Astral plane. It was the lair of a vile lich known as Goka-Kul who summoned and enslaved devils to do his bidding. He had been using dream magic to turn evil men to his purposes all over the continent. These men sent him sacrifices for his devils and powerful relics to be drained of their power to drive even darker schemes. Gripped in the folly of great Hubris, Geryk and his companions ventured into the fortress of Goka-Kul rather than return home and seek guidance. Terrible losses would be the result of their rash actions. </p><p></p><p>First to fall was Lisella, ripped away from them by a flying Devil and taken deeper into the fortress. Next, Gunadar fell to a nest of wraiths, only to rise again as one of the undead himself. Tears streamed down Geryk’s face as he called upon the power of Lathandar to destroy what had once been his friend. Deeper into the fortress they fought with the Lich springing cunning magical traps on them and weakening them with assaults by his infernal slaves. They finally confronted the Lich in his innermost lair a top a tower where they found him standing over the corpse of Lisella, her still beating heart clutched in a skeletal hand and a rictus grin on his face. They struck Goka-Kul and his band of Devils with all they had left, Zinerath and Ambrose the Paladin charging forth while Geryk and Paternak stood back to call upon their most potent divine and arcane powers. The Lich bent his powerful will and a cunning spell to Ambrose and turned the Paladin’s mind such that he struck his companion Zinerath. The Tiefling acted by reflex and called upon his chaotic nature to strike the lawful Paladin down with a fierce blow. The Devils pressed the attack throwing Zinerath back, rending Paternak virtually in twain and leaving Geryk bleeding from a dozen wounds. </p><p></p><p>It was then that he realized that Goka-Kul commanded the Devils with the power of a wicked staff he held aloft. Using the last of his divine treasures, a powerful scroll penned by Saint Pindarch himself, he summoned a mighty storm called down a rain of acid and then bolts of lightning and a crushing hailstorm which shattered the staff. The buffeting winds of the storm prevented the Lich from using his magic and the suddenly freed Devils turned on their master and in a frenzy of teeth and claws brought him low. Such an ordinary death could not bring a Lich down permanently, but the rain of acid flowed into the tower and into a secret space below the floor a hidden chamber. There the acid pooled over a tiny box filled with strips of parchment upon which the darkest foulest arcane secrets had been written. The box was trapped against thieves, proof against fire, resistant to cold and even impervious to lightning, but perhaps the old saint’s will guided the acid’s path to the waxen seals made of Unicorn fat and virgin tears. It seeped past the seals and ate away at the strips of parchment. The blood that had been the Lich’s when he was a living thing dissolved taking away the arcane symbols they written there. Goka-Kul would rise no more. </p><p></p><p>The fortress began to crumble and drift away as the Lich’s power faded. Geryk ignored his own wounds and healed Zinerath who then helped the priest to his feet and led him from the tower. They took up many precious holy items where they lay beside the unholy altar, but Geryk took no joy in the hollow victory. He has no memory of the desperate journey through the collapsing fortress and back beyond the gate which took them back to the well. </p><p>Geryk returned the relics to various shrines and temples and was awarded a share of powerful items for his own use, but he was seized by a dark melancholia and depression. He is haunted by the faces of the brave companions, some he helped raise from childhood and one he loved with passion and joy now absent from his being. He drinks himself to sleep each night or cannot rest. He has stayed close to Zinerath perhaps afraid to lose the last of his charges. </p><p></p><p>He finds himself on his knees beside the altar of Lathandar in Angelwatch praying for a chance at redemption. The Morning Lord is also the patron of second chances. His cheeks are veined from drink and his hair is beginning to gray. The once hail and handsome man looks wan and frail. The pounding in his head is magnified by the cloying smell of the candles he lit in honor of his fallen companions. He will strive to find his former pride and strength in this forgotten valley where evil has become manifest.