Created using PCGen 5.4.0 on 10-Nov-2003

    

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
96




  
Walk 30'
BASE ATTACK
Bonus
+7/+2
SPECIAL ABILITIES
Rage 2/day, Spontaneous casting, Turn Undead 5/day (turn level 3), Uncanny Dodge (can't be flanked), Uncanny Dodge (Dex bonus to AC)
FEATS
Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Heighten Spell, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Greatsword)
LANGUAGES
Common, Literacy
SPELLS
 Cleric0
1
2
3
4
5
6
7
8
9
4
3+1
2+1
0
0
0
0
0
0
0
0:
Create Water (DC: 14)Cure Minor Wounds (DC: 14)Detect Magic (DC: 14)
Detect Poison (DC: 14)Guidance (DC: 14)Inflict Minor Wounds (DC: 14)
Light (DC: 14)Mending (DC: 14)Purify Food and Drink (DC: 14)
Read Magic (DC: 14)Resistance (DC: 14)Tongue of Angels (DC: 14)
Tongue of Fiends (DC: 14)Virtue (DC: 14)
1:
Bane (DC: 15)Bless (DC: 15)Bless Water (DC: 15)
Cause Fear (DC: 15)Command (DC: 15)Comprehend Languages (DC: 15)
Cure Light Wounds (DC: 15)Curse Water (DC: 15)Deathwatch (DC: 15)
Detect Chaos (DC: 15)Detect Evil (DC: 15)Detect Good (DC: 15)
Detect Law (DC: 15)Detect Undead (DC: 15)Divine Favor (DC: 15)
Doom (DC: 15)*Endure Elements (DC: 15)Endure Elements (DC: 15)
Entropic Shield (DC: 15)Guilt (DC: 15)Inflict Light Wounds (DC: 15)
Invisibility to Undead (DC: 15)Magic Stone (DC: 15)Magic Weapon (DC: 15)
Obscuring Mist (DC: 15)Protection from Chaos (DC: 15)*Protection from Evil (DC: 15)
Protection from Evil (DC: 15)Protection from Good (DC: 15)Protection from Law (DC: 15)
Random Action (DC: 15)Remove Fear (DC: 15)Sanctuary (DC: 15)
Shield of Faith (DC: 15)Summon Monster I (DC: 15)
2:
*Aid (DC: 16)Aid (DC: 16)Animal Messenger (DC: 16)
Augury (DC: 16)*Bull's Strength (DC: 16)Bull's Strength (DC: 16)
Calm Emotions (DC: 16)Consecrate (DC: 16)Cure Moderate Wounds (DC: 16)
Darkness (DC: 16)Death Knell (DC: 16)Delay Poison (DC: 16)
Desecrate (DC: 16)Endurance (DC: 16)Enhance Magical Flow (DC: 16)
Enthrall (DC: 16)Find Traps (DC: 16)Gentle Repose (DC: 16)
Hold Person (DC: 16)Inflict Moderate Wounds (DC: 16)Lesser Restoration (DC: 16)
Make Whole (DC: 16)Remove Paralysis (DC: 16)Resist Elements (DC: 16)
Shatter (DC: 16)Shield Other (DC: 16)Silence (DC: 16)
Sound Burst (DC: 16)Speak with Animals (DC: 16)Spiritual Weapon (DC: 16)
Static Veil (DC: 16)Summon Monster II (DC: 16)Undetectable Alignment (DC: 16)
Zone of Truth (DC: 16)
* = Domain/Specialty Spell 
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE
*Chainmail +1
Medium
+6
+2
-4
30
SHIELD
TYPE
AC

CHECK
SPELL FAILURE






ITEMS

AC










*Chainmail +1
TYPEARMOR BONUSMAX DEX BONUS
Medium
+6
+2
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-4
30

EQUIPMENT ( - //)
x Backpack
   x Lantern (Hooded)
  
x Holy Symbol (Wooden)
   x Oil (1 Pt. Flask)
  
x Bedroll
   x Outfit (Traveler's)
  
x Bell
   x Rations (Trail/Per Day)
  
x Blanket (Winter)
   x Ring of Freedom of Movement
  
x Case (Map or Scroll)
   x Rope (Silk/50 Ft.)
  
x Ceredophilus Hammer
(Warhammer)
   x Shurudien's Greatsword
+3D6 lava damage on crit. hit
  
x Chainmail +1
   x Signal Whistle
  
x Chalk (1 piece)
   x Tobacco (Per Lb.)
  
x Flint and Steel
   x Torch
  
x Holy Water
   x Waterskin
  
Cleric of Kord
Domain
Granted Power
Good
You cast good spells at +1 caster level.
Strength
You can perform a feat of strength, as a supernatural ability, with a bonus to Strength equal to your level. It lasts 1 round, once per day.
AMMUNITION

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PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.4.0 on 10-Nov-2003

