BASIC DATA

  • Player: NPC
  • Level/Class: 9th/Cleric (Nike)
  • Race: Human (Kiresh)
  • Sex: Female
  • Age: 16
  • AC: 1
  • Social Class: From Lowly Background
  • Hgt : 5' 3"
  • Wgt: 105
  • Family: Unknown
  • Hair: Brown
  • Eyes: Brown
  • Alignment: Lawful Neutral
  • XP: 251,323
  • THAC0: 16
  • HP: 49

APPEARANCE

The priestess of Nike usually wears a knee length shift and sandals. Outdoors she may change to soft leather boots and throw on a cowled robe. Iris prefers simple designs, earth-tones or pale pastels like violet, and linen and cotton instead of silk and satin.
When traveling she packs into her haversack. Otherwise she carries a staff. The cleric hasn't been seen with armor, shield or helm.
A pair of bronze wrist bands are now too small to slip off over the girl's hands, but they do cover the cuffs of metal gloves fashioned from fine bronze chainmail. She sports several rings ranging from delicate silver filigree to heavy gold. Some bear gemstones both precious and common. A gold amulet inscribed with incantations supposedly from the Age of Six Empires dangles on a gold chain into her cleavage.

ABILITY SCORES

Strength-12 Weight 45 Press 140 Doors 7 Bars 4%
Ogre Strength(arms)-18/00 Attack(arms) +3 Damage(arms) +6
Dexterity-16 Reaction +1 Missile+1 Defensive -2
Constitution-13 Shock 85% Resurrection 90%
Intelligence-15 Languages 4
Wisdom-18 Magical defense +4 Bonus 1st(2) 2nd(2) 3rd 4th
Charisma-10 Henchman 4
Charisma-18 (Human Influence) Henchmen 15 Loyalty +8 Reaction +7

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)
  • Forbidden Lore/Tenebrous Knowledge- Adept
  • Fharul Script
  • Ancient History-Master
  • Ancient Language:Falinje
  • Chanting / Energy Focus-Journeyman
  • Ancient Language:Injhokak
  • Religion-Journeyman
  • Spellcraft, Priest- Journeyman
  • Sixth Sense-Journeyman

WEAPON PROFICIENCIES

  • Quarterstaff THAC0 16 Damage 1d6
  • Quarterstaff with Gauntlets of Ogre Power THAC0 13 Damage 1d6+6

MAGICAL EQUIPMENT

Ring of Mind Shielding: This ring is usually of fine workmanship and wrought from heavy gold. The wearer is completely immune to ESP, detect lie, and know alignment.
Gauntlets of Ogre Power: These appear the same as typical handwear for armor. The wearer of the gloves, however, is imbued with 18/00 Strength in his hands, arms and shoulders. When striking with the hand or with a weapon hurled or held, the gauntlets add a +3 bonus to attack rolls and a +6 bonus to damage inflicted when a hit is made. These gauntlets are particularlay desirable when combined with a girdle of giant strength and a hurled weapon. They grow or shrink to fit human to halfling sized hands.
Amulet of Proof Against Detection and Location: This device protects the wearer against all divination and magical location and detection. The wearer cannot be detected through clairaudience, clairvoyance, ESP, telepathy, crystal balls, or other scrying devices. No aura is discernable on the wearer, and predictions cannot be made regarding him unless a powerful being is consulted.
Ring of Human Influence: This ring has the effect of raising the wearer's Charisma to 18 on encounter reactions with humans and humanoids. The wearer can make a suggestion to any human or humanoid (saving throw applies). The wearer can also charm up to 21 levels/Hit Dice of human/humanoids (saving throws apply) just as if he were using the wizard spell, charm person. The two latter uses of the ring are applicable but once per day. Suggestion or charm has an initiative penalty of +3.
Staff of Nine Healing: The staff can Heal (9 times-0 Left), Cure Critical Wounds (9 times-0 left), and Neutralize Poison (9 times)
Ring of Victory: Acts as an Extension on all Combat sphere spells.
Ring of Lawful Neutral Alignment Projects a LN alignment to all alignment detections, masks the magic from detection.
Bracers of Defense AC3 Made of fine leather decorated with fine stichwork and starstone studs
Heward's Handy Haversack Capacity of 500 lbs.

