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Soraya Mathem

Physical Description

Species/Race: Half Elf
Sex: Female
Apparent Age: Adult
Actual Age: 21
Maximum Age: -
Height: 65" (5' 5")
Weight: 107 lbs
Hair: Very Dark Brown
Eyes: Dark Brown
Skin: Dusky
Scars/Tattoos/Identifying Marks: Decorative tattooed designs on her hands, wrists midway to elbow in dark blue
Appearance: Kohl eyes, with gold earrings and anklet.
Clothing: Draped, pleated, soft materials in rich dark colors preferred
Mannerisms: -
Recognition Handle: Priestess of Azuth
Allergies: -
Health/Injuries/Illness: Fevers as a child.

Personal Information

Aliases Used: Soraya Mathem

IQ: Above Average

Homeworld/Homeland: -

Social Class/Status: Born to Upper Middle Class.

Profession/Duties: Itenerant Priestess

Mythos/Religion: Azuth

Homeland Terrain: -

Liege/Patron/Mentor: -

Clan: -

Reputation: -

Heritage: -

Honor: Strong

Coat of Arms/Colors:

Military History:

Rank: Not Applicable
Status: Not Applicable
Army: Not Applicable
Branch: Not Applicable

Family:

Marital Status: Single
Spouse’s Name: -
Children: -
Grandparents: -
Mother: Sera Abiss
Father: Hemal
Siblings: Many
Half-Siblings: 2
Birth Rank: 5th of 7
Uncles and Aunts: -
Cousins: Many
Nieces/Nephews: A few
Friends: Few close ones
Enemies (and why): -

Psychological Description

Concept/Template Type: Priest

Alignment/Light/Dark: Light

Superstitions: Omens

Traits:

Nature:

Demeanour: Scholar

Fears: -

Personality/Temperament: Believes in the message of her god, and the role of the divine in mortal everyday affairs.

Likes: Reflecting pools

Dislikes: Controversy

Pet Peeves:

Motivation/Objectives/Goals in Life: Seek a place to learn and implement the desires of Azuth. To bring his message to all.

Quote:

Favorite Color: Sunlight

Hobbies: Calligraphy

Pasttimes: Clay sculpting

Favorite Drink: -

Favorite Food: Spicy


Special Abilities

Weapon Proficiencies:

Non-Weapon Proficiencies/Skills: Heraldry (1), Languages, Ancient (Mythril?)(1), Reading/Writing (1), Religion (1), Seamstress/Tailor (1), Spellcraft (1), Appraising (2), Healing (2)

Innate Abilities:

Languages: -

Secondary Skills: -

Spells:

Possessions

Residences: -

Vessels/Ships: -

Wealth/Money/Coins: -

Armor:

Basic Equipment: -

Special Gear/Magical Items:

Valuables/Treasure: -

Books: -

Henchmen: -

Animal Companions: -



Background/Personal History


AD&D Character Sheet

Class: Specialty Priest of Azuth

Kit:

Experience/Level: 3 (?)

Hit Points: 17 (4+1 3+1 7+1)

Armor Class: 9/10 (_Cloth only_), 10 if Surprised

Weapons: QuarterStaff (P), Staff Sling (P)

Racial Abilities: Half-elf

Proficiencies/Skills: Heraldry (1), Languages, Ancient (Mythril?)(1), Reading/Writing (1), Religion (1), Seamstress/Tailor (1), Spellcraft (1), Appraising (2), Healing (2)

Languages: Common, Elf, Gnome, Dwarf, Halfling

Secondary Skills: Scribe

Statistics: STR 7, DEX 15, CON 15, INT 16, WIS 18, CHR 13, COM __

Abilities:
Strength Hit Adj: -1 Dmg Adj.: 0 Wt Allow: 20 lbs Press: 55 Open Doors: 1-4/20 Bend Bars/Lift Gates: 0%
Dexterity Reaction Adjustment: 0, Missile Attack Adjustment: 0 Defensive Adjustment: -1 to AC
Constitution Hit Point Adjustment: +1, System Shock: 90% Resurrection Survival: 94% Poison Save: 0 Regeneration: No
Intelligence No. of Languages: 5 Spell Immunity: Half-Elven Racial Immunity only
Wisdom Magical Defense Adjustment: +4 Bonus Spells: 2-2-1-1 Spell Immunity: - Spell Failure: 0
Charisma Maximum # of Henchmen: 5 Charisma Loyalty Base: +0 Charisma Reaction Adjustment: +1
Comeliness Maximum # of Henchmen: _ Comeliness Loyalty Base: +_ Comeliness Reaction Adjustment: +_