EQUIPMENT
ITEM LOCATION QTY WT. GP COST
 Backpack
Equipped
1
2
2
 Holy Symbol (Wooden)
Carried
1
0.1
1
 Bedroll
Backpack
1
5
0.1
 Bell
Backpack
1
0
1
 Blanket (Winter)
Backpack
1
3
0.5
 Case (Map or Scroll)
Backpack
1
0.5
1
 Ceredophilus Hammer
Carried
1
8
9612
 Chainmail +1
Equipped
1
40
1300
 Chalk (1 piece)
Backpack
1
0
0.01
 Flint and Steel
Backpack
1
0
1
 Holy Water
Backpack
1
1
24.97
ITEM LOCATION QTY WT. GP COST
 Lantern (Hooded)
Backpack
1
2
7
 Oil (1 Pt. Flask)
Backpack
1
1
0.1
 Outfit (Traveler's)
Equipped
1
5
0
 Rations (Trail/Per Day)
Backpack
5
1
0.5
 Ring of Freedom of Movement
Equipped
1
0
40000
 Rope (Silk/50 Ft.)
Backpack
1
5
10
 Shurudien's Greatsword
(+3D6 lava damage on crit. hit)
Equipped
1
15
18350
 Signal Whistle
Backpack
1
0.1
0.8
 Tobacco (Per Lb.)
Carried
1
1
0.5
 Torch
Backpack
1
1
0.01
 Waterskin
Carried
1
0
1
TOTAL WEIGHT CARRIED/VALUE   89.7 lbs 69340.47 gp
WEIGHT ALLOWANCE
Light 100.0 Medium 200.0 Heavy 300.0

FEATS
Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Heighten Spell, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Greatsword)
MONEY
Sand Giant arm bone, a fang from a bog serpent, two canines from the Ceredophilus – currently being made into hammers, Akkenophon chitinous leg fragment, "Mogradjinn remnant" dragon skull.
SPECIAL ABILITIES
Rage 2/day, Spontaneous casting, Turn Undead 5/day (turn level 3), Uncanny Dodge (can't be flanked), Uncanny Dodge (Dex bonus to AC)
MAGIC
Shurudien’s greatsword.
Contains the souls of slain dragons according to legend. +3, +3. 3d6 extra "lava" damage on 19 or 20 (following defeat of shadow remnant)
PROFICIENCIES
Armor Spikes, Axe, Axe (Throwing), Battleaxe, Blowgun, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Light), Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Halfspear, Hammer (Light), Handaxe, Javelin, Katana (Martial), Kusari-gama, Lance, Longbow, Longbow (Composite), Longspear, Longsword, MARTIAL, Mace, Mace (Heavy), Mind-blade, Morningstar, Pick, Quarterstaff, Ranseur, Rapier, SIMPLE, Sap, Scimitar, Scythe, Shieldbash, Shortbow, Shortbow (Composite), Shortspear, Sickle, Sling, Sword (Bastard/Martial), Sword (Short), Trident, Unarmed Strike, Wakizashi, Waraxe (Dwarven/Martial), Warhammer
LANGUAGES
Common, Literacy
Cleric of Kord
Domain
Granted Power
Good
You cast good spells at +1 caster level.
Strength
You can perform a feat of strength, as a supernatural ability, with a bonus to Strength equal to your level. It lasts 1 round, once per day.
SPELLS
 Cleric0
1
2
3
4
5
6
7
8
9
4
3+1
2+1
0
0
0
0
0
0
0
0:
Create Water (DC: 14)Cure Minor Wounds (DC: 14)Detect Magic (DC: 14)
Detect Poison (DC: 14)Guidance (DC: 14)Inflict Minor Wounds (DC: 14)
Light (DC: 14)Mending (DC: 14)Purify Food and Drink (DC: 14)
Read Magic (DC: 14)Resistance (DC: 14)Tongue of Angels (DC: 14)
Tongue of Fiends (DC: 14)Virtue (DC: 14)
1:
Bane (DC: 15)Bless (DC: 15)Bless Water (DC: 15)
Cause Fear (DC: 15)Command (DC: 15)Comprehend Languages (DC: 15)
Cure Light Wounds (DC: 15)Curse Water (DC: 15)Deathwatch (DC: 15)
Detect Chaos (DC: 15)Detect Evil (DC: 15)Detect Good (DC: 15)
Detect Law (DC: 15)Detect Undead (DC: 15)Divine Favor (DC: 15)
Doom (DC: 15)*Endure Elements (DC: 15)Endure Elements (DC: 15)
Entropic Shield (DC: 15)Guilt (DC: 15)Inflict Light Wounds (DC: 15)
Invisibility to Undead (DC: 15)Magic Stone (DC: 15)Magic Weapon (DC: 15)
Obscuring Mist (DC: 15)Protection from Chaos (DC: 15)*Protection from Evil (DC: 15)
Protection from Evil (DC: 15)Protection from Good (DC: 15)Protection from Law (DC: 15)
Random Action (DC: 15)Remove Fear (DC: 15)Sanctuary (DC: 15)
Shield of Faith (DC: 15)Summon Monster I (DC: 15)
2:
*Aid (DC: 16)Aid (DC: 16)Animal Messenger (DC: 16)
Augury (DC: 16)*Bull's Strength (DC: 16)Bull's Strength (DC: 16)
Calm Emotions (DC: 16)Consecrate (DC: 16)Cure Moderate Wounds (DC: 16)
Darkness (DC: 16)Death Knell (DC: 16)Delay Poison (DC: 16)
Desecrate (DC: 16)Endurance (DC: 16)Enhance Magical Flow (DC: 16)
Enthrall (DC: 16)Find Traps (DC: 16)Gentle Repose (DC: 16)
Hold Person (DC: 16)Inflict Moderate Wounds (DC: 16)Lesser Restoration (DC: 16)
Make Whole (DC: 16)Remove Paralysis (DC: 16)Resist Elements (DC: 16)
Shatter (DC: 16)Shield Other (DC: 16)Silence (DC: 16)
Sound Burst (DC: 16)Speak with Animals (DC: 16)Spiritual Weapon (DC: 16)
Static Veil (DC: 16)Summon Monster II (DC: 16)Undetectable Alignment (DC: 16)
Zone of Truth (DC: 16)
* = Domain/Specialty Spell 
FEATS
NAME DESCRIPTION
Armor Proficiency (Heavy) When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Armor Proficiency (Light) When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Armor Proficiency (Medium) When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Combat Casting The character gets a +4 bonus to Concentration checks made to cast a spell while on the defensive.
Heighten Spell A heightened spell has a higher spell level than normal (up to 9th level).
Martial Weapon Proficiency The character makes attack rolls with the weapon normally.
Power Attack On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls.
Shield Proficiency The character can use a shield and suffer only the standard penalties.
Simple Weapon Proficiency The character makes attack rolls with simple weapons normally.
Weapon Focus (Greatsword) The character adds +1 to all attack rolls the character makes using the selected weapon.