MUNDANE EQUIPMENT

Pouch of Money
  • 7 dirhams
  • 6 shekels
  • 6 riyals
  • 8 drachmas
Large Trunk
    Large Chest Large sack with 4 winter blankets
  • Large sack with 4 pairs of sandals, 2 pairs of soft boots
  • Large sack with 2 belts, 2 gloves
  • Large sack with 6 common gowns
  • Large sack with 2 common robes
  • Large sack of spell components worth 100 gold
  • Small sack with inexpensive jewelry worth 100 gold
  • Small sack with 2 small belt pouches, 2 large belt pouches
  • Small sack with 100 riyals
  • Small sack with 50 shekels
  • Small sack with 50 dirhams
Heward's Handy Haversack Left Haversack Magic and spell books & history books worth 100 gold Magic potions Large sack with 4 vials of holy water Holy symbol of Nike Right Haversack Small sack with flint and steel, 10 candles, small metal mirror Small sack with 2 sewing needles, thread, 2 yards of common cloth Small sack with 2 knives in sheaths, whetstone, utensils, small iron pot Small sack with a pound of soap Large sack with piton hammer, 10 pitons, 50 feet of silk rope Middle Haversack Map case with 20 sheets of blank paper Map case with 2 vials of writing ink, pens, 2 sticks of chalk Large sack with 1 week of dry rations, 2 waterskins
Pouch of Spellcasting Material 200 g.p. worth of materials


POWERS

TURN UNDEAD
  • Skeleton or 1HD: D*
  • Zombie: D*
  • Ghoul or 2HD: D
  • Shadow or 3-4HD: D
  • Wight or 5HD: T
  • Ghast: T
  • Wraith or 6HD: 4
  • Mummy or 7HD: 7
  • Spectre or 8HD: 10
  • Vampire or 9HD: 13
  • Ghost or 10HD: 16
  • Lich or 11HD: 19
  • Special: 20
  • *= An additional 2d4 are turned
CASTING TIME REDUCTION All spell castings reduced by 1 segment
EYE OF THE EAGLE Once / Day; Duration 1 turn / Level Very superior distance vision like a hawk familiar.
BECOME VALKYRIE Once / Day; Duration 1 turn / Level Transform within 100 yards of a battle. Allows her to fly around the battle, scouting. In this form, She can also has the Touch of Valhalla, on any freshly dead soldier of her side creating a Spirit Warrior. She can create 1 spirit warrior/level/day. These spirit warriors appear as ghostly images of the fallen. They last up to 1 round/level of the caster unless slain or dispelled. They have the general capabilities of the fallen, save they are semi-corporeal and may only be damaged by magic weapons or spells. No more than one spirit warrior can be raised from a recently slain combatant, even if the spirit warrior is slain, another cannot be created from the slain one to take its place. [If the ally is later raised and then dies, then a new spirit warrior can be raised.]. The definition of who an ally is, is rather broad and is not limited to character party members-but anybody who could be construed as fighting a common foe of the priestess. Able to carry person of small size.

SPHERES

Major
  • All/Universal
  • Combat
  • Creation
  • Divination
  • Elemental
  • Healing
  • Protection
  • War
  • Weather
Minor
  • Charm
  • Law