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 5396745, member: 11520"] [b]Geryk Cleric 5/ Radiant Servant 4[/b] Geryk Lavrynt "Barer of the Sacred Font of Lathander" Neutral Good Male Human Cleric 5/Radiant Servant 4 Patron Deity: Lathander “The Morninglord” EXP: Strength 16 (+3) (+2 from belt of Priestly might) Dexterity 12 (+1) Constitution 12 (+1) Intelligence 12 (+1) Wisdom 20 (+5) (+2 level) (+2 Periapt) Charisma 15 (+2) Size: Medium Age: 33 Height: 5' 11" Weight: 165 lb Eyes: Blue Hair: Black turning gray Skin: Pale Appearance: a once handsome man aging before his time with a haggard look, pale skin, graying hair and red rimmed eyes. Total Hit Points: 73 Speed: 30 feet (20 in armor) Armor Class: 26 = 10 + 9 [armor] +3[shield] + 1 [dexterity]+1[feat—heavy armor optimization]+1[Ring of Protection]+1[natural from belt of Priestly might] Touch AC: 12 Flat-footed: 22 Special: Type: Medium Humanoid Caster Level: 9 Spell DC: 10 + Spell Level + 4 (wis) Initiative modifier: + 3 = + 1 [dexterity] +2 [belt of battle] Fortitude save: + 8 = 6 [base] + 1 [constitution]+1[armor] Reflex save: + 5 = 3 [base] + 1 [dexterity] +1[armor] Will save: + 13 = 6 [base] + 5 [wisdom] +2 [moral: aura of warding—radiant servant su] Attack (handheld): +8 = 6 [base] + 2 [strength] Attack (missile): +11 = 6 [base] + 5 [wisdom—zen archery feat] Grapple check: +8 = 6 [base] + 2 [strength] Light load: 58 lbs. or less Medium load: 59-116 lbs. Heavy load: 117-175 lbs. Lift over head: 175 lbs. Lift off ground: 350 lbs. Push or drag: 175x5 lbs. Languages: Common, Celestial [sblock=Feats] Combat Casting (Human Bonus) [General] (PH p92) — +4 bonus on Concentration checks to cast a spell defensively, while grappled, or while pinned. Extra Turning [General] (PH p94) (1st Level) Ability to Turn or Rebuke creatures Each time you take this feat, you gain an additional 4 uses per day of your Turning / Rebuking ability. If you have more than one such ability, you must choose which ability it adds to when you take the feat. You may take this feat multiple times. Shielded Casting (3rd Level) [General] (RoS p144) Combat Casting Shield Proficiency Concentration: 5 ranks As long as you have a Light, Heavy or Tower Shield ready, you do not provoke Attacks of Opportunity for casting spells in combat. Zen Archery (6th level) [General] (CWar p106) Wisdom 13 Base Attack Bonus +1 You may use your Wisdom modifier instead of your Dexterity modifier when making ranged attacks. Heavy Armor Optimization (9th Level) [General, Fighter] (RoS p141) Armor Proficiency (heavy) Base Attack Bonus +4 When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 1. Negotiator [General] (PH p94) (Campaign bonus) +2 sense motive and diplomacy checks. [/sblock] [sblock=Skills] 48=12x(2+1[Int]+1[race]) Appraise + 1 = + 1 [Int] Balance - 5 = + 1 [Dex] - 5 [ACP] Bluff + 4 = + 4 [Cha] Climb -4 = + 2 [Str] - 5 [ACP] Concentration* + 6/+10 = 5 [base] + 1 [Con]+4[cast a spell defensively, while grappled, or while pinned—combat casting feat] Craft* + 1 = + 1 [Int] Decipher Script + 1 = + 1 [Int] Diplomacy* + 16 = 10[base] + 2 [Cha] +2 [synergy: sense motive] + 2 [feat: negotiator] Disguise + 2 = + 2 [Cha] Escape Artist - 4 = + 1 [Dex] - 5 [ACP] Forgery + 1 = + 1 [Int] Gather Information + 2 = + 2 [Cha] Handle Animal + 2 = + 2 [Cha] Heal* + 10 = 5 [base]+ 5 [Wis] Hide -4 = + 1 [Dex] - 5 [ACP] Intimidate + 2 = + 2 [Cha] Jump - 3 = + 2 [Str] - 5 [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)* + 10 = 9 [base] + 1 [Int] Knowledge (Local) + 1 = + 1 [Int] Knowledge (Nobility and Royalty) + 1 = + 1 [Int] Listen + 5 = + 5 [Wis] Move Silently - 4 = + 1 [Dex] - 5 [ACP] Open Locks + 1 = + 1 [Dex] Perform +2 = + 2 [Cha] Profession* + 5 = + 5 [Wis] Ride + 1 = + 1 [Dex] Search + 1 = + 1 [Int] Sleight of Hand + 1 = + 1 [Dex] Spot + 5 = + 5 [Wis] Sense Motive* + 12 = 5 [base] + 5 [Wis] + 2 [feat: negotiator] Spellcraft* + 6 = 5 [base] + 1 [Int] Survival + 5 = + 5 [Wis] Swim - 8 = + 2 [Str] - 10 [ACP] Use Magic Device +2/+4 = +2 [Cha] + 2 [synergy: spellcraft usable on scrolls only] Use Rope + 1 = + 1 [Dex] * = class skill [/sblock] [sblock=Spells] 0 6, 1st 5+d, 2nd 5+d, 3rd 4+d, 4th 3+d, 5th 2+d 0 Detect Magic x2, Guidance, Mending, Light x2 1st Disrupt Undead (d), Shield of Faith, Protection from Evil, Bless, Updraft (sc), Impede (comp champ) 2nd Heat Metal (d), Spiritual Weapon, Sound Burst, Hold Person, buff spell tbd, buff spell tbd 3rd Searing Light (d), Dispel Magic, [s]Stone Shape[/s], Prayer, Searing Light 4th Fire Shield (d), Healing Spirit (ph2), Restoration, Panacea (sc), Divine Might 5th Flame Strike (d), Righteous Might, Zone of Revelation (sc) [/sblock] Level Advancement [sblock=Class Features] Turn Undead Spontaneous Casting of Heal Spells Sun Domain Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. GLORY