Created using PCGen 5.4.0 on 10-Nov-2003

SPELLS
 Cleric0
1
2
3
4
5
6
7
8
9
  Per Day 4
3+1
2+1
0
0
0
0
0
0
0
0:
Create Water (DC:14)Cure Minor Wounds (DC:14)Detect Magic (DC:14)Detect Poison (DC:14)
Guidance (DC:14)Inflict Minor Wounds (DC:14)Light (DC:14)Mending (DC:14)
Purify Food and Drink (DC:14)Read Magic (DC:14)Resistance (DC:14)Tongue of Angels (DC:14)
Tongue of Fiends (DC:14)Virtue (DC:14)
1:
Bane (DC:15)Bless (DC:15)Bless Water (DC:15)Cause Fear (DC:15)
Command (DC:15)Comprehend Languages (DC:15)Cure Light Wounds (DC:15)Curse Water (DC:15)
Deathwatch (DC:15)Detect Chaos (DC:15)Detect Evil (DC:15)Detect Good (DC:15)
Detect Law (DC:15)Detect Undead (DC:15)Divine Favor (DC:15)Doom (DC:15)
*Endure Elements (DC:15)Endure Elements (DC:15)Entropic Shield (DC:15)Guilt (DC:15)
Inflict Light Wounds (DC:15)Invisibility to Undead (DC:15)Magic Stone (DC:15)Magic Weapon (DC:15)
Obscuring Mist (DC:15)Protection from Chaos (DC:15)*Protection from Evil (DC:15)Protection from Evil (DC:15)
Protection from Good (DC:15)Protection from Law (DC:15)Random Action (DC:15)Remove Fear (DC:15)
Sanctuary (DC:15)Shield of Faith (DC:15)Summon Monster I (DC:15)
2:
*Aid (DC:16)Aid (DC:16)Animal Messenger (DC:16)Augury (DC:16)
*Bull's Strength (DC:16)Bull's Strength (DC:16)Calm Emotions (DC:16)Consecrate (DC:16)
Cure Moderate Wounds (DC:16)Darkness (DC:16)Death Knell (DC:16)Delay Poison (DC:16)
Desecrate (DC:16)Endurance (DC:16)Enhance Magical Flow (DC:16)Enthrall (DC:16)
Find Traps (DC:16)Gentle Repose (DC:16)Hold Person (DC:16)Inflict Moderate Wounds (DC:16)
Lesser Restoration (DC:16)Make Whole (DC:16)Remove Paralysis (DC:16)Resist Elements (DC:16)
Shatter (DC:16)Shield Other (DC:16)Silence (DC:16)Sound Burst (DC:16)
Speak with Animals (DC:16)Spiritual Weapon (DC:16)Static Veil (DC:16)Summon Monster II (DC:16)
Undetectable Alignment (DC:16)Zone of Truth (DC:16)
* = Domain/Specialty Spell 