Saving Throws: Paralyze/Poison 10- Rod, Staff, Wand 14- Petrify/Polymorph 13- Breath Weapon 16- Spells 15-

Weapons
Weapon Profiency # of Attacks Size Damage Adj. THAC0 Damage S-M/L Range Speed Factor
Quarterstaff Proficient 1 Medium 0 20 Damage S-M/L 0 4
Staff Sling Proficient 2/1 N/A 0 20 Damage S-M/L Range 11
Sling Bullets - - - - - d4+1/d6+1 - -

Special Gear/Magical Items:

Standard Gear: Waterproof Backpack: 90' silk rope p 74, Winter Wolf fur blanket, sewing kit with heavy thread, Mess Kit p 137, Sparker, 21 wax candles in waterproof pouch, small silver mirror, 200 yards of bandages, 2" wide, 2 vials of oil, packet of elf bread, 10 large waterproof sacks in a roll

Treasure:

Other Valuables:

Animal Companions:

Standard Gear:

Supplies:

Friends:

Enemies (and why):

Turning Undead
Skeleton or 1HD:
Zombie:
Ghoul or 2HD:
Shadow or 3-4 HD:
Wight or 5HD:
Ghast:
Wraith or 6HD:
Mummy or 7HD:
Spectre or 8HD:
Vampire or 0HD:
Ghost or 10HD:
Lich or 11HD:
Special (including unique undead, freewilled undead of the negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.:

AD&D Prelude and Game History

From a well off large middle class family. The family incurred the wrath of Azuth by mischance and Soraya at 5 was given over to the Temple as reparation. Severed from her family, she was raised in the Temple precinct among the orphans. She proved to be intelligent and seemingly devout, and while others of her companions went into the priest guards, templars or menial servant positions Soraya went through the rites of an initiate, then acolyte, and took on minor duties in the Temple working with the Priests.

There had been a debate raging for some time over the priesthood itself, some considering it to be in need of reforms and others seeing nothing wrong if the God had nothing to say. The arguement was kept within the Temple heirarchy, far from the laity, and so when eventually the adherents of the minority view departed on 'field missions' and extended leaves of official absence there was no outcry. They gathered in the city of ____ in ____, and began searching for a new Temple site. Soraya's mentor held the minority view and she was of an age to trust in her elders to make decisions for her.

The new Temple was quietly set up in _____ the mountains by ____ desert. After a few years Soraya took the priest's vows.

The next year the cult was wiped out by a terrible thunder and lightning storm. She and the few other survivors fled into the woods and huddled in some caves until the storm eventually died away. They sifted through the debris to recover what they could, and bury the dead then began the long trek away to a distant land. They decided to split up, and send word if such a haven was found, each going a different way.

Soraya went north to the Icewind Dale lands joining a party of travelers there. Many died in an avalanche and the others were trapped in Kuldahar for the winter months under seige from goblins, yeti, the occasional remorhaz and undead from the neighboring Valley of Shadow where the villagers buried their dead in ornate cave tombs. Eventually a priestess of Auril that was behind the cold storm was slain by another group of adventurers lifting the snows curse, and allowing the passes to reopen come spring.

Soraya travelled south to the Shattered Hand (aka Severed Hand), an elven tower created before the elven departure. The elves within sacrificed themselves, becoming undead in an attempt to save their home from the dwarven armies. Soraya and others managed to cleanse the Tower and restore a bit of gentility to the remaining denizens before moving on once more.


World Notes:

Azuth (The High One, Patron of Wizards, the Lord of Spells, the Hand of Sorcery, the Lord of Spellcraft)

Lesser Power of Arcadia, LN


PORTFOLIO: Wizards, mages, spellcasters in general
ALIASES: None
DOMAIN NAME: Buxenus/Azuth
SUPERIOR: Mystra
ALLIES: Mystra, Savrus the All-Seeing, Velsharoon the Vaunted, Oghma, Deneir, Leira (now dead)
FOES: Cyric
SYMBOL: A human left hand, pointing upward, outlined in a nimbus of blue fire
WOR. ALIGN.: Any

Azuth (Ah-ZOOTH) is the god of wizards and mages and to a much lesser degree, all spellcasters, as opposed to Mystra, who is the goddess of all magic. Azuth is Mystra's servant, friend and advisor. This last role has become even more important in the years since the Time of Troubles. Before the Godswar, he and Mystra were much closer and very affectionate towards one another, but Azuth's relationship with Midnight/Mystra is much more professional. He regards the new Mystra as in inexperienced daughter facing a taxing and complex job whom he must coach to allow her to best perorm her duties. In religious art, Azuth is most often portrayed as a bearded old man unbent by age, weilding a stout, gem topped staff.