DOMAIN Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll. Radiance: When a radiant servant casts any spell with the light descriptor, the radius of illumination is doubled, and the spell is treated as if it were one level higher than it actually is for all purposes, including determining whether it can counter or dispel a spell with the darkness descriptor. Thus, a daylight spell cast by a radiant servants sheds light in a 120-foot radius and is treated as a 4th-level spell, allowing it to counter or dispel any darkness spell of 4th level or lower. Extra Greater Turning: The radiant servant can perform a greater turning (the granted power of the Sun domain) a number of times per day equal to 3 + her Charisma modifier. [COLOR="Red"]2 uses expended[/COLOR] Divine Health (Ex): A radiant servant who is at least 2nd level is immune to all diseases, including magical diseases such as mummy rot and lycanthropy. Empower Healing (Ex): When a radiant servant at least 2nd level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot. Aura of Warding (Su): Starting at 3rd level, a radiant servant and all allies within 10 feet of him gain a +2 morale bonus on all Will saving throws. Radian Servant levels stack with Cleric Levels for undead turning and spell casting. [/sblock] [sblock=Race] * Humanoid (human) * Medium: As Medium creatures, humans 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 secret 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] Clerical Vestments Travelers outfit 1 gp, 5 lbs. +1 Sacred Heavy Mace (Holy Water Sprinkler) (8,362 gp) 8 lbs. Libris Mortis p. 74 MIC p. 42 By speaking the appropriate command word, you can sheathe a sacred weapon in luminous positive energy. If you are not undead, this energy does not harm you; otherwise, you take 1 point of Charisma damage for each round that you hold the weapon. This effect lasts until you speak another command word to end it. While activated, a sacred weapon deals an extra 1d6 points of damage to any undead target (or 2d6 points against an evil outsider) on a successful hit. Also, it is treated as good-aligned for the purpose of overcoming damage reduction. The oversized hollow head of this heavy mace is actually a reservoir that holds one pint of liquid. Any hit by the holy water sprinkler also affects the target as if it had been within the splash radius of a thrown flask of holy water (1 point of damage to undead creatures and evil outsiders for holy water). A full reservoir has eight uses. Alternatively, the wielder can choose to release the entire reservoir with a successful hit. Treat his as if the target had been hit directly by a flask of holy water (2d4), but subtract 1 point of damage for each use already dispensed from the reservoir. There is no splash effect from such a hit. Filling the reservoir is a standard action that provokes attacks of opportunity. +1 Full Plate of Agility and Stamina (3650gp) 30 lbs. -5acp +1 to reflex and fortitude saves. Lesser Iron Ward diamond (2000gp) DR 3/- for up to 30 points a day. +1 Shield, Gauntlet (1375gp) 20 lbs. -1acp Races of Stone p. 158 Sanctified Dun p. 33 Wand Chamber Dun. p. 34 Shield Sheath RoS p. 158. May hold objects in the shield hand, cast Somatic spells, etc. Can be used as a holy symbol and can hold one wand as ‘readied’. A scabbard for a Light weapon is added to the inside of a shield and if the shield is readied may be drawn as a free action. True Holy symbol (500gp) 1lb. Planer Handbook p. 71 Appearing in all other ways to be merely a holy symbol, this item in fact comes from the home plane of the deity the symbol represents—and carries with it a modicum of the deity’s power. Attempts to turn undead using the true holy symbol provides a +2 sacred bonus on the character’s turning check (1d20 + the character’s Cha modifier). Periapt of Wisdom +2 4000 gp. Ring of Protection +1 2000 gp. Wand of Vigor, Lesser 750 gp (charges 49) Spell compendium p. 229 grants fast healing 1 for 11 rounds. Wand of Light of Mercuria 750 gp (charges 50) Spell compendium p. 132 Wand of Cure Light Wounds 750 gp (charges 49) (in wand chamber) Handy Haversack 2000 gp 5 lbs. Glowing Orb 50 gp, created by Geryk Spell Compendium p. 106. 