Created using PCGen 5.4.0 on 10-Nov-2003

Cleric Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 4 3+1 2+1 0 0 0 0 0 0 0
LEVEL 0
Create Water
DC: 14
Save: None
Time: 1 action
Duration: Instantaneous
Rng: Close (32 Feet)
Comp: V, S
SR: No
School: Conjuration
ooo
Effect:  Creates 2 gallons/level of pure water.
Source:  Chap.11, Spells
Target Area:   Up to 2 gallons of water/level
Cure Minor Wounds
DC: 14
Save: Will half (Harmless)
Time: 1 action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (Harmless)
School: Conjuration
ooo
Effect:  Cures 1 point of damage.
Source:  Chap.11, Spells
Target Area:   Creature touched
Detect Magic
DC: 14
Save: None
Time: 1 action
Duration: Concentration up to 1 minute/level [D]
Rng: 60 feet
Comp: V, S
SR: No
School: Universal
ooo
Effect:  Detects spells and magic items within 60 ft.
Source:  Chap.11, Spells
Target Area:   Quarter circle emanating from the character to the extreme of the range
Detect Poison
DC: 14
Save: None
Time: 1 action
Duration: Instantaneous/10 minutes per target HD
Rng: Close (32 Feet)
Comp: V, S
SR: No
School: Divination
ooo
Effect:  Detects poison in one creature or small object.
Source:  Chap.11, Spells
Target Area:   One creature, one object, or a 5-ft. cube
Guidance
DC: 14
Save: None
Time: 1 action
Duration: 1 minute or until discharged
Rng: Touch
Comp: V, S
SR: Yes
School: Divination
ooo
Effect:  +1 on one roll, save, or check.
Source:  Chap.11, Spells
Target Area:   Creature touched
Inflict Minor Wounds
DC: 14
Save: Will half
Time: 1 action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
ooo
Effect:  Touch attack, 1 point of damage.
Source:  Chap.11, Spells
Target Area:   Creature touched
Light
DC: 14
Save: None
Time: 1 action
Duration: 10 minutes/level [D]
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
ooo
Effect:  Object shines like a torch.
Source:  Chap.11, Spells
Target Area:   Object touched
Mending
DC: 14
Save: Will negates (Harmless object)
Time: 1 action
Duration: Instantaneous
Rng: 10 feet
Comp: V, S
SR: Yes (Harmless object)
School: Transmutation
ooo
Effect:  Makes minor repairs on an object.
Source:  Chap.11, Spells
Target Area:   10 ft.
Purify Food and Drink
DC: 14
Save: Will negates (object)
Time: 1 action
Duration: Instantaneous
Rng: 10 feet
Comp: V, S
SR: Yes (object)
School: Universal
ooo
Effect:  Purifies 1 cu. ft./level of food or water.
Source:  Chap.11, Spells
Target Area:   1 cu. ft./level of contaminated food and water
Read Magic
DC: 14
Save: None
Time: 1 action
Duration: 10 minutes/level
Rng: Personal
Comp: V, S, F
SR: No
School: Universal
ooo
Effect:  Read scrolls and spellbooks.
Source:  Chap.11, Spells
Target Area:   The character
Resistance
DC: 14
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (Harmless)
School: Abjuration
ooo
Effect:  Subject gains +1 on saving throws.
Source:  Chap.11, Spells
Target Area:   Creature touched
Tongue of Angels
DC: 14
Save: None (harmless)
Time: 1 action
Duration: 1 round/level
Rng: Personal
Comp: S
SR: No
School: Transmutation
ooo
Effect:  See text
Source:  p.22
Target Area:   You
Tongue of Fiends
DC: 14
Save: None (harmless)
Time: 1 action
Duration: 1 round/level
Rng: Personal
Comp: S
SR: No
School: Transmutation
ooo
Effect:  See text
Source:  p.22
Target Area:   You
Virtue
DC: 14
Save: Will (Harmless)
Time: 1 action
Duration: 1 minute
Rng: Touch
Comp: V, S, DF
SR: Yes (Harmless)
School: Transmutation
ooo
Effect:  Subject gains 1 temporary hp.
Source:  Chap.11, Spells
Target Area:   Creature touched
LEVEL 1
Bane
DC: 15
Save: Will negates
Time: 1 action
Duration: 1 minute/level
Rng: 50 feet
Comp: V, S, DF
SR: Yes
School: Enchantment
ooo
Effect:  Enemies suffer -1 attack, -1 on saves against fear.
Source:  Chap.11, Spells
Target Area:   All enemies within 50 ft.
Bless
DC: 15
Save: None
Time: 1 action
Duration: 1 minute/level
Rng: 50 feet
Comp: V, S, DF
SR: Yes (Harmless)
School: Enchantment
ooo
Effect:  Allies gain +1 attack and +1 on saves against fear.
Source:  Chap.11, Spells
Target Area:   All allies within 50 ft.
Bless Water
DC: 15
Save: Will negates (object)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Transmutation
ooo
Effect:  Makes holy water.
Source:  Chap.11, Spells
Target Area:   Flask of water touched
Cause Fear
DC: 15
Save: Will negates
Time: 1 action
Duration: 1d4 rounds
Rng: Close (32 Feet)
Comp: V, S
SR: Yes
School: Necromancy
ooo
Effect:  One creature flees for 1d4 rounds.
Source:  Chap.11, Spells
Target Area:   One living creature
Command
DC: 15
Save: Will negates
Time: 1 action
Duration: 1 round
Rng: Close (32 Feet)
Comp: V
SR: Yes
School: Enchantment
ooo
Effect:  One subject obeys one-word command for 1 round.
Source:  Chap.11, Spells
Target Area:   One living creature
Comprehend Languages
DC: 15
Save: None
Time: 1 action
Duration: 10 minutes/level
Rng: Personal
Comp: V, S, M/DF
SR: No
School: Divination
ooo
Effect:  Understands all spoken and written languages.
Source:  Chap.11, Spells
Target Area:   The character
Cure Light Wounds
DC: 15
Save: Will half (Harmless)
Time: 1 action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (Harmless)
School: Conjuration
ooo
Effect:  Cures 1d8 +1/level damage 5.
Source:  Chap.11, Spells
Target Area:   Creature touched
Curse Water
DC: 15
Save: Will negates (object)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Transmutation
ooo
Effect:  Makes unholy water.
Source:  Chap.11, Spells
Target Area:   Flask of water touched
Deathwatch
DC: 15
Save: None
Time: 1 action
