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| Strength-12 | Weight 45 Press 140 Doors 7 Bars 4% |
| Dexterity-11 | Reaction +0 Missile+0 Defensive -0 |
| Constitution-11 | System Shock 75% Resurrection Survival 80% |
| Intelligence-16 | Languages 5 |
| Wisdom-17 | Magical defense +3 Bonus 1st(2) 2nd(2) 3rd |
| Charisma-17 | Henchman 10 Loyalty +6 Reaction +6 |
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| Golden Ring | brings wearer back to 1 HP
when below 0 HP disintegrates upon doing so. |
| Staff of Healing | 50
charges max/42 left, heals 3d6+3 hp for every 2 charges, can be recharged. |
| +2 Morning Star "Vishmandel" {Lightfall} |
Lightfall is an enchanted +2 morning star sacred to Talistna. In addition to the normal damage of the weapon it can cast a Continual Light up to 3/times a day lasting for 1/turn per level of the priest. It also absorbs an extra lifeforce of 1d8 if the victim misses its save vs. magic. This can be then applied later as a cure light (1d8). The weapon can hold up to 10 such cures at any time. |
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| Pouch of Money |
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| General Items |
5 sets of commons clothes, sandals, robe, hide armor, medium shield, fancy holy symbol of Talistna, wineskin, 5 weeks worth of iron rations, hooded lantern, 5 flasks of lamp oil, back pack, sling, 20 sling stones, belt, 2 large belt pouches, footman’s mace, Large ring, where mace is hung from the waist | |
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| TURN UNDEAD (1 Level higher than normal) |
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| EXTRA HEALING POWER |
Healing spells on the following schedule: cure lights (1st
level-4d4) cure moderate (2nd level- 1d10+9), Repair injury (2nd level),
Cure serious (3rd level-6d4) cure critical (4th level-8d4) Repair Injury is good for crushing damage and falling damage. |
| SPECIAL HINDRANCES |
1. Cannot cause wounds, poison, or cause blindness essentially
any beneficial spell of healing or relief that has a negative flip, you
are barred from doing the negative. 2. Cannot raise, resurrect or animate dead 3. Cannot wear metal armor |
| Major |
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Minor |
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| 1st Level | 5 |
| 2nd Level | 5 |
| 3rd Level | 5 |
| 4th Level | 2 |
| 5th Level | * |
| All/Universal | Bless/Curse (1st) Combine (1st) Detect Magic (1st) Orison (1st) Purify/Putrify Food and Drink (1st) |
Chant (2nd) Halo (2nd) Mystic Transfer (2nd) Sanctify/Defile (2nd) |
Dispel Magic (3rd) Remove/Bestow Curse (3rd) |
Focus (4th) Tongues (4th) Uplift (4th) |
Atonement (5th) Commune (5th) Meld (5th) Quest (5th) True Seeing (5th) |
|---|---|---|---|---|---|
| Guardian | Blessed Watchfulness (1st) Light (1st) Sacred Guardian (1st) |
Iron Vigil (2nd) Silence 15' radius (2nd) Wyvern Watch (2nd) |
Continual Light (3rd) Glyph of Warding (3rd) |
Abjure (4th) Dimensional Anchor (4th) Expel Nether Being* (4th) Expel Undead*(4th) |
Dispel Evil (5th) Unceasing Vigilances of the Holy Sentinel (5th) |
| Sun | Light (1st) Sunscorch (1st) |
Continual Light (3rd) Starshine (3rd) |
Blessed Warmth (4th) |
Moonbeam (5th) Rainbow (5th) |
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| Travellers | Know Direction (1st) |
Aura of Comfort (2nd) Lighten Load (2nd) |
Create Campsite (3rd) Helping Hand (3rd) Know Customs (3rd) |
Circle of Privacy (4th) Tree Steed (4th) Invigorate* (4th) |
Clear Path (5th) Easy March (5th) |
| Divination | Analyze Balance (1st) Detect Evil/Good (1st) Detect Poison (1st) |
Augury (2nd) Detect Charm (2nd) Find Traps (2nd) |
Detect Spirits (3rd) Extramdimensional Detection (3rd) Locate Object (3rd) Speak with Dead (3rd) |
Detect Lie (4th) Divination (4th) Ominiscent Eye (4th) |
Consequence (5th) Magic Font (5th) |
| Healing | Cure Light Wounds.[4d4] (1st) | Cure Moderate Wounds[1d10+9] (2nd) Slow Poison (2nd) |
Cure Blindness//Deafness (3rd) Cure Disease (3rd) Cure Serious Wounds.[6d4] (3rd) Healing Wave* (3rd) Hold Poison (3rd) Repair Injury (3rd) |
