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Character Name
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Alignment
Current XP
Next Level XP
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Deity
Level
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Age
Gender
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Hair
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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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Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
2 SP 2 CP per Cleric 8 sets of Studded Leather Armor
Languages
Description
Mounted on top-of-the-line Light War Horses, these clerics are quite charismatic being clad in Pelor's vestments, with a brilliant, golden holy symbol of the sun suspended from their necks by crude silver chains. Each priest sports studded leather armor, a large wooden shield, morning star, light cross bow, and various other items and weapons many of which are often hidden under their dark green cloaks.
Personality
Various differing based on each person, however all abhore evil and are extremely loyal not only to their unit but also are strictly adherent to their pledge to help all allies in times of need. Total Mounted Clerics = 20
Character Traits
None
Character Flaws
None
Contacts / Friends
Unit and priests at Temple
Enemies
None
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=191405][B][SIZE=+1]Mounted Cleric Template[/SIZE][/B][/URL] Male LG Human Cleric, [B]Level[/B] 1, [B]Init[/B] +1, [B]HP[/B] 12/12, [B]DR[/B] DR 1/-, [B]Speed[/B] 30'/40'/60' [B]AC[/B] 21, [B]Touch[/B] 12, [B]Flat-footed[/B] 20, [B]Fort[/B] +2, [B]Ref[/B] +1, [B]Will[/B] +4, [B]Base Attack Bonus[/B] 0, [B]Power Points[/B] 0/0 [B]Action Points[/B] 0 [B]Morning Star [/B] (+1 hit target on foot) (Extra +2 hit & x2 dam. if charge -2 AC) +2 (1d8+2, x2) [B] Light Crossbow (20 Bolts) [/B] +1 (1d8, 19-20/x2) [B] Dagger [/B] +2 (1d4+2, 19-20/x2) [B] Banded Mail +1[/B], [B]Large Wooden Shield[/B] Emblazoned with Deity's Holy Symbol (DF) (+7 Armor, +2 Shield, +1 Dex, +1 Misc) [B]Abilities[/B] Str 15, Dex 13, Con 10, Int 10, Wis 14, Cha 12 [B]Condition[/B] Healthy
Condition and Effects
Additional Information
Healthy
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. NIMBUS OF LIGHT Evocation [Light] Level: Cleric 1, Purifi cation 1 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level or until discharged (D) A glittering corona of sunlight surrounds your body at a few inches distance—until you release it as a focused blast of divine energy. The nimbus of light glows like a lantern, shedding bright light in a 30-foot radius (and dim light for an additional 30 feet) from you. As a move action, you can coalesce the energy from the nimbus of light around your outstretched arm, and then as a standard action fl ing it toward a foe within 30 feet. As a ranged touch attack, the nimbus of light deals 1d8 points of damage +1 point per round that’s elapsed since you cast the spell (max of 1d8 + caster level damage). Attacking with the nimbus of light ends the spell, whether the energy hits its target or not.
Other Notes
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I. LIGHT WAR HORSE: 25 HP, +1 Initiative, 60' per round (approx. 3 years old) AC: 14 + 2 = 16 (Touch = 14) (Flat-footed = 12) BAB/Grapple = +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 Hooves +4 melee (1d4+3) and Bite -1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Qualities: Low-Light Vision, Scent Saves: Fort +6; Ref +4; Will +2 Abilities: Str 16; Dex 13; Con 17; Int 2; Wis 13; Cha 6 Skills: Listen +4; Spot +4 Feats: Endurance; Run A Light War Horse can attack while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride Check Loads: Light: up to 230 lbs.; Medium 231 - 460 lbs.; Heavy 461 - 690 lbs. A Light Warhorse can drag 3,450 lbs. Special Training: Combat Riding (Can carry rider and load). Known tricks related to training are attack, come, defend, down, guard and heel. Equipment on Light War Horse: Leather Barding (AC +2); Military Saddle (+2 circumstance bonus to Ride Checks related to staying in the saddle. If knocked unconscious while in the saddle you have 75% chance of staying in the saddle) ; Saddle Blanket; Bit and Bridle; 4 days of Grain Rations;and Saddle Bags (weight includes contents = Bedroll, Horse Brush). Total Weight Carried = 117 lbs. (Feed and misc. equipment not carried during combat). II. USING A WAR HORSE With a DC 5 Ride Check, can guide horse with knees so as to use both hands to attack or defend as a free action. When you attack a creature smaller than your mount that is on foot, you get +1 bonus on melee attacks for being on higher ground. If mount moves more than 5', you make a single melee attack. Even at full speed, no penalty on melee attacks. If your mount charges, you also take the AC penalty (-2) associated with a charge. If you make an attack at the end of the charge, you receive the bonus (+2) gained from the charge. When charging on horseback, you deal double damage with a Lance. Charging is a special full-round action that allows horse to move up to twice its speed and you to attack during the action. Horse must move before attack, not after. Must move at least 10 feet and directly toward opponent. You must have a clear path and nothing in terrain to hinder movement. Must also have a line of sight to opponent at the start of your turn or you can't charge. After charging, can only make a single melee attack with a +2 bonus on the attack roll. You also take a -2 penalty to your AC until the start of your next turn. Charging character gets a +2 bonus on Strength check to overrun an opponent. Overrun (Page 157 DMG). Charge and overrun does provoke an attack of opportunity. III. ATTACKING FROM HORSEBACK You can use ranged weapons while your mount is taking a doublemove, but at a -2 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a -4 penalty. In either case, you must make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally, so that, for instance, you can load and fire a light crossbow in a round while your mount is moving. If your mount falls in battle, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 damage. If you are unconscious or cannot guide your mount, it will avoid combat. IV. MISCELLANEOUS SUPPLIES 2 extra days of horse grain and 2 extra days of soldier rations are stored on Pack Horses. The horse grain must be used in full rations during situations where the horses are being pushed to be very active and during the winter supplemented with hay. However, during spring, summer and fall the horses will only need 1/3 the grain if they are not being used a lot and are allowed to graze each day. Usually about a cupped handsful twice a day.