作者 主题: New Campaign  (阅读 8572 次)

副标题: the Forge of Fury

离线 章霁诚

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« 回帖 #10 于: 2004-07-18, 周日 22:04:24 »
Time: 7:30 PM, Sunday

Aust:Obad-Hai Clr3;Medium Humanoid (Human);

Description:
Sex:Male;Height:6ft.3in.;Weight:110lb.;Primary Hand:Right;
Haircolor:Light Gold;Skincolor:White;Pupilcolor:purple;
AL:TN;Language:Common;Carrying Capacity:58/116/175;

HD:8+2d8+6;HP:(22)
Init:+5;Spd:20ft;AC:21 (+1 Dex,+8 MW fullplate,+2 heavy wooden shield)
Base Attack/Grapple:+2/+4
Attack:MW cold iron Morningstar +5 melee (1d8+2/x2) or Shortspear +4 (1d8+2/x2) or Javelin +4 range (1d6+2/x2)
Space/Reach:5ft./5ft
SA:Turn Undead 5/day; Turn Earth creature or Rebukes Air creature 5/day;
牐燭urn Water creature or Rebukes Fire creature 5/day
SQ:Domains:Air,Fire ; Spontaneous Casting: cure
SV:Fort +5,Ref +2,Will +6;
Abilities:Str 14,Dex 12,Con 14,Int 8,Wis 16,Cha 14;
Skills:Concentration +12,Knowledge(religion) +5,Heal +5,Turn +4
Feats:Combat Casting,Improved Initiative,Scribe Scroll

Spells Prepared (4/3+d/2+d):
0 (DC13):Cure Minor Wounds,Detect Magic,Virtue,Light;
1 (DC14):Magic Weapon,Bless,Command,Obscuring Mist
2 (DC15):Sound Burst,Hold Person,Wind Wall

Possessions:
Weapons and Armors (2147GP/73lb.):MW Full fullplate,heavy wooden shield,MW cold iron Morningstar,Silver Shortspear,Javelinx3
Wands (750GP):CLW (50 charges);
Adventuring Gear (11.1GP/14lb.):Backpack with Bedroll,Waterskin,Ration 103GP;
Total:87lb.

SPELL LIST

0-LEVEL CLERIC SPELLS (ORISONS)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

1ST-LEVEL CLERIC SPELLS
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.

2ND-LEVEL CLERIC SPELLS
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

AIR DOMAIN
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as

an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This

granted power is a supernatural ability.
Air Domain Spells
1 Obscuring Mist: Fog surrounds you.
2 Wind Wall: Deflects arrows, smaller creatures, and gases.
3 Gaseous Form: Subject becomes insubstantial and can fly slowly.
4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
5 Control Winds: Change wind direction and speed.
6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an air spell only.

FIRE DOMAIN
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as

an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This

granted power is a supernatural ability.
Fire Domain Spells
1 Burning Hands: 1d4/level fire damage (max 5d4).
2 Produce Flame: 1d6 damage +1/ level, touch or thrown.
3 Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
5 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Fire Storm: Deals 1d6/level fire damage.
8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9 Elemental Swarm**: Summons multiple elementals.
*Resist cold or fire only.
**Cast as a fire spell only.
« 上次编辑: 2004-07-18, 周日 22:10:02 由 章霁诚 »

离线 Mell

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New Campaign
« 回帖 #11 于: 2004-07-18, 周日 22:28:02 »
why u always like to list all spells you have known...

离线 章霁诚

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« 回帖 #12 于: 2004-07-20, 周二 20:52:56 »
why not?