Duration: 10 minutes/level
Rng: Close (32 Feet)
Comp: V, S
SR: No
School: Necromancy
ooo
Effect:  Sees how wounded subjects within 30 ft. are.
Source:  Chap.11, Spells
Target Area:   Quarter circle emanating from the character to the extreme of the range
Detect Chaos
DC: 15
Save: None
Time: 1 action
Duration: Concentration up to 10 minutes/level [D]
Rng: 60 feet
Comp: V, S, DF
SR: No
School: Divination
ooo
Effect:  Reveals creatures, spells, or objects.
Source:  Chap.11, Spells
Target Area:   Quarter circle emanating from the character to the extreme of the range
Detect Evil
DC: 15
Save: None
Time: 1 action
Duration: Concentration up to 10 minutes/level [D]
Rng: 60 feet
Comp: V, S, DF
SR: No
School: Divination
ooo
Effect:  Reveals creatures, spells, or objects.
Source:  Chap.11, Spells
Target Area:   Quarter circle emanating from the character to the extreme of the range
Detect Good
DC: 15
Save: None
Time: 1 action
Duration: Concentration up to 10 minutes/level [D]
Rng: 60 feet
Comp: V, S, DF
SR: No
School: Divination
ooo
Effect:  Reveals creatures, spells, or objects.
Source:  Chap.11, Spells
Target Area:   Quarter circle emanating from the character to the extreme of the range
Detect Law
DC: 15
Save: None
Time: 1 action
Duration: Concentration up to 10 minutes/level [D]
Rng: 60 feet
Comp: V, S, DF
SR: No
School: Divination
ooo
Effect:  Reveals creatures, spells, or objects.
Source:  Chap.11, Spells
Target Area:   Quarter circle emanating from the character to the extreme of the range
Detect Undead
DC: 15
Save: None
Time: 1 action
Duration: Concentration up to 1 minute/level [D]
Rng: 60 feet
Comp: V, S, M/DF
SR: No
School: Divination
ooo
Effect:  Reveals undead within 60 ft.
Source:  Chap.11, Spells
Target Area:   Quarter circle emanating from the character to the extreme of the range
Divine Favor
DC: 15
Save: None
Time: 1 action
Duration: 1 minute
Rng: Personal
Comp: V, S, DF
SR: No
School: Evocation
ooo
Effect:  The caster gains attack, damage bonus, +1/three levels.
Source:  Chap.11, Spells
Target Area:   The character
Doom
DC: 15
Save: Will negates
Time: 1 action
Duration: 1 minute/level
Rng: Medium (130 Feet)
Comp: V, S, DF
SR: Yes
School: Enchantment
ooo
Effect:  One subject suffers -2 on attacks, damage, saves, and checks.
Source:  Chap.11, Spells
Target Area:   One living creature
Endure Elements
DC: 15
Save: None
Time: 1 action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes
School: Abjuration
ooo
Effect:  Ignores 5 damage/round from one energy type.
Source:  Chap.11, Spells
Target Area:   Creature touched
Endure Elements
DC: 15
Save: None
Time: 1 action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes
School: Abjuration
ooo
Effect:  Ignores 5 damage/round from one energy type.
Source:  Chap.11, Spells
Target Area:   Creature touched
Entropic Shield
DC: 15
Save: None
Time: 1 action
Duration: 1 minute/level
Rng: Personal
Comp: V, S
SR: No
School: Abjuration
ooo
Effect:  Ranged attacks against the caster suffer 20% miss chance.
Source:  Chap.11, Spells
Target Area:   The character
Guilt
DC: 15
Save: Will negates
Time: 1 action
Duration: 1d4 rounds
Rng: Medium (130 Feet)
Comp: V S AF
SR: Yes
School: Enchantment
ooo
Effect:  See text
Source:  p.15
Target Area:   1 living creature of non-good alignment
Inflict Light Wounds
DC: 15
Save: Will half
Time: 1 action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
ooo
Effect:  Touch, 1d8 +1/level damage 5.
Source:  Chap.11, Spells
Target Area:   Creature touched
Invisibility to Undead
DC: 15
Save: Will negates
Time: 1 action
Duration: 10 minutes/level [D]
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Abjuration
ooo
Effect:  Undead can't perceive one subject/level.
Source:  Chap.11, Spells
Target Area:   One touched creature/level
Magic Stone
DC: 15
Save: Will negates (Harmless)
Time: 1 action
Duration: 30 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (Harmless)
School: Transmutation
ooo
Effect:  Three stones gain +1 attack, deal 1d6+1 damage.
Source:  Chap.11, Spells
Target Area:   Up to three pebbles touched
Magic Weapon
DC: 15
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 minute/level
Rng: Touch
Comp: V, S, DF
SR: Yes (Harmless)
School: Transmutation
ooo
Effect:  Weapon gains +1 bonus.
Source:  Chap.11, Spells
Target Area:   Weapon touched
Obscuring Mist
DC: 15
Save: None
Time: 1 action
Duration: 1 minute/level
Rng: 30 feet
Comp: V, S
SR: No
School: Conjuration
ooo
Effect:  Fog surrounds the caster.
Source:  Chap.11, Spells
Target Area:   Cloud centered on the character spreads 30 ft. and is 20 ft. high
Protection from Chaos
DC: 15
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 minute/level [D]
Rng: Touch
Comp: V, S, M/DF
SR: Yes (Harmless)
School: Abjuration
ooo
Effect:  +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Source:  Chap.11, Spells
Target Area:   Creature touched
Protection from Evil
DC: 15
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 minute/level [D]
Rng: Touch
Comp: V, S, M/DF
SR: Yes (Harmless)
School: Abjuration
ooo
Effect:  +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Source:  Chap.11, Spells
Target Area:   Creature touched
Protection from Evil
DC: 15
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 minute/level [D]
Rng: Touch
Comp: V, S, M/DF
SR: Yes (Harmless)
School: Abjuration
ooo
Effect:  +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Source:  Chap.11, Spells
Target Area:   Creature touched
Protection from Good
DC: 15
