[Fuad]

BASIC DATA

  • Player: Bob
  • Level:8th
  • Class: (Priest) 
  • Kit: Kahin of Talistna
  • Race: Human (Zhazhanja)
  • Sex: Male
  • Age: 30
  • AC: 5
  • Hgt : 5' 5"
  • Wgt: 120
  • Tribe: Zatal 
  • Hair: Brown
  • Eyes: Brown
  • Alignment: NG
  • XP: 125,000
  • THAC0: 16
  • HP: 32


ABILITY SCORES

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

SAVING THROWS

  • Paralyzation, Poison, Death Magic-7
  • Rod, Staff, Wand-11
  • Petrification, Polymorph-10
  • Breath Weapons-13
  • Spell-12

NON WEAPON PROFICIENCIES

  • Gondwanapal (Kireshku dialect)-0
  • Gondwanapal (Zharzhani dialect)-0
  • Religion (Talistna)- Adept- 5
  • Fharul Script -1
  • Preaching/Oratory-Adept -5
  • Herbalism -2
  • Healing -1
  • Spellcraft (Priest) -1

WEAPON PROFICIENCIES

  • Morningstar (Expert)  THAC0 14  #Attks 3/2  Dmg 2d4 +2/1d6+3
  • Footman’s mace (Proficient) THAC0 16 #Attks 1 Dmg 1d6+1/1d6

  • Sling [w/bullet] (Proficient) THAC0 16  #Attks 2  Dmg 1d4+1/ 1d6+1 on small and Short range 20 y Medium range 100 y Long range 200 y


MAGICAL EQUIPMENT

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.







MUNDANE EQUIPMENT

Pouch of Money
  • 5 dirhams
  • 104 shekels
  • 643 riyals
  • 0 drachmas
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




POWERS

TURN UNDEAD
(1 Level higher than normal)
  • Skeleton or 1HD: D
  • Zombie: D
  • Ghoul or 2HD: D
  • Shadow or 3-4HD: T
  • Wight or 5HD: T
  • Ghast: 4
  • Wraith or 6HD: 7
  • Mummy or 7HD: 10
  • Spectre or 8HD: 13
  • Vampire or 9HD: 16
  • Ghost or 10HD: 19
  • Lich or 11HD: 20
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

SPHERES

Major
  • All (5)
  • Guardian(5)
  • Sun (5)
  • Travelers (5)
  • Healing (10)
  • Divination (10)
  • Protection (10)
  • Summoning (10)
  • Thought  (10)
  • Numbers (10)

Minor
  • Air Elemental (2)
  • Astral (3)
  • Wards (5)
  • Weather(5)
  • Charm (5)

SPELLS CASTABLE PER DAY

1st Level 5
2nd Level 5
3rd Level 5
4th Level 2
5th Level *


SPELLS

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)
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)
Weather Faerie Fire (1st)
Obscurement (1st)

Call Lightning (3rd)
Weather Prediction (3rd)
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)
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)
*denotes signature spells, see below



SIGNATURE SPELLS

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!!]



BACKGROUND

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.