Wybren Veteran Champion
Posts : 128 Join date : 2009-07-19 Age : 42 Location : THe Netherlands
Character sheet Name: Yorin / Radour HP: 11 (R) / 23 (Y) AC:: 17 (R) / 19 (Y)
| Subject: Yorin Benevolente Character Sheet Mon Jul 20, 2009 2:42 am | |
| Yorin Benevolente Female Human Cleric 3
Neutral Good
Representing Wybren XP: 1685 + 325= 2010 +1300 = 3310 + 850 = 4160 +1900. after dying, she is at 4500 xp. Strength 13 (+1) Dexterity 16 (+3) Constitution 16 (+3) Intelligence 16 (+3) Wisdom 18 (+4) Charisma 12 (+1) Size: Medium Height: 5' 9" Weight: 145 lb Eyes: Green Hair: Dark Brown Skin: Tan Domains: Healing Strength Energy: Positive [Healing / Turns Undead] Total Hit Points: 23 Speed: 30 feet Armor Class: 19 = 10 + 4 [chain shirt] + 2 [heavy wooden] + 3 [dexterity] • Touch AC: 13 • Flat-footed: 16 Initiative modifier: + 3 = + 3 [dexterity] Fortitude save: + 7 = 3 [base] + 3 [constitution] +1 [passionate] Reflex save: + 4 = 1 [base] + 3 [dexterity] Will save: + 6 = 3 [base] + 4 [wisdom] - 1 Attack (handheld): + 3 = 2 [base] +1 [strength] Attack (missile):+ 5 = 2 [base] + 3 [dexterity] Grapple check: + 3 = 2 [base]+1 [strength] Carrying: - Spoiler:
Light load:50 lb. or less Medium load: 51-100 lb. Heavy load:101-150 lb. Lift over head:150 lb. Lift off ground:300 lb. Push or drag: 750 lb.
Languages: Common Celestial Abyssal Infernal 2 Daggers [1d4+1, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] Short Spear [1d6+1, crit x2, range inc 20 ft., 3 lb, one-handed, piercing] Sling [1d4+1, crit x2, range inc. 50 ft., 0 lb, bludgeoning] Chain shirt [light; + 4 AC; max dex + 4; check penalty -2; 25 lb.] Heavy Wooden Shield [ + 2 AC; check penalty -2 hardness 5; hp 15; 10 lb.] Feats: Combat Casting • Dodge Augment healing (+2 hp per healing spell per level of spell) Skill Name, Key Ability, Skill Modifier Ability Modifier, Ranks, Misc. Modifier - Spoiler:
Appraise Int 3 = +3
Balance Dex* 3 = +3
Bluff Cha 1 = 1
Climb Str* 1 = +1
Concentration Con 9 = +3 + 6
Craft armor-maker Int 3 = +3
Craft alchemist Int 3 = +3
Craft iron-worker Int 3 = +3
Diplomacy Cha 7 = +1 +6
Disguise Cha 1 = 1
Escape Artist Dex* 3 = +3
Forgery Int 3 = +3
Gather Information Cha 1 = 1
Heal Wis 10 = +4 + 6
Hide Dex* 3 = +3
Intimidate Cha 1 = 1
Jump Str* 1 = +1
Knowledge (arcana) Int 4 = +3 + 1
Knowledge (history) Int 5 = +3 + 2 +6 Cultural study (dwarvish & Gnomish history)
Knowledge (religion) Int 8 = +3 + 5 +6 Cultural study (dwarvish & Gnomish history)
Knowledge (planes) Int 6 = +3 + 3
Listen Wis 4 = +4
Move Silently Dex* 3 = +3
Perform_1 Cha 1 = 1
Perform_2 Cha 1 = 1
Perform_3 Cha 1 = 1
Perform_4 Cha 1 = 1
Spell craft Int 8 = +3 +5
Ride Dex 3 = +3
Search Int 3 = +3
Sense Motive Wis 5 = +4 +1
Spot Wis 4 = +4
Survival Wis 4 = +4
Swim Str** 1 = +1
Use Rope Dex 3 = +3
* = check penalty for wearing armor Know Religion >=5 ranks gives + 2 on turn/rebuke the undead. Cultural study: history up to 100 years ago on Dwarves and Gnomes
Cleric Spells - Spoiler:
Zero-level Cleric spells: 4 per day (* = standard selection) 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. *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 (1 minute, touch). Virtue: Subject gains 1 temporary hp.