Cure Critical Wounds [8d4] (4th) Fortify (4th) Neutralize Poison/Poison (4th) |
Heal (5th) |
| Protection | Endure Cold/Heat (1st) Protection from Evil/Good (1st) Ring of Hands/Woe (1st) Sanctuary (1st) |
Resist Acid and Corrosion (2nd) Resist Fire/Cold (2nd) Withdraw (2nd) |
Divine Aura (3rd) Line of Protection/Destruction (3rd) Magical Vestment (3rd) Begative Plane Protection (3rd) Protection from Evil/Good 10' Radius (3rd) Remove Paralysis (3rd) |
Spell Immunity (4th) | Antiplant Shell (5th) Impregnable Mnd (5th) |
| Summoning |
Call Upon Faith (1st) |
Draw Upon Holy Might (2nd) Dust Devil (2nd) Messenger (2nd) |
Summon Animal Spirit (3rd) |
Abjure (4th) |
Dimensional Translocation (5th) Dispel Evil (5th) |
| Thought |
Emotion Read (1st) Thought Capture (1st) |
Idea (2nd) Mind Read (2nd) |
Emotion Control (3rd) Memory Read (3rd) Telepathy (3rd) |
Genius (4th) Mental Domination (4th) Modify Memory (4th) Rapport (4th) Solipsism (4th) Thought Broadcast (4th) |
Impregnable Mind (5th) Memory Wrack (5th) Mindshatter (5th) Thoughtwave (5th) |
| Numbers |
Analyze Balance (1st) Calculate (1st) Personal Reading (1st) |
Moment 2nd) Music of the Spheres (2nd) |
Etherealness (3rd) Extradimensional Detection (3rd) Momnet Reading (3rd) Telethaumaturgy (3rd) |
Addition (4th) Dimensional Folding (4th) Probability Control (4th) |
Consequence (4th) Dimensiopnal Translocation (5th) Extradimensional Manipulation (5th) Extradimensional Pocket (5th) |
| Air Elemental |
Wind Column (1st) |
Dust Devil (2nd) |
Wind Servant (3rd) Zone of Sweet Air (3rd) |
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| Weather | Faerie Fire (1st) Obscurement (1st) |
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Call Lightning (3rd) Weather Prediction (3rd) |
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| Charm | Command (1st) Remove /Cause Fear (1st) Sanctuary (1st) |
Enthrall (2nd) Hold Person (2nd) Music of the Spheres (2nd) Snake Charm (2nd) Law (2nd) |
Dictate (3rd) Emotion Control (3rd) |
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| Wards | Anti Vermin Barier (1st) Weighty Chest (1st) |
Ethereal Barrier (2nd) Frisky Chest (2nd) Zone of Truth (2nd) |
Effacious Monster Ward (3rd) Invisibility Purge (3rd) Squeaking Floor (3rd) Thief's Lament (3rd) Zone of Sweet Air (3rd) |
| Expel Undead Sphere: Summoning, Guardian, Abjuration |
Level: 4 Componets: V, S Range: 40 feet+10 feet per level Casting Time: 7 Duration:Instantaneous Saving Throw: 1/2 |
Area of Effect: one undead creature per 2 levels Expel Undead create a magical holy force that tears away at the very structure of the undead, dealing 4d10/+2 pts. per level of the caster, up to a maximum of 4d10+20. The only downside of this spell is that it can be used against undead only. The undead is sent flying backwards 40' if it impacts a solid object during that backwards thrust, it suffers 2d10 additional damage. |
| Expel Nether Being Sphere: Summoning, Guardian, Abjuration |
Level: 4 Componets: V, S Range: 40 feet+10 feet per level Casting Time: 7 Duration:Instantaneous Saving Throw: 1/2 |
Same as Expel Undead except area of effect
is 1 creature only. Damage is 4d8 +2 per level, no maximum; again this
spell can only be used against creatures of the Nether Realm. |
| Healing Wave Sphere:Healing |
Level: 3 Components: V,S,M Range: 8 feet per caster level Casting Time: 1 round Duration:Permanent Saving Throw: none Area of Effect:1 target per 2 caster levels |
Healing Wave allows the priest to send out the glorious healing Energies of Talistna. Able to heal 1 person for every 2 levels attained, up to a maximum of 6, as a normal cure light wounds spell (1d8 NOT a Talistna cure light). The Material Component of this spell is the Holy Symbol of Talistna. |
| Divine Aura Sphere: Protection |
Level: 3 Components: S,M Range: Touch Casting Time:8 Duration: 3 rounds Saving Throw: None Area of Effect: 1 target |
The recipient of Divine Aura finds that he
is unable to be effected by anything, be it spell or weapon; both malevolent and
beneficial, as long as he or she TAKES NO OFFENSIVE ACTION.
