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Mapped with Campaign Cartographer 2

Adventures

Personal Information
Name: Kavin of the Cloth (Petris) Player:
Race: Human Gender: Male Height: 5'11" Age: 17
Class: Cleric Level: 3 Weight: 167 lbs
XP: 4,000 Alignment: Neutral Good
Next Level: 6,000 Kit: None
Ability Scores
Str: 14 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 7%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8
Dex: 9 Missile Adjustment: +0 Pick Pockets: -15% Open Locks: -10%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: -20% Climb Walls: -10%
Con: 10 System Shock: 70% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 75%
Int: 16 Max. Spell Level: 8th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 5 Chance to Learn New Spell: 70%
Wis: 17 Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 13 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +1
Saving Throws
Paralyzation: 10 Poison: 10 Death Magic: 10 Petrification: 13 Polymorph: 13
Rod: 14 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 15
Combat
Hit Points: 20
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor
Natural armor class 10
Full armor, leather -2
Shield, small +1 magic adj. -1
Shield, small +1 adj. -1
FINAL: 6
Weapon Proficiencies
Mace, footman's
Quarterstaff
Non-Weapon Proficiencies
Ancient History 15
Etiquette 13
Fishing 16
Heal 15
Herbalism 14
Local History 13
Religion 17
Swimming 14
Native Languages
Human - Regional dialect
Reading/Writing 17
Human - regional dialect
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Mace, footman's 20 1 7 1d6+1 1d6 B M
Class Abilities
Cleric
    Followers - Allows followers after building a stronghold and becoming name level.
    Turn undead - Allows the cleric to turn undead.
    Minor Spheres of Magic - Elemental, All
    Major Spheres of Magic - All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun


Turning Undead
Skeleton or 1 HD: 4 Wight or 5 HD: 16 Mummy or 7 HD: - Ghost or 10 HD: -
Zombie: 7 Ghast: 19 Spectre or 8 HD: - Lich or 11+ HD: -
Ghoul or 2 HD: 10 Wraith or 6 HD: 20 Vampire or 9 HD: - Special: -
Shadow or 3-4 HD: 13
# = Roll # or greater on a 1d20 to turn 2d6 undead. D = Automatically destroys 2d6 undead.
T = Automatically turns 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Inventory
  • Items Carried
    • Backpack
      • Bag
        • Bread (loaf) x2
        • Fishhook
        • Flint and steel
        • Quill, feather [Aurora Scribe] x2
        • Writing ink (per vial)
      • Bag
        • Potion of Healing
        • Soap
      • Healer's bag
      • Holy item
      • Map or scroll case
        • Paper (per sheet)
        • Parchment (per sheet) x2
        • Scroll of Protection from Poison
      • Wineskin
  • Items Readied
    • Mace, footman's
  • Items Worn
    • Belt
      • Belt pouch, small
        • * Copper Pieces x7
        • * Gold Pieces x17
        • * Silver Pieces x5
    • Boots, soft
    • Cannons
    • Drawers
    • Full armor, leather
    • Good cloth cloak
    • Shield, small +1
    • Shirt
    • Signet ring/personal seal
    • Tunic
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-55 56-85 86-115 116-145 146-170
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 50.24 pounds (None Encumbrance, 12 Movement)
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 4 3
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 11
Wizard Chance to Learn New Spell: 70% Maximum Wizard Spell Level: 8th

Kavin of the Cloth:

Against your wishes, your parents sent you away at an early age to the city of Leth'Sar to learn the ways of Petris, the god of healing, nurturing and life. For nearly 5 years, you studied with the clergy before becoming an acolyte yourself. As your first mission, the clergy assigned you the task to establish a presence in your own village of Corafer.

You have managed to construct both a small cabin where you treat the sick and injured, and a small shrine to Petris. Now days you spend most of your time mixing herbs for basic ailments. You have sent word of your accomplishments to the clergy in Leth'Sar, but have yet to hear any word.

Garret of the Potter:

The two of you use to be good friends and were always getting into trouble. You had secretly wanted to join the militia with him, but your parents send you to Leth'Sar instead. After five years learning about Petris, your thoughts have been guided along the more peaceful path. You condone war and would rather find a more peaceful solution, for such is the way of Petris. But alas, you have learned that man would rather wage war and destroy then to yield to diplomacy.

Since your return, both you and Garret have had several arguments. With his militia training, the two of you have taken different paths, but you are determined to keep the friendship you still have.

Tipp of the Potter:

Garret's little brother Tipp is still getting into trouble. Many of times, you have had to put some salve on a bruise and a cool cloth on a cut. Whenever he is in, he talks about Terk and how the elders plotted his death. Oh, to be young and naive again.

Jerin of the Woods:

Jerin was not a very sociable child. You think it had something to do with her being a half-elf. When you returned from Leth-Sar, you were amazed to find that her father had died and that she had set out to find Calier the Hunter.

Talk has it that Jerin has recently returned to town and is calling herself a ranger. You have seen her about but have yet to talk to her. Maybe when you have a chance, you'll buy her a drink at the tavern.

Corggy:

Cordclawwaggonbag or Corggy as Tipp calls him is new in town. With your work, you have been too busy to even meet him even though he did help save one of the town folk who was caught under a wagon by floating it in the air. You may disapprove of the "way", but its use did save his life.

The town folk call him a Keld as if it was a plague or something. Truth is Kelds are a nomadic race that like to reuse what other people throw out. This has given them a poor reputation. Meet Corggy, one more thing to add to your list of things to do.

Tannin:

If it weren't for the fact that you almost jumped out of your skin when Tannin flew in complaining about a stomach ach, you wouldn't even have known he was in town. (Triflings they call them in Leth'Sar. Small winged folk who by nature are just lazy.) You just smiled, gave him some herbal tea and told him to talk it easy. Without even a thanks, he was off.

Miscellaneous:

Character knowledge:

Upon obtaining the rank of acolyte, the clergy bestowed upon you the crest of Petris. The crest of Petris is a small shield with the symbol of Petris etched on its surface. A crest is given to each new acolyte and is blessed by the high priest of that clergy. The main purpose of the crest is symbolism, but it may be used to defend oneself if attacked.

In addition to the crest, you received a vial containing tears of Petris. The tears are to be used when all other healing fails to work.

Player knowledge:

Small Shield +1

Potion of Healin

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 07/27/2000 07:31 PM