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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
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REFLEX
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WILL
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RANGED
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Max Dex
Special Properties
Weight
Spell Fail
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Skills
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Key
Ab
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Skill
Mod
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Mod
Rank
Misc
Mod
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
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Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
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# Cast
/Mem
Spell/Power Name
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/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
Coin Purse: 5GP, 6 SP, 1 CP Orc's Orange Feather - Conjuration magic
Languages
Description
DESCRIPTION: Father Wishbone Harper, (4'7" 89 lbs.), is a graceful high elf of small stature and lean build. Topped by medium length auburn hair, the dominant features on the priest's face are his piercing amber eyes and friendly smile. The caster is replete with a mini-arsenal of weaponry and equipment, but is usually seen brandishing a long sword and casting spells in times of trouble. Completing his ensemble, around Wishbone’s waist hangs a potion belt, coin purse, scroll case and spell component pouch. Often dressed in fine clerical vestments which overlay form-fitted studded leather armor, the padre brandishes a wooden buckler emblazed with Pelor’s Holy Symbol for extra protection. A small wooden holy symbol of the golden sun hangs from a leather thong around the priest's neck. Finally, the cleric’s bulging old pack and long bow are commonly concealed by the elf’s long dark green cloak.
Personality
PERSONALITY: Father Harper is an oddball collector of what many view as "junk." Whether it is a handful of marbles, colorful feathers, scraps of cloth, a ball of string, a handful of nuts, dried flowers, a bottle of glue, stick pins, bits of soap, handful of spices, a rusty bell or some old nails, Wishbone likely has it stuffed somewhere in his pack. He is akin to a medieval "bag lady." Father Harper is not your normal "rant and rave" preacher type of cleric. In accordance with the strictures of Pelor, Wishbone furthers his faith by attempting to perform as many good deeds as his life-time will allow. While resolute and strong in his faith, Father Harper evangilizes by helping others down a new path as opposed to condeming their actions. Even though a strange fellow, among his friends the padre is known as a brave stalwart ally who puts the success of the team above his own interests. However, as a disciple of Pelor, he is especially committed to destroying anything that is truly evil which causes the maturing elf problems as he often volunteers for tasks beyond his abilities and sometimes finds that he has biten off more than he can chew. After years of regimented life at the temple, Wishbone naively believes that an "explorer's life" will be a snap. It is but one of many things that will "open the eyes" of this young elven Priest. At present, Father Harper is so inexperienced that he cannot even begin to fathom the choices he made when he left the security of the Temple to do Pelor's work.
Character Traits
None
Character Flaws
Inattentive - You are particularly unaware of your surroundings. Effect: You take a –4 penalty on Listen checks and Spot checks.
Contacts / Friends
Clerics and associates at his Home Temple of Pelor. Wishbone is not even Father Harper's real first name. He was so young when his parents were slaughtered that all he can remember is his nickname at the time; his true first name has been lost to the priest.
Enemies
None that I know other than the "creatures" that killed my parents which I can barely remember since it happened when I was very young and so long ago.
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=116581][B][SIZE=+1]Wishbone Harper[/SIZE][/B][/URL] Male NG Elf Cleric, [B]Level[/B] 4, [B]Init[/B] +2, [B]HP[/B] 16/26, [B]DR[/B] 0, [B]Speed[/B] 30' [B]AC[/B] 19, [B]Touch[/B] 15, [B]Flat-footed[/B] 17, [B]Fort[/B] +6, [B]Ref[/B] +5, [B]Will[/B] +10, [B]Base Attack Bonus[/B] 3, [B]Power Points[/B] 0/0 [B]Action Points[/B] 0 [B](+1 Magic/Good Aligned) Long Sword +1 [/B] +6 (1d8+2, 19-20/x2) [B] Composite Longbow (+1 Strength) (18 Arrows) [/B] +6 (1d8+1, x3) [B] Wooden Baton [/B] +5 (1d4+1, x2) [B]+6 Escape Artist vs rope/Teeth = Armor Spikes MW Sharkskin Armor[/B], [B]Painted with Holy Symbol (DF) Darkwood Buckler[/B] (+3 Armor, +1 Shield, +2 Dex, +3 Misc) [B]Abilities[/B] Str 12, Dex 14, Con 10, Int 11, Wis 19, Cha 12 [B]Condition[/B] Healthy and energetic.