The recipient of this spell also glows slightly in a orange-ish hue. The
complete invulnerability comes at a high price, the Priest casting Divine
Aura, must sacrifice constitution temporarily. The Material component of
the spell is 2 constitution points that the caster must sacrifice, which
return at a rate of 1 per day. |
| Halo Sphere: All |
Level: 2 Components: V,S,M Range: 0 Casting Time: 6 Duration: 1 Turn plus 2 rounds per level Saving Throw: None Area of Effect: Self |
Halo Creates a glowing Halo of Pure Light
above the caster's head. The Halo not only gives off as much light as a
torch, but also functions as a Protection from evil, with respect to the
caster, and only against Undead and creatures of the nether realm. The material
components of this spell are the Priest's holy symbol |
| Invigorate Sphere: Travellers, Healing |
Level: 4 Components: V,M Range: Touch Duration: Permanent Saving Throw: None Area of Effect: 1 Target |
Invigorate instantly restores the target back
to full Hale (Mana, Stamina, +1 hp. if wounded), as if the target
has had a full nights rest. The Material component of this spell is a drink
of water from a cup that has been blessed. [This means the individual recipient can cast all their spells again!!!-Its similar mana restoration potion!!] |
| Description: Though Fuad is by far anything other than an average looking man, the warm
smile and cheerful and concerned manner he carries himself with always
seems to have a calming and amicable afect on those around him. over his
armor he wears a thin robe prominately displaying the Symbol of Talistna.
Standing at 5'5" and weighing only 120 lbs, He does not strike anyone as
anything that is to be feared. His brown eyes and brown hair are common
for his tribe and not much else sets Fuad apart from those around him, able
to get lost very easily in a crowd. |
| Personality: Fuad is the typical Caregiver. he is always seeking to help those who journey with him, or event those that don't, Fuad is not about to refuse anyone of the healing graces of Talistna. Fuad†is particularly good at†providing emotional support to others, and people frequently turn to him with their troubles. He often proves a tower of strength in a crisis, rarely losing his courage. In combat, Fuad prefers to take a defensive role, protecting others and healing the injured. |
| Background: Fuad al'Zatal was just a normal boy in his tribe running through the desert and playing the random games boys his age did. while he got older he was assigned to a hunter. One day while out on a hunt, he managed to get lost and took shelter in a small cave while a sandstorm raged on outside. Fuad fell asleep in the cave and in his dreams he was visited by a beautiful woman calling herself Talistna, who called for him to go forth in this world and spread her name. When Fuad awoke he was curious and soon set about finding out who this Talistna was. The discovery that she was a goddess of healing brought tears to his eyes and he proclaimed that night in the cave, when he was 21 was the actual day of his birth, as indeed he set about a new life. Fuad has been traveling now for close to 10 years spreading the name of his goddess, finding out that most of those he meets were as clueless as he once was on who this merciful deity was. On his travel Fuad ha s researched about Talistna, her church, followers, and why she is not remembered as she once was.. and is now one of the foremost experts on knowledge of Talistna, rivaling even the greatest of Sages. |