Azuth is a sober sort of father-figure deity, but he is not humorless or mean-spirited. He has a rather dry, sardonic wit and appreciates plays on words and subtle humor. He has perfected a straight-faced delivery to such a degree that those who hear him speak are left wondering whether some of his comments were said seriously or in jest. When he is in good humor, he likes to present those who have called on him with small gifts, such as flowers of unusual colors, magical fabric of elegant drape, or edible delicacies. When he is upset, his wrath is terrible to behold as the air crackles with magical energy about him that seems to flow both into and out of his eyes and the Old Staff, a divine artifact of ancient constuction that he weilds to devastating effect.

Azuth's Avatar

Azuth is commonly depicted as a white-bearded, white-haired vigorous old man dressed in gray silk robes carrying a staff one and a half times his height that is topped with a huge, cabochon-cut topaz. He never wears a hat. Azuth can shape change at will, and he often appears as a 20-foot-tall pyramid shape with no apparent eyes or mouth that is covered with sparkling, pulsing lights. In this shape, he glides along, perfectly able to see, speak, and unleash spells. He can cast spells from any school or sphere.

Other Manifestations

Azuth sometimes appears as a glowing, intangible floating mouth surrounded by mustache and beard and sometimes as a white, glowing, upright hand with its forefinger extended to a point that is outlined with a shimmering silver aura. Most often he appears as an electric blue radiance. Sometimes he manifests merely as an echoing, dry, male voice or such a voice accompanies another manifestation. In all manifestations he has the power to unleash spells, identify from a distance without triggering the powers of an item or spell, and know the end result of any magic he sees being cast before it takes effect.

Azuth also acts or shows his favor through the appearance or presence of pure gray cats and dogs (which Azuthians consider lucky), gray owls, gray mice, golems, watchghosts, devas, and the Favored. The Favored are human archmages given a second life by Azuth to serve him with their spells and researches. They can fly and employ ESP at will, but are otherwise living mges in all respects.

The Church

CLERGY: Wizards, clerics, specialty priests, monks
CLERGY'S ALIGN.: LG, LN, N, CN, LE
TURN UNDEAD: W: No, C: Yes, SP: No, Monks: No
COMMAND UNDEAD: W: No, C: No, SP: No, Monks: No

All clerics, specialty priests, and monks of Azuth receive Religion (Faerunian) as a bonus nonweapon proficiency. All priests of Azuth can cast priest spells faster than other priests. Their casting time on all priest spells of one round or less is reduced by 3. Those spells that take more than one round to cast still take them the usual amount of time. Priest spells cast by a priest of Azuth always have a casting time of at least 1.

Azuthan clergy tend to be folk who love magic for its own sake. They do not exult in power, for that is the tendency of those who enjoy what magic can allow them to do to others, but in elegence, complexities of dweomer, and deft use of spells. Wizards, clerics, specialty priests, and monks serve in the clergy of Azut. Within the church heirarchy, 45% of the titled clergy are wizards. Another 30% are clerics, who form the strong right arm of the faith, 20% are specialty priests, and 5% are monks. Relationships between the three groups are good, though there is some resentment against a current trend to promote specialty priests into positions of power. However, because of this trend, more novices of the Azuthan faith have chosen the path of a specialty priest than a cleric. Specialty priests of Azuth are known as magistrati.

I areas where Azuth has temples, shrines and monastic communities, the ruling (not necessarily the most powerful) clergy member holds the title of "the First" and is addressed as "Revered One". Other clergy members in large clerical communities have expanded on this idea: The most powerful user of alteration magic is called the First Transmuter, the leading specialist in diviniation magic is First Diviner, etc. The First may bestow or revoke such titles within his or her parish. Clergy members of high rank and long years in the church are granted the title of Master. Azuthan clergy eschew most further titles.

Dogma: Followers of Azuth feel that reason is the best way to approach magic, and that it may be examined and reduced to its component parts through study and meditation. Calm and caution are the watchwords of Azuthan clergy members as they strive to avoid mistakes that even magic cannot undo. They are taught to use Art (magic) wisely and to be always mindful of when it is best not to use magic.