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 minute/level [D]
Rng: Touch
Comp: V, S, M/DF
SR: Yes (Harmless)
School: Abjuration
ooo
Effect:  +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Source:  Chap.11, Spells
Target Area:   Creature touched
Protection from Law
DC: 15
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 minute/level [D]
Rng: Touch
Comp: V, S, M/DF
SR: Yes (Harmless)
School: Abjuration
ooo
Effect:  +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Source:  Chap.11, Spells
Target Area:   Creature touched
Random Action
DC: 15
Save: Will negates
Time: 1 action
Duration: 1 round
Rng: Close (32 Feet)
Comp: V, S, DF
SR: Yes
School: Enchantment
ooo
Effect:  One creature acts randomly for one round.
Source:  Chap.11, Spells
Target Area:   One living creature
Remove Fear
DC: 15
Save: Will negates (Harmless)
Time: 1 action
Duration: 10 minutes
Rng: Close (32 Feet)
Comp: V, S
SR: Yes (Harmless)
School: Abjuration
ooo
Effect:  +4 on saves against fear for one subject +1/four levels.
Source:  Chap.11, Spells
Target Area:   One creature plus one additional creature/four levels, no two of which can be more than 30 ft. apart
Sanctuary
DC: 15
Save: Will negates
Time: 1 action
Duration: 1 round/level
Rng: Touch
Comp: V, S, DF
SR: No
School: Abjuration
ooo
Effect:  Opponents can't attack the caster, and the caster can't attack.
Source:  Chap.11, Spells
Target Area:   Creature touched
Shield of Faith
DC: 15
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 minute/level
Rng: Touch
Comp: V, S, M
SR: Yes (Harmless)
School: Abjuration
ooo
Effect:  Aura grants +2 or higher deflection bonus.
Source:  Chap.11, Spells
Target Area:   Creature touched
Summon Monster I
DC: 15
Save: None
Time: 1 full round
Duration: 1 round/level
Rng: Close (32 Feet)
Comp: V, S, F/DF
SR: No
School: Conjuration
ooo
Effect:  Calls outsider to fight for the caster.
Source:  Chap.11, Spells
Target Area:   One summoned creature
LEVEL 2
Aid
DC: 16
Save: None
Time: 1 action
Duration: 1 minute/level
Rng: Touch
Comp: V, S, DF
SR: Yes (Harmless)
School: Enchantment
ooo
Effect:  +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Source:  Chap.11, Spells
Target Area:   Living creature touched
Aid
DC: 16
Save: None
Time: 1 action
Duration: 1 minute/level
Rng: Touch
Comp: V, S, DF
SR: Yes (Harmless)
School: Enchantment
ooo
Effect:  +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Source:  Chap.11, Spells
Target Area:   Living creature touched
Animal Messenger
DC: 16
Save: None
Time: 1 action
Duration: 1 day/level
Rng: Close (32 Feet)
Comp: V, S, M
SR: Yes
School: Enchantment
ooo
Effect:  Sends a Tiny animal to a specific place.
Source:  Chap.11, Spells
Target Area:   One Tiny animal
Augury
DC: 16
Save: None
Time: 1 action
Duration: Instantaneous
Rng: Personal
Comp: V, S, F
SR: No
School: Divination
ooo
Effect:  Learns whether an action will be good or bad.
Source:  Chap.11, Spells
Target Area:   The character
Bull's Strength
DC: 16
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 hour/level
Rng: Touch
Comp: V, S, M/DF
SR: Yes (Harmless)
School: Transmutation
ooo
Effect:  Subject gains 1d4+1 Str for 1 hr./level.
Source:  Chap.11, Spells
Target Area:   Creature touched
Bull's Strength
DC: 16
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 hour/level
Rng: Touch
Comp: V, S, M/DF
SR: Yes (Harmless)
School: Transmutation
ooo
Effect:  Subject gains 1d4+1 Str for 1 hr./level.
Source:  Chap.11, Spells
Target Area:   Creature touched
Calm Emotions
DC: 16
Save: Will negates
Time: 1 action
Duration: Concentration up to 1 round/level [D]
Rng: Medium (130 Feet)
Comp: V, S, DF
SR: Yes
School: Enchantment
ooo
Effect:  Calms 1d6 subjects/level, negating emotion effects.
Source:  Chap.11, Spells
Target Area:   1d6 creatures/level, all of whom must be within 30 ft. of each other
Consecrate
DC: 16
Save: None
Time: 1 action
Duration: 2 hours/level
Rng: Close (32 Feet)
Comp: V, S, M, DF
SR: No
School: Evocation
ooo
Effect:  Fills area with positive energy, making undead weaker.
Source:  Chap.11, Spells
Target Area:   20-ft.-radius emanation
Cure Moderate Wounds
DC: 16
Save: Will half (Harmless)
Time: 1 action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (Harmless)
School: Conjuration
ooo
Effect:  Cures 2d8 +1/level damage 10.
Source:  Chap.11, Spells
Target Area:   Creature touched
Darkness
DC: 16
Save: None
Time: 1 action
Duration: 10 minutes/level [D]
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
ooo
Effect:  20-ft. radius of supernatural darkness.
Source:  Chap.11, Spells
Target Area:   Object touched
Death Knell
DC: 16
Save: Will negates
Time: 1 action
Duration: Instantaneous/10 minutes per target HD
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
ooo
Effect:  Kills dying creature; the caster gain 1d8 temporary hp, +2 Str, and +1 level.
Source:  Chap.11, Spells
Target Area:   Living creature touched
Delay Poison
DC: 16
Save: Fortitude negates (Harmless)
Time: 1 action
Duration: 1 hour/level
Rng: Touch
Comp: V, S, DF
SR: Yes (Harmless)
School: Conjuration
ooo
Effect:  Stops poison from harming subject for 1 hour/level.
Source:  Chap.11, Spells
Target Area:   Creature touched
Desecrate
DC: 16
Save: None
Time: 1 action
Duration: 2 hours/level
Rng: Close (32 Feet)
Comp: V, S, M, DF
SR: Yes
School: Evocation
ooo
Effect:  Fills area with negative energy, making undead stronger.
Source:  Chap.11, Spells
Target Area:   20-ft.-radius emanation
Endurance
DC: 16
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 hour/level