Condition and Effects
Additional Information
Healthy and energetic. Hit Points: 8 + 6 + 6 + 6 + Experience: 1,000 + 2,000 + 3000
Other Notes
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BACKSTORY: Wishbone is from a tiny clan known as the Harpers who are the descendants of a tribe of indigenous elves from the nearby area that died out as a separate civilization many centuries ago. When the elf was a wee lad, his family was attacked by undead creatures as they were enroot to an ancient "forgotten" tribal site of religious import. Wishbone, being the only survivor of these brutal attacks, was adopted and raised by a kindly local human Priest of Pelor when he was in his youth. Wishbone Harper grew up in the sun god's temple where he became accomplished with various skills, but struggled to learn certain religious tenants since he often seemed to have trouble paying attention. The lad did excel at the martial arts becoming proficient with many weapons including the long sword, rapier and a variety of bows. The elf was also a very hard worker as a youth which carried a lot of weight with the elder priesthood. Eventually, based on his hard work and dedication, Wishbone was invited into the holy order and functioned for several years as a low level Priest of Pelor serving the needs of the local temple, community and his god. However, wanderlust burned in the heart of the elven priest as he often dreamed of exploring the greater world. After receiving permission from his order to leave the temple, Father Harper's mentor presented him with a feather which had the Continual Flame spell cast upon it. "So you will never be without the light of Pelor," remarked the old man as he bid Wishbone goodbye. Thus, the elven priest now follows "Pelor's True Path of Light" on the open road. Only gone from the temple for less than a few weeks, Wishbone finds himself in trouble as he is caught in the midst of a torrential downpour. As lightning rips through the ozone with an eerie crackle and the resultant thunder shakes the ground, the priest races for the closest shelter immediately available. A cave which had formed in a nearby hillside fortunately provides a safe haven from the raging storm. Blindly throwing himself into the dry darkness, the musty smells of the old cave cause the padre’s nose to wrinkle with disgust. As he sits in the clingy dust on the cave floor, Wishbone reaches into his pack and secures the items needed to build a small fire. Flint and Steel, some tinder, a few sticks.......that ought to get it going. Soaked to the bone, the cleric reckoned, I need the light for protection and the warmth just to dry out. Once the small fire was burning near the mouth of the unexplored cavern, the padre mused, This will have to do for the night, and at least it smells a little better in here. After having dried off, the weary holy man pulls his cloak tight around his thin frame for additional warmth against the chill of the storm outside. Using his pack as a impromptu pillow, the saintly elf is soon lulled sound asleep by the rhythmic patterns of the falling rain. However, Wishbone’s sleep was not near as restful as the priest had hoped. During the middle of the night, the sounds of falling rock and debris suddenly jolt the elf awake. Pack in hand, his heart races as he barely scrambles away from the collapsing entrance before a torrent of muddy water from the hillside above forcefully pours into the cave and sweeps the helpless priest away deeper down into the caverns. Knocked unconscious sometime during the unsettling experience, the priest wakes with intense pain throbbing in his temples as he chokes up foul tasting dirty water until there is nothing left to vomit out. After dry heaving for what seems like an eternity, the elf sits up as he slowly begins to recover from the dangerous ordeal. Well at least I know how these caves were formed, thought Wishbone as he recollected the sheer power of the sudden flood of water that had poured off the hillside. However, Wishbone has no clue how long he was unconscious, how far down he was swept or even where he is for that matter. The only thing that he knows for sure is that he cannot return the way he came down; the entire passage is blocked from ceiling to floor with rocks much larger than the priest. Faced with no other choice, the battered caster shakily stands on his two rubbery legs almost passing back out as he reaches down to retrieve his nearby pack. However, as the priest suddenly notices a small shiny green rock next to his pack, the likes of which he had never seen before, Wishbone's health seems to gratefully improve as he gleefully added the unusual pebble to his vast collection of "valuables." Experiencing almost "insane" euphoria at having added to his varied treasures, the inattentive priest appears to easily push the past from his mind and look only to the future. Brandishing a smile that belies the situation, Wishbone sticks (Continual Flame Feather) Pelor's Light into his hat as the hobbled elf slowly begins to make his way down the largest of the cavern's tunnels searching for a way out of this mess. Treasure: None Newly Collected Junk: Two small pieces of very sharp wire (from trap); Hit Points: Experience Points: FEATS: Augment Healing (Complete Divine pg. 79). SPELLS (Other than PHB & PHBII) VIGOR, LESSER Conjuration (Healing) Level: Cleric 1, druid 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level (max 15 rounds) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) With a touch of your hand, you boost the subject’s life energy, granting him or her the fast healing ability for the duration of the spell. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Leessor vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies. Applying a second vigor spell of equal level extends the first spell’s duration by the full duration of the second spell. LIGHT OF LUNIA Evocation (Good, Light) Level: Celestia, cleric/wiz 1 Components: V, S Casting Time: 1 standard action Range; Medium (100' + 10'/level) Target & Effect: You and up to two rays Duration: 10 min/level or discharged Saving Throw: None Spell Resistance: Yes, see text You glow in a silvery radiance of Lunia, 1st layer of the Seven Mounting Heavens of Celestia. The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet. Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack with the ray to strike a target. You can make a single ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15 foot light, with dim light for an additional 15 feet). You can choose to fire one addditional ray with the same characteristics either on the same round or on a subsequent round. Firing the second ray quenches your radience and ends the spell. WAVE OF GRIEF Enchantment [Evil, Mind-Affecting] Level: Bard 2, blackguard 2, cleric 2 Components: S, M Casting Time: 1 standard action Range: Close: 30 ft. Area: Cone Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes All within the cone when the spell is cast are overcome with sorrow and grief. They suffer a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks. Material Component: Three tears.