Novices in the faith are charged to: "Teach the weilding of magic, and dispense scrolls, items and spellbooks throughout Faerun that the use and kowldge of magic may spread. Encourage everyone to try their hand at weilding magic. Drive home the lesson that with magical power comes grave responsibility, and live that lesson yourself. Try to gain a copy of every new spell, spell variant, or magical idea you encounter without regard for its worth or importance-and make a copy of that copy for a temple library. Train others in what you know of magic, not hoarding your knowledge for yourself, and encourage creativity in magic in all ways and at all times.

Day To Day Activities: Azuthan clergy members very often serve as messengers between mages. They strive to remain above reproach and to be regarded as trusted neutral parties by all. They organize annual Mage Fairs, and at those Mage Fairs they try to settle feuds, curb overly destructive or deceitful magic, and sponsor spellweaving contests. They also give out scrolls of the winning spells from previous years and small, useful magical items as prizes in these contests.

Most wizards see the priesthood as helpful, but members of the church of Azuth may go to great lengths to serve a prime goal that many wizards do not find so pleasing. They try to ensure that no spell or magical item is unique to one mage in Faerun so that the death of a single wizard does not take any spell or the knowledge of how to construct an item out of the world forever. Azuthan clergy members do this by spying (and even temporary thefts), by copying every wizardly writing they can find including command words and cryptic phrases (not just complete incantations), by encouraging the barter of spells, and by organizing tome drives in which wizards are paid handsomely to contribute a spell to the latest folio of the ongoing Azuthan spell cyclopedia (a written collection of spells from various mages duplicated magically in bulk, bound, and distributed by the priesthood for a minor fee covering production costs).

Holy Days/Important Ceremonies: The Church of Azuth holds a holy revel to mark the ascenson of a new Magister and of any mage to the ranks of the Favored. Every twilight the faithful of Azuth pray silently to the High One for guidance in all their doings that day and the next. Azuthan priests otherwise avoid a lot of ceremony, but in temples and abbeys of the Lord of Spells, all three major meals of the day are accompanied by readings from the writings of great mages on the ethics of magic use, speculations as to what magic can be made to do in the future, and various philosophies of magic.

When a being is confirmed as a priest of Azuth, she or he must undergo the Transforming, a ritual in which the novice spends a tenday in thrall to an involuntary, ongoing shape change cast on him or her by a Master. In this ceremony, the novice must see life through the eyes of a bewildering variety of shapes forced upon him or her in succession by the magic. No shape the novice is placed in is unable to survive in the environment in which this ritual takes place, but the experience is typically humbling. The ritual is typically held in a walled, secluded temple garden that is temporarily offlimits to all others, but which normally serves as a place for contemplation. The spell used in this ritual is a church secret, and it has been used by some masters on foes in the defense of temples and abbeys under attack.

Azuthan clergy and laity alike also celebrate occasional Wild Nights, in which they dance in the midst of unleashed wild magic just to feel its power and effects. (Other wizards and priests stand bt to rescue anyone who runs into harm.)

Major Centers of Worship: The House of the High One in Saerloon is the most revered temple of the Azuthan faith. It is run jointly by six Masters (all human male priests or wizards of 18th or greater level): Helven, Lhun, Mirren, Ormil, Riilath and Thelcaunt. Another very powerful temple of Azuth is the House of the High One Ascendent. It is located in the mountains near Lhair in western Halruaa. Here First Arleenaya Kithmaer runs a huge temple complex expanded out from natural caverns in the mountains and fronted by a grand formal stone archway and portico ornamented by the finest carvings stone shape and grand master sculptors can achieve.

Affiliated Orders: Azuthan clergy members who have done, great service in recovering magical knowledge thought lost are often voted into the Order of the Forgotten Page by the Firsts of the church and allowed to wear a special silver trim on the collars of their ceremonial vestments. Members of the faith who have served the church in helping to eliminate a magical balance or monstrosity are granted the title ‘Shield of the High One,” given a minor protective magical item, and told a secret phrase or word that allows them aid from any temple or shrine of Azuth in the form of healing, shelter, and small loans, when necessary.

Priestly Vestments: The vestments of the priesthood of Azuth are shimmering gray and usually made of silk, though these are layered with heavier and more sensible materials in the North. The symbol of Azuth is worn on the chest, and the color of the aura on the symbol denotes an individuals rank within the church. Most acolytes, monks, mage apprentices, and adventurers have a yellow aura surrounding the symbol of Azuth. Higher level adventurers and clergy members at large without official position wear symbols wirh a red aura. Those with First designation in the church have a white aura. When not used to identify rank the symbol of Azuth has a blue aura. In the North, usually only the forefinger of Azuth's symbol is shown ablaze. From Chessenta southward—notably in Halruaa— the entire hand is surrounded by flame.