First-level Cleric spells: 3 (2 + 1) per day + 1 from a domain: 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). 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. (1 min./level) 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. 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/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.
Second level spells 2+1 per day 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.
Domain spells: * 1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5). 1 Enlarge Person: Humanoid creature doubles in size. 2 cure moderate wounds 2 Bull's strength
Standard spell selection: - Bull's strength (domain 2) - hold person - resist energy - 1 x Cure light Wounds (1 domain spell) - Comprehend languages (10 min./level) - Sanctuary (1 round/level) - Shield of Faith. (1 min./level, range: touch) 0th level: - detect magic - resistance - light - guidance.
Human • Extra feat at first level (already included) • Four extra skill points at first level (already included) • One extra skill point at each additional level (already included) Cleric • Alignment Aura • • Spontaneous Casting (heal) • • Turn Undead (4x/day) • • High wisdom gains bonus spells daily • • Domain choices give additional abilities: HEALING DOMAIN • Granted Power: You cast healing spells at +1 caster level. STRENGTH DOMAIN • Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day. Class HP rolled Level 1: Cleric 8 Level 2: Cleric 3 Level 3: ??? Yorin Benevolente's Equipment:. - Spoiler:
• • Weapons / Armor / Shield (from above) - 39 lb. • Sling bullets (group of 10) x2 - 10 lb. • Backpack - 2 lb. • Bedroll - 5 lb. • Rations (1 day) x1 1 lb. • Waterskins x1 - 4 lb • Healer kit - 1 lb. • Holy symbol (wooden) - 2 lb. • Spell component pouch . 6 torches • 4 green potions, of which 1 acid; 1 red potion . 2 rubies and 1 mithril bar - 5 lbs. • Total 74 lbs. • note: Yorin without shield and without waterskin is lightly encumbered
More about Yorin Benevolente: Background: - Spoiler:
Yorin worships the good ancient Egyptian goddess Isis, together with her husband Osiris, Lord of the Netherworld, and their son Horus!!! All three are good gods.
Here's the myth of Isis, Osiris and Horus: Osiris was in primeval times a benevolent king of Egypt. He brought his people culture, agriculture, religion and laws. He was the son of Ra, the sun-god. He had a half-sister Isis, the daughter of Thot, who is the god of wisdom. From Thot, Isis inherited her cunning and wisdom. Seth was Osiris' half-brother, a son of Geb, the god of the earth. Seth wasn't born at the right time, he sprung out of his mother's belly's side, instead of being born normally. Seth is evil. When Osiris gets to rule the earth, Seth is jealous, and he kills him with the help of 72 trusted allies. At a party, Seth gets Osiris to step into a sarcophagus and then his helpers close it and throw the sarcophagus (with Osiris in it) in the Nile. It ends up in Byblos, but Isis manages to find it and to obtain it with her cunning, and she brings her dead husband back to Egypt. She then expresses her sorrow for him in a ritualistic way, and raises him to a partial life. They make love and Isis conceives a son: Horus. Then Seth comes again, finds Osiris partly alive and Seth cuts him to pieces, spreading the pieces all over Egypt. Isis searches the pieces afterwards, and buries them where they lay. Horus is born and he is immediately hidden by Isis: as an orphan. She saves him from many threats by Seth by her magic spells. When Horus reaches maturity, he sues Seth before a legal court. The verdict is that Seth must abdicate his rule over Egypt. However, Osiris being dead cannot rule Egypt anymore: he gets to rule the dead in the Netherworld. Egypt is henceforth ruled by Horus and his mother Isis. Finally Seth is defeated in a duel between him and Horus.