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
ooo
Effect:  Gain 1d4+1 Con for 1 hr./level.
Source:  Chap.11, Spells
Target Area:   Creature touched
Enhance Magical Flow
DC: 16
Save: None (harmless)
Time: 1 action
Duration: 10 minutes/level
Rng: Personal
Comp: V S M
SR: No
School: Universal
ooo
Effect:  See text
Source:  p.13
Target Area:   You
Enthrall
DC: 16
Save: Will negates
Time: 1 full round
Duration: Up to 1 hour
Rng: Medium (130 Feet)
Comp: V, S
SR: Yes
School: Enchantment
ooo
Effect:  Captivates all within 100 ft. + 10 ft./level.
Source:  Chap.11, Spells
Target Area:   Any number of creatures
Find Traps
DC: 16
Save: None
Time: 1 action
Duration: 1 minute/level
Rng: Medium (130 Feet)
Comp: V, S
SR: No
School: Divination
ooo
Effect:  Notice traps as a rogue does.
Source:  Chap.11, Spells
Target Area:   The character
Gentle Repose
DC: 16
Save: Will negates (object)
Time: 1 action
Duration: 1 day/level
Rng: Touch
Comp: V, S, M/DF
SR: Yes (object)
School: Necromancy
ooo
Effect:  Preserves one corpse.
Source:  Chap.11, Spells
Target Area:   Corpse touched
Hold Person
DC: 16
Save: Will negates
Time: 1 action
Duration: 1 round/level [D]
Rng: Medium (130 Feet)
Comp: V, S, F/DF
SR: Yes
School: Enchantment
ooo
Effect:  Holds one person helpless for 1 round/level.
Source:  Chap.11, Spells
Target Area:   One humanoid of Medium-size or smaller
Inflict Moderate Wounds
DC: 16
Save: Will half
Time: 1 action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
ooo
Effect:  Touch, 2d8 +1/level damage 10.
Source:  Chap.11, Spells
Target Area:   Creature touched
Lesser Restoration
DC: 16
Save: Will negates (Harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (Harmless)
School: Conjuration
ooo
Effect:  Dispels magic ability penalty or repairs 1d4 ability damage.
Source:  Chap.11, Spells
Target Area:   Creature touched
Make Whole
DC: 16
Save: Will negates (Harmless)
Time: 1 action
Duration: Instantaneous
Rng: Close (32 Feet)
Comp: V, S
SR: Yes (Harmless)
School: Transmutation
ooo
Effect:  Repairs an object.
Source:  Chap.11, Spells
Target Area:   One object of up to 10 cu. ft./level
Remove Paralysis
DC: 16
Save: Will negates (Harmless)
Time: 1 action
Duration: Instantaneous
Rng: Close (32 Feet)
Comp: V, S
SR: Yes (Harmless)
School: Conjuration
ooo
Effect:  Frees one or more creatures from paralysis, hold, or slow.
Source:  Chap.11, Spells
Target Area:   Up to four creatures, no two of which can be more than 30 ft. apart
Resist Elements
DC: 16
Save: None
Time: 1 action
Duration: 1 minute/level
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Abjuration
ooo
Effect:  Ignores 12 damage/round from one energy type.
Source:  Chap.11, Spells
Target Area:   Creature touched
Shatter
DC: 16
Save: None
Time: 1 action
Duration: Instantaneous
Rng: Close (32 Feet)
Comp: V, S, M/DF
SR: Will negates (object) or Fortitude half
School: Evocation
ooo
Effect:  Sonic vibration damages objects or crystalline creatures.
Source:  Chap.11, Spells
Target Area:   3-ft.-radius spread; or one solid object or one crystalline creature
Shield Other
DC: 16
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 hour/level [D]
Rng: Close (32 Feet)
Comp: V, S, F
SR: Yes (Harmless)
School: Abjuration
ooo
Effect:  The caster takes half of subject's damage.
Source:  Chap.11, Spells
Target Area:   One creature
Silence
DC: 16
Save: Will negates or none (object)
Time: 1 action
Duration: 1 minute/level
Rng: Long (520 Feet)
Comp: V, S
SR: Yes or no (object)
School: Illusion
ooo
Effect:  Negates sound in 15-ft. radius.
Source:  Chap.11, Spells
Target Area:   15-ft.-radius emanation centered on a creature, object, or point in space
Sound Burst
DC: 16
Save: Will partial
Time: 1 action
Duration: Instantaneous
Rng: Close (32 Feet)
Comp: V, S, F/DF
SR: Yes
School: Evocation
ooo
Effect:  Deals 1d8 sonic damage to subjects; may stun them.
Source:  Chap.11, Spells
Target Area:   10-ft.-radius spread
Speak with Animals
DC: 16
Save: None
Time: 1 action
Duration: 1 minute/level
Rng: Personal
Comp: V, S
SR: No
School: Divination
ooo
Effect:  The caster can communicate with natural animals.
Source:  Chap.11, Spells
Target Area:   The character
Spiritual Weapon
DC: 16
Save: None
Time: 1 action
Duration: 1 round/level [D]
Rng: Medium (130 Feet)
Comp: V, S, DF
SR: Yes
School: Evocation
ooo
Effect:  Magical weapon attacks on its own.
Source:  Chap.11, Spells
Target Area:   Magic weapon of force
Static Veil
DC: 16
Save: None
Time: 10 minutes
Duration: 1 hour/level
Rng: 0 ft.
Comp: V S F AF
SR: No
School: Abjuration
ooo
Effect:  See text
Source:  p.21
Target Area:   1 10 ft. cube/level
Summon Monster II
DC: 16
Save: None
Time: 1 full round
Duration: 1 round/level
Rng: Close (32 Feet)
Comp: V, S, F/DF
SR: No
School: Conjuration
ooo
Effect:  Calls outsider to fight for the caster.
Source:  Chap.11, Spells
Target Area:   One or more summoned creatures, no two of which can be more than 30 ft. apart
Undetectable Alignment
DC: 16
Save: Will negates (object)
Time: 1 action
Duration: 24 hours
Rng: Close (32 Feet)
Comp: V, S
SR: Yes (object)
School: Abjuration
ooo
Effect:  Conceals alignment for 24 hours.
Source:  Chap.11, Spells
Target Area:   One creature or object
Zone of Truth
DC: 16
Save: Will negates
Time: 1 action
Duration: 1 minute/level
Rng: Close (32 Feet)
Comp: V, S, DF
SR: Yes
School: Enchantment
ooo
Effect:  Subjects within range cannot lie.
Source:  Chap.11, Spells
Target Area:   5-ft.-radius/level emanation
* = Domain/Specialty Spell