Adventuring Garb: In the field, clergy of Azuth wear sensible ciothing, predominantly in shades of gray. They wear the symbol of their faith over their hearts, either stitched onto a tunic or robes or inlaid in metal armor.


Specialty Priests (Magistrati).
REQUIREMENTS: Intelligence 13, Wisdom 14
PRIME REQ: Intelligence, Wisdom
ALIGNMENT: LN
WEAPONS: Any bludgeoning (wholly Type B) weapons
ARMOR: None
MAJOR Spheres: All, astral, charm, combat, creation, divination, guardian, healing, law, necromantic, protection, summoning, sun, thought, wards
MINOR SPHERES: Elemental, travelers, war
MAGICAL ITEMS: Same as clerics, plus all items normally usable by wizards including magical scrolls
REQ. PROFS: Spellcraft
BONUS PROFS: None

Like all Azuthan priests, magistrati can cast priest spells faster than other priests. Their casting time on all priest spells of one round or less is reduced by 3 (for example, a casting time of 7 would he reduced to 4). Spells taking more than one round to cast still require the usual amount of time. Priest spells cast by a magistrata always have a casting time of at least 1.

Magistrati, starting at 2nd level, may cast wizard spei1s in addition to priest spells. Magistrati cast these as mages of half their actual level (drop fractions). For example, a 3rd-level magistrata casts wizard spells as a 1st level mage and cannot gain spells that are not available to a 1st-level mage.

Magistrati pray for their wizard spells instead of studying to memorize them, and chosen wizard spells replace clerical spells potentially available for use that day. (In other words, the wizard spell occupies a priest spell slot.) Because of this, magistrati may never cast 8th- or 9th-level wizard spells. Further, a magistrata may only take wizard spells from a single school (abjuration, alteration, necromancy, etc.). This school is determined when the first wizard spell is requested from Azuth. From that point on, all wizard spells prayed for by that magistrata must be from that school and cannot be from any other, with the exception of read magic, which is always available.

Magistrati may use magical scrolls in addition to clerical scrolls. They need a read magic spell to do so if the spell is not of the school of magic they have selected to choose their wizard spells from.

At 5th level, magistrati can identify (similar to the 1st-level wizard spell) magical items by touch. Use of this ability cannot awaken any curse or item powers and does not temporarily reduce a magistratas Constitution or require him or her to rest after using the ability. The duration of the identify ability is five rounds, which may only be used on one item. An item may only be identified once by a particular magistrati; another attempt cannot be made until the magistrata increases in experience level.
• At 7th level, magistrati have the ability to cast magic missile once a day (similar to the 1st—level wizard spell) as if they were mages of equivalent level. This is an ability and does not conflict with their restriction to only one school of wizard spells.
• At 9th level, magistrati have the ability to cast fireball or lightning bolt once a day (similar to the 3rd-level wizard spell) as if they were images of equivalent level. This is an ability and does not conflict with their restriction to only one school of wizard spells.
At 12th level, magistrati have the ability to create a wall similar to any wall spell (wall of fire, wall of ice, wall of force, wall of iron, wall of stone, etc.) once a day as if they were mages of equivalent level. This is an ability and does not conflict with their restriction to only one school of wizard spells.

Azuthan Spells

All of these spells, available to priests and wizards in Azuth's clergy, are both wizard and priest spells; they work identically for either class, with the exception of their casting times. The casting times for the wizard versions are noted in parentheses next to the priestly casting time. This priestly casting time does not incorporate the reduction in casting time that Azuthan priests gain. The wizard spells have been written down in church spell tomes for the use of wizards of the clergy. Azuth prevents them from falling into the hands of those not of the faith by this simple expedient: These spells cannot be seen by nonclergy wizards. They are not magically hidden or detectable only with special abilities; they are simply not there for anyone who is not a clergy member, and if such people gaze upon a page where they are written, all that is seen is blank vellum.

