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Thread: Enigma's Characters

  1. #1
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    Default Enigma's Characters

    Name: Sabine
    Race: Half-elf
    Age: 21
    Class: Cleric - Faith: Fharlanghn, Dweller on the Horizon
    Level: 1
    Alignment: Neutral Good
    Character Description:
    Spoiler: Sabine 

    Height: 64
    Weight: 102
    Eyes: Jade Green
    Hair: Chestnut Brown
    Handed: Right

    Hit Points: 10
    Armour Class: 7
    THAC0: 20

    STR 14 Norm/None/170/8/7%
    INT 12
    WIS 17 +3
    DEX 11
    CON 14 88%/92%
    CHA 15

    Saving Throws
    Paralyzation/Poison: 10
    Rod/Staff/Wand: 14
    Petrification/Polymorph: 13
    Breath Weapon: 16
    Spells: 12

    Armour: Studded leather (AC 7), Steel Skullcap helmet

    Weapons:
    • Quarterstaff Damage 1d6
    • Sling damage 1d4 for bullet/1d3 for stone


    Miscellaneous Items:
    Holy symbol (worn)
    Robe, green (worn)
    Belt (worn)
    Boots (worn)
    Hose (worn)
    Belt pouch, small (worn on belt right center) containing a candle, comb, 2 fishhooks, flint & steel, a small silver mirror in a leather slipcase, 2 sewing needles & a signal whistle.
    Belt pouch, large (worn on belt left) containing 5 sheets of Papyrus (folded), fine wooden pen & a vial of writing ink carefully wrapped in a large bandana.
    Backpack (worn on back) containing bedroll, soap (in a small bag), iron pot, wooden spoon, spare robe, mittens, wool hat, hose, cloak, healer's kit, bag holding 7 days worth of journey cakes, two water skins.

    Scrolls: Cure Disease x2. Neutralize Poison, Resurrection x2.

    Skills/Powers/Abilities:

    Skills: Cobbling, Healing, Reading/Writing
    Spells: Cure Light Wounds, Magic Stone, Sanctuary, Entangle
    Abilities: 30% resistance to Sleep & all Charm-related spells; Infravision 60 feet; one-in-six chance of spotting, one-in-three chance of finding a secret door & one-in-two finding a concealed door.
    Turn Undead: Skeleton (7), Zombie (10), Ghoul (13), Shadow (16), Wight (19), Ghast (20).

    Personality:(optional)

    Background: A member of a northern tribe of elves, visited regularly by human traders after rare plants, pelts and amber. After her tribe gets attacked, the survivors join other tribes, but Sabine decided to learn more about her human father and his people, so wandered south to the warmer lands. She met Brother Isur on the road, a wandering cleric of Fharlanghn, who took her under his wings and found her an apt pupil.

    http://www.purpleworm.org/rules/

    Spoiler: change log 
    Last edited by Enigma; 01-11-2012 at 06:40 AM.

    Spoiler: ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ √Ăłł Єѵïł ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ 

  2. #2
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    Roll 1d8 for your hit point increase
    Spoiler: Want to know where Anne Bonny hid the bodies? Click the spoiler! 

  3. #3
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    Default

    HP Increase - [dice0]

    * post roll count doesn't match database

    Spoiler: ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ √Ăłł Єѵïł ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ 

  4. #4
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    Your HP are now 10

    For the undead truning, it should now be; Skeleton (7), Zombie (10), Ghoul (13), Shadow (16), Wight (19), Ghast (20).

    You also get one additional 1st level spell per day
    Spoiler: Want to know where Anne Bonny hid the bodies? Click the spoiler! 

  5. #5
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    Quote Originally Posted by Nazgul View Post
    Your HP are now 10

    For the undead truning, it should now be; Skeleton (7), Zombie (10), Ghoul (13), Shadow (16), Wight (19), Ghast (20).

    You also get one additional 1st level spell per day
    Updated. I chose entangle for my new 1st level spell.

    Spoiler: ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ √Ăłł Єѵïł ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ 

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