6 javelins 6 gp. 12 lbs. Short spear 1 gp 3 lbs. MW Dagger 302 gp. 1 lb. (In shield sheath) Spell Component Pouch 5 gp. 2 lbs. Healers’ Kit 50 gp. 1 lb. Holy Symbol, Silver 25 gp Holy Symbol, Wooden x2 1 gp Ferival's old belt of Priestly Might and Battle (MIC) +2 str, +2 Init, +1 natural armor and 3 charges/day 1=move, 2=standard, 3=full 2 Commune spells on scrolls (from Ferival) -Bedroll 1 sp. 5 lbs. -Holy water 12 flasks 300 gp. 12 lbs. -Water skin -Trail Rations (x10) 5 gp. 10 lbs. -Blessed Bandage x2 10 gp. Immediately stabilizes patient, but heals no damage (MIC). -Potion of Cure Light Wounds 50 gp. 14 gp. 3x 10 gp. Gem. [/sblock] [sblock=Background] Geryk Lavrynt was born the third child to a minor noble house in the Barony of Surphases near the east coast. Following in the long standing family tradition as a lesser son, Geryk was given to the church. He chose the path of the Morning Lord. His father gave him a fine suit of armor on his naming day and took him to the Temple to serve. His early days in the church were marked by eager success. Geryk had a quick mind and the studies came easy for him. He soon advanced to become a traveling Cleric on a regular route with an older priestess named Hortense. They would go from village to village providing healing and advice. Occasionally, they battled threats to the small villages they served. She taught him the ways of the local threats, trolls, giants, orcs and even occasionally undead. He enjoyed this life and grew comfortable. When Hortense retired from the wandering life Geryk was promoted to the role. Geryk met many people in his work and made many friends. There were some downtrodden folk that became especially important to him. In particular, he took a few younger folk without proper families under his wing supporting their education and providing the guidance to help them grow into fine adults. It was in lonely hilltop village on his route that he first encountered Zinerath a most unusual lad. He was set upon by a group of older village boys. Geryk sensed that the boys had bitten off more than they could chew. The odd looking boy with crimson eyes they had set upon was unnaturally quick, strong and filled with a wildness that suggested he was capable of anything. Geryk chastised the boys and sent them home. He discovered that young Zinerath was without parents. He took him on to a family he knew who had lost a child and needed some help on their isolated farm for he could detect no evil in the boy only a chaotic bent that made him dangerous and unpredictable. They would meet again several times over the years and Geryk worked hard to steer the boy on a proper path, but chaos and ill luck seemed to follow the lad and more than once Geryk had to move him to other families, orphanages and even a nunnery for a time. Geryk had several other unusual youths he looked in on. They provided trails to Geryk also a source of great pride. That pride would later plant the seeds of his downfall. Paternak, descended from the great gold Dragon Hyperia, grew into a powerful sorcerer. While Ambrose, a blacksmith’s son of exceptional strength and perhaps his favorite, became a Paladin of Lathander. Gunadar, half-breed child of a woman assaulted in a raid by rampaging orcs who became a warrior of some skill and a staunch defender of the defenseless. He often traveled in the company of a half-elven bard, Lisella. She would go from village tavern to tavern and castle to play while he ventured from village shire to minor temple. They grew fond of each other and he fancied that one day they might settle down and wed when they tired of life on the road. The most recent winter they found excuse to spend the harshest month of the year together in a warm southern town where they grew ever closer. In the spring the trouble began. Farm animals began to disappear in the village of St. Pindarch. Later it would be village children that went missing. Geryk was called to investigate and Lisella went along. On the way they found Zinerath, once more embroiled in trouble brought on by his wild nature. He opted to leave with Geryk and joined him in St. Pindarch. There it came to light that a cult of devil worshipers was operating. They had been making sacrifices to a powerful being who visited them in their dreams. The sacrifices were thrown into an old well at the edge of town. Geryk wrote letters to Paternak, Ambrose and Gunadar who came to help him with the cultists. In his pride he did not seek the aid of the Lathandrian hierarchy; instead, he foolishly chose to try and strike down the cult with only the aid of his friends. The cult’s dark deeds culminated in a raid on the tomb of the Saint for whom the village was named. Several powerful religious artifacts were looted and tossed into the well. Geryk and his friends arrived in time to bring the cultists to justice, but not in time to stop the artifacts from being sacrificed. The temple associated with the Saint’s tomb begged them to go after the artifacts. Strengthened by the few remaining items of power possessed by the local temple, Geryk and his friends boldly let the villagers lower them into