It's clear from this myth that Isis has special healing powers and that Horus is famous for his strength. Hence, Yorin has chosen to devote herself to the domains healing and strength. Yorin was born in a hostel in a small village. Her mother was a waitress in the hostel and her father was a "silver dagger", a kind of dishonored mercenary. He visited her mother each year and also brought presents for Yorin, e.g. a dagger. When Yorin was 11 years old, the village was pillaged by raiders, who raped and injured her mother severely. A few months later she died, and Yorin started to work in the hostel. However, her father came by one day and took her with him. He taught her to fight, but he noticed that her mind was often elsewhere. On the night her mother died, Yorin had her first vision of Isis: She appeared as a very tall woman in white together with her husband Osiris in black. Isis told her that henceforth Osiris would take care of her mother. And that Yorin herself had been chosen to become her priestess. Yorin could hardly believe her ears: to become a priestess chosen by Isis herself! She spent a lot of time thinking about that, first not daring to believe it. But Isis kept appearing to her and telling her that she should study religion in one of the big monasteries. So she gradually accepted the idea of becoming a priestess. At the age of 15, she told her father she wanted to study religion. He refused initially, telling her he didn't want to lose her as well as her mother. But she convinced him she wouldn't be lost entirely: it was only for 5 years of study, then she would come out of the monastery again. Then he finally agreed. The monastery is polytheistic: novices of various deities study there. The teachers are amazed when Yorin enters: they haven't had a worshipper of Isis and Horus for a long time. However, luckily the library contains a lot of information about ancient Egyptian religion and Yorin is helped by her visions of Isis. She learns a lot about other gods too and also about the planes, arcana and about this world's history. At twenty she is ready to serve as 1st level cleric. However, no temple of Isis exists. So she joins a mercenary group, helped by her father, who gave her weapons, a chain shirt, a shield and some money. After two years of traveling and fighting with this group, she is now a 2nd level cleric of Isis. Her dream is to collect enough money to build a temple for Isis and to show everyone what a wonderful goddess she is. And maybe, just maybe, Isis has a special destiny for her...
Last edited by Wybren on Thu Oct 08, 2009 5:17 am; edited 10 times in total (Reason for editing : been raised from the dead) | |
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Wybren Veteran Champion
Posts : 128 Join date : 2009-07-19 Age : 42 Location : THe Netherlands
Character sheet Name: Yorin / Radour HP: 11 (R) / 23 (Y) AC:: 17 (R) / 19 (Y)
| Subject: Re: Yorin Benevolente Character Sheet Sat Aug 01, 2009 7:18 pm | |
| Yorin has added the treasures from the dead end to her backpack:
Quote: Damien finds a total of 65gp on the dwarfs, and two vials of green potions, 1 a light green (mountain dew color) the other a darker green (webpage background color). Along with 2 blocks of mithiral (5lbs a piece) and a small sphere of cold metal.
She already has 5 potions from the road-camp (4 green and 1 red), and she has a mithril bar and 2 rubies from the previous room. | |
|
Wybren Veteran Champion
Posts : 128 Join date : 2009-07-19 Age : 42 Location : THe Netherlands
Character sheet Name: Yorin / Radour HP: 11 (R) / 23 (Y) AC:: 17 (R) / 19 (Y)
| Subject: crystal shards and common money from Shappa Mon Aug 10, 2009 5:39 pm | |
| Unard gave the crystal shards with the sanctuary spell on it to Yorin. (2 lbs.) However, it is still listed as his loot on his char. sheet.
Shappa had 95 gold found at the road camp. He gave 7 gp each to Dorik, Ginoma, Aubrey, Rodale, Thimble, Finbert, John, Damien and to himself. 95 - 63 = 32 gp. left. These 32 gp are now in Yorin's backpack, and 7gp of them belong to Yorin personally.
AFter the fight with the priestess, Yorin has taken the magical whip (necromancy) and the two scrolls (perhaps evil spells which she can't use). | |
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| Subject: Re: Yorin Benevolente Character Sheet | |
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