Created using PCGen 5.4.0 on 10-Nov-2003

Jiriki
Jiriki's portrait
Human
RACE
19
AGE
5' 9"
HEIGHT
164 lbs
WEIGHT

EYE COLOR

SKIN COLOR

HAIR COLOR

HAIR LENGTH

PHOBIAS

PERSONALITY TRAITS

INTERESTS

SPOKEN STYLE
Description
Home
,
Biography
You were brought up in your early years in the mounains of Lhandroth-Yar (see map of Dhurghumlund on website - when I've done it, probably sunday, it's at www.earth-x.co.uk/campaign here's already some stuff there and note that the website is case sensitive)
You and your brother Karnak were fortunate to be amongst the survivors of what might be described as a 'hostile clan takeover' by a larger neighbouring clan who worshipped a dragon god. Your faith in Kord, the god of strength (this pretty much forces you to be chaotic good, so can be adapted) was obviously not strong enough. The remains of your caln were led to a new home in the mountains by Beryn Lock, who had arrived mysteriously in the midst of battle and mediated a cessation of violence in return for your withdrawal.
Not everybody was happy about this, of course, but it insured your clan's survival and the new home was a good place. In respect to Beryn, you and your brother went with him to offer aid in return for his help. Karnak, your older brother - a fierce warrior of few words and limited smarts who severely distrusts magic - has ever since been a sort of body guard to the old man. You, however, had always sought greater adventure as well as having more of a calling to the faith. Beryn took you to a hard-working small community of mixed races who farmed infertile land near Galent (the main city and near Beryn's home) to prove their strength in honour of Kord, god of strength. After learning the way of the cleric for some time, you were thrilled to receive a message from Beryn (delivered by an owl) that you were wanted for a dangerous and glorious task......
You made your way Pen Duras, where Grouzas Grindspar - the landlord of the Inn of the Wyrm - told you that Beryn and a group of people had already left the day before. Beryn had anticipated your late arrival, as if he knew that you should be late and left instructions that you were to head to Stetterick on the west road. Not before time, it would appear, as a militia was gathering to investigate why Stetterick had gone quiet days before (da da daaaah).
On the way you met up with Hogun, a grim and shifty character who looked quite badly injured but was leading a group of tired and scared-looking folk to Pen Duras; these were apparently the inhabitants of Stetterick. They had been decimated by a werewolf, worgs and a sorceror and picked off by undead released form somewhere in the mines by the small town. You moved onwards. Fortunately, your journey was uneventful, if creepy, through the woods to the town and you were met near the mouth of the mine.
Beryn has located a secondary entrance that will hopefully lead you to the party already trying to recover the mystical scabbard from the crypt of a vampire somewhere within a secret and recently uncovered area of the mines.
You are given a small (fist-sized) golden cage, within which hangs - suspended by a tiny a thread - a miniature golden bulls horn.
"It will lead you to Karnak", says Beryn, indicating that Jiriki's older borther is already down in the mines with the rest of the party. "But rest first, they will not be going far yet."
It turns out that the party had just contacted Beryn through some mystical means and were about to settle down for some rest, having been in the mines for seven hours of trek and battle. After a 4 hour rest to recuperate, you set off, Rhadogan carrying a lantern and Jiriki carrying the cage. The descent is fairly easy; it takes 3 hours, through winding labyrinthine caves and you are entirely sure that you would be lost without the cage, the horn unerringly choosing direction, ever downwards. There are sounds and scuffles but nothing impedes your passage and you eventually arrive in a large cavern. There are signs that this was once something more man-made looking - columns here and there and a large wooden door to your right as you enter.
This is surely the place you were meant to wait….