the well foolishly assuming only a mundane underground environment awaited them. Instead they found themselves transported to a fortress on the Astral plane. It was the lair of a vile lich known as Goka-Kul who summoned and enslaved devils to do his bidding. He had been using dream magic to turn evil men to his purposes all over the continent. These men sent him sacrifices for his devils and powerful relics to be drained of their power to drive even darker schemes. Gripped in the folly of great Hubris, Geryk and his companions ventured into the fortress of Goka-Kul rather than return home and seek guidance. Terrible losses would be the result of their rash actions. First to fall was Lisella, ripped away from them by a flying Devil and taken deeper into the fortress. Next, Gunadar fell to a nest of wraiths, only to rise again as one of the undead himself. Tears streamed down Geryk’s face as he called upon the power of Lathandar to destroy what had once been his friend. Deeper into the fortress they fought with the Lich springing cunning magical traps on them and weakening them with assaults by his infernal slaves. They finally confronted the Lich in his innermost lair a top a tower where they found him standing over the corpse of Lisella, her still beating heart clutched in a skeletal hand and a rictus grin on his face. They struck Goka-Kul and his band of Devils with all they had left, Zinerath and Ambrose the Paladin charging forth while Geryk and Paternak stood back to call upon their most potent divine and arcane powers. The Lich bent his powerful will and a cunning spell to Ambrose and turned the Paladin’s mind such that he struck his companion Zinerath. The Tiefling acted by reflex and called upon his chaotic nature to strike the lawful Paladin down with a fierce blow. The Devils pressed the attack throwing Zinerath back, rending Paternak virtually in twain and leaving Geryk bleeding from a dozen wounds. It was then that he realized that Goka-Kul commanded the Devils with the power of a wicked staff he held aloft. Using the last of his divine treasures, a powerful scroll penned by Saint Pindarch himself, he summoned a mighty storm called down a rain of acid and then bolts of lightning and a crushing hailstorm which shattered the staff. The buffeting winds of the storm prevented the Lich from using his magic and the suddenly freed Devils turned on their master and in a frenzy of teeth and claws brought him low. Such an ordinary death could not bring a Lich down permanently, but the rain of acid flowed into the tower and into a secret space below the floor a hidden chamber. There the acid pooled over a tiny box filled with strips of parchment upon which the darkest foulest arcane secrets had been written. The box was trapped against thieves, proof against fire, resistant to cold and even impervious to lightning, but perhaps the old saint’s will guided the acid’s path to the waxen seals made of Unicorn fat and virgin tears. It seeped past the seals and ate away at the strips of parchment. The blood that had been the Lich’s when he was a living thing dissolved taking away the arcane symbols they written there. Goka-Kul would rise no more. The fortress began to crumble and drift away as the Lich’s power faded. Geryk ignored his own wounds and healed Zinerath who then helped the priest to his feet and led him from the tower. They took up many precious holy items where they lay beside the unholy altar, but Geryk took no joy in the hollow victory. He has no memory of the desperate journey through the collapsing fortress and back beyond the gate which took them back to the well. Geryk returned the relics to various shrines and temples and was awarded a share of powerful items for his own use, but he was seized by a dark melancholia and depression. He is haunted by the faces of the brave companions, some he helped raise from childhood and one he loved with passion and joy now absent from his being. He drinks himself to sleep each night or cannot rest. He has stayed close to Zinerath perhaps afraid to lose the last of his charges. He finds himself on his knees beside the altar of Lathandar in Angelwatch praying for a chance at redemption. The Morning Lord is also the patron of second chances. His cheeks are veined from drink and his hair is beginning to gray. The once hail and handsome man looks wan and frail. The pounding in his head is magnified by the cloying smell of the candles he lit in honor of his fallen companions. He will strive to find his former pride and strength in this forgotten valley where evil has become manifest. [/sblock] [/QUOTE]
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