4th Level
Azuth’s Fedensor (Alteration)
Sphere: Thought
Range Touch
Components: V,S
Duration: Up to 1 turn
Casting Time: 7 (4)
Area of Effect: One being
Saving Throw: None

This spell allows the next 1st- through 5th-level spell cast by the caster of Azuth’s fedensor or another touched spellcasting being to be unleashed without any normally necessary material components (unless crucial to a spell, such as the gem used in a magic jar spell) and without being forgotten. The affected spell is not erased from memory and can be cast again as normal at a later time. The spell to be effected must be cast within a turn of the casting Of Azuth's fedensor or the fedensor is lost and wasted. Azuth’s fedensor does not work on Azuth's fedensor; such a use results in the loss of both fedensors.

5th Level
Azuth’s Exalted Triad (Alteration)
Sphere: Thought
Range: 0
Components: V, S
Duration: Special
CastingTime: 8 (5)
Area of Effect: The caster
Saving Throw: None This magic can affect any one 1st through 5th-level spell that the caster of the exalted triad already has in memory. Once this spell is chosen by silent will of the caster, the triad cannot be shifted to another spell. The chosen spell becomes castablè thrice without any additional memorization, loss of other memorized spells, or loss of spell memorization slots.

The first use of the spell chosen to he affected by Azuth's exalted triad is cast as normal in all respects, but the second and third castings of the chosen spell require no material or verbal components and their casting time changes to 2.

An exalted triad spell cannot affect another exalted triad spell in memory. Only one Exalted triad spell may he in use on a given spell slot at a time; any attempt to use multiple exalted triad spells on a given spell in memory results in the spellcasret being feebleminded. Azuth's fedensor may not be used on Azuths exalted triad or on any spell affected by Azuth’s exalted triad.

No more than two exalted triad spells may be in use (on different spells in memory) at a time. The extra "copied" spells gained by use of an exalted triad all take up the same spell slot; that spell slot is considered in use until all the copies created by the exalted triad are used or discarded from memory to make way for new spells, at which time the exalted triad ends.

7th Level
Azuth’s Spell Shield (Abjuration)
Sphere: Protection
Range: Touch
Components: V, S
Duration: 1 round
Casting Time: 1 round (7)
Area of Effect: One being
Saving Throw: None

This spell renders the caster or a touched spell recipient immune to all magical effects on the round after this spell is cast. This immunity includes an immunity to previously applied protections and aids and ongoing effects. The spell does not prevent such magics from operating; it simply prevents the protected being from being affected in any way by them for one round.

Destroy Magedoom (Conjuration/Summoning)
Sphere: Summoning, Protection
Range: 10 yards/level
Components: V, S
Do tat ion: Instantaneous
Casting Time: - 1 round (7)
Area of Effect: One magedoom
Saving Throw: Special -

This spell was recently developed by the church of Azuth in response to the creation of a máge-killing horror known as a magedoom by the powerful wizards of the Zhentarim (See the Ruins of Zhentil Keep boxed set for details on this monster.) Azuth only grants this special spell to high-level specialty priests and wizards who serve him well. The spell is unaffected by a mage­doom's 100% magic resistance.

This spell has no effect on any creature except a magedoom. When cast on a magedoom, the magedoom must succeed at a saving throw vs. spell or be destroyed. If the saving throw is successful, the magedoom takes 10d8 points of damage. The damage may destroy the magedoom anyway.

The material components for this spell are a holy symbol of Azuth, which is not consumed in the casting, and a magical item, which is consumed in the casting. Unique items, artifacts, and relics (as adjudicated by the DM) cannot be used as components of this spell.

Alignments

Law and Chaos: Lawful characters tell the truth, keep their word, respect authority, honor tradition and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.

Lawful Neutral, "Judge": A lawful neutral character acts as law, tradition or personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government. The common phrase for lawful neitral is "true lawful". Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

Aging Effects

Races and Ages
Race Adulthood Barbarian, Rogue and Sorceror Bard, Fighter, Paladin, Ranger Cleric, druid, monk, Wizard Middle Aged* Old** Venerable*** Maximum Age
Human 15 years +1d4 +1d6 +2d6 35 years 53 years 70 years +2d20 years
Half Elf 20 years +1d6 +2d6 +3d6 62 years 93 years 125 years +3d20 years
Elf 110 years +4d6 +6d6 +10d6 175 years 263 years 350 years +4d% years

*-1 to Str, Con, and Dex; +1 to Int, Wis, Cha **-2 to Str, Con, and Dex; +1 to Int, Wis, Cha ***-3 to Str, Con, and Dex; +1 to Int, Wis, Cha


-- Character played in the Star Wars roleplay group, Cantina Roleplayers Guild .

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