SPELLS CASTABLE PER DAY

1st Level 6
2nd Level 6
3rd Level 4
4th Level 3
5th Level 1

SPELLS

All/Universal Bless/Curse (1st)
Combine (1st)
Detect Magic (1st)
Orison (1st)
Purify/Putrify Food and Drink (1st)
Chant (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)
Combat Command (1st)
Magical Stone (1st)
Aid (2nd)
Spiritual Hammer (2nd)
Prayer (3rd) Unearthly Choir (3rd) Recitation (4th) Flame Stike (5th)
Creation Light/Darkness (1st) Create Holy Symbol (2nd) Continual Light.Darkness (3rd)
Create Food & Water (3rd)
Blessed Abundance (5th)
Divination Analyze Balance (1st)
Detect Evil/Good (1st)
Detect Poison (1st)
Augury (2nd)
Detect/Undetectable Charm (2nd)
Find Traps (2nd)
Detect Spirits (3rd)
Extradimensional Detection (3rd)
Locate/Obscure Object (3rd)
Speak with Dead (3rd)
Detect/Undetectable Lie (4th)
Divination (4th)
Omniscient Eye (4th)
Consequence (5th)
Magic Font (5th)
Elemental Wind Column (1st)
Strenth of Stone (1st)
Firelight (1st)
Create/Destroy Water (1st)
Dust Devil (2nd)
Soften Earth and Stone (2nd)
Fire Trap (2nd)
Flame Blade (2nd)
Heat/Chill Metal (2nd)
Produce Flame (2nd)
Watery Fist (2nd)
Zone of Sweet Air (3rd)
Meld into Stone(3rd)
Stone Shape (3rd)
Flame Walk (3rd)
Protection from Fire (3rd)
Pyrotechnics( 3rd)
Water Breathing/Air Breathing (3rd)
Water Walk (3rd)
Windborne (4th)
Adamantite Mace (4th)
Produce Fire/Quench Fire (4th)
Lower/Raise Water (4th)
Reflecting Pool (4th)
Cloud of Putrification (5th)
Control Winds (5th)
Spike Stones (5th)
Transmute Rock to Mud/Mud to Rock (5th)
Animate Flame (5th)
Wall of Fire (5th)
Produce Ice (5th)
Healing Cure Light Wounds...1d8 (1st) Cure Moderate Wounds...1d10+1 (2nd)
Slow Poison (2nd)
Cure Blindness//Deafness (3rd)
Cure/Cause Diseas (3rd)
Hold Poison (3rd)
Repair Injury (3rd)
Cure/Cause Serious Wounds...2d8+1 (4th)
Fortify (4th)
Neutralize Poison/Poison (4th)
Cure Critical Wounds...3d8+3 (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)
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)
War Courage (1st)
Morale (1st)
Emotional Perception (2nd)
Rally (2nd)
Adaption (3rd)
Caltrops (3rd)
Fortify (3rd)
Entrench (4th)
Leadership/Doubt (4th)
Tanglefoot/Selective Passage (4th)
Disguise (5th)
Illusory Artillery (5th)
Weather Faerie Fire (1st)
Obscurement (1st)
Call Lightning (3rd)
Weather Prediction (3rd)
Control Temp 10' radius (4th)
Protection from Lightining (4th)
Weather Stasis (4th)
Control Winds (5th)
Rainbow (5th)
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)
Law Command (1st)
Protection from Chaos (1st)
Calm Chaos (2nd)
Enthrall (2nd)
Hold Person (2nd)
Dictate (3rd)
Rigid Thinking (3rd)
Strength of One (3rd)

BACKGROUND

They called her Gabrielia. No one could remember why. Perhaps her mother named her. Perhaps not. She was one of a thousand street urchins who lived off the garbage of others, who stole from the unwary, or who mobbed the unfortunate passer-by stripping him of belongings like a school of piranha. Gabrielia was blessed with innocence of face and speed of feet. With a certain amount of animal cunning she had escaped the fate of her peers: imprisonment in the jail or brothel, slavery, and amputation of limbs. It was not an easy to be young, ignorant and poor, but Lymona's chaotic dispensation of fortune was about to change that.
With an unfortunate lack of training and native skill, Gabrielia tried to liberate the purse of an itinerant tinker. Being a man who had suffered the pangs of an empty stomach and the chill of a night rain, he took pity on the child. He dragged her over to the ziggurat of Nike. Offering a handful of silver bits that probably represented his life savings, this nameless Samaritan left Gabrielia in the care of the priests. To everyone's great surprise the girl showed some aptitude in the magical mysteries and in time was assigned to the temple's library to do research.
When Rahbani was recalled due to a death in his family, Gabrielia was assigned in his place. Although sorely lacking in experience, technically she did outrank the Kahin Priest. It was hoped that the Hegemon Gharash would interpret this substitution as continued support from the Cult of Nike.
After a very disturbing experience during a Dreamquest, Gabrielia seemed transformed and has adopted the name of Iris, for reasons so far only known to Iris and her goddess.