Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
=
10
+
+
+
+
+
+
+
TOTAL
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
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
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
1 GP, 5 SP, 5 CP MW Morning Star, Large Darkwood Shield
Languages
Description
Mounted on a top-of-the-line Light War Horse, this charismatic cleric is clad in Pelor's vestments, with a brilliant golden holy symbol of the sun suspended from her neck by a crude silver chain. The "Virgin" Elise sports a masterwork chain shirt, large darkwood shield, morning star, light cross bow, cure light wounds wand, and various other items and weapons many of which are often hidden under her dark green cloak.
Personality
Extremely loyal, friendly, outgoing, and devoted to the destruction of evil where ever found, Elise has spent most of her career as Father Grizzly's second in command which suits her just fine. In fact, one of the few men she actually trusts is Grizzly since the devote priest has never attempted to "despoil" her prized chasity.
Character Traits
None
Character Flaws
MURKY-EYED - In combat, every time you attack an opponent who has concealment, roll your miss chance twice. If either of the results indicate that you miss, your attack fails.
Contacts / Friends
Unit and priests at Temple
Enemies
None
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=191519][B][SIZE=+1]The Virgin Elise[/SIZE][/B][/URL] Female LG Human Cleric , [B]Level[/B] 3, [B]Init[/B] +2, [B]HP[/B] 28/28, [B]DR[/B] DR 1/-, [B]Speed[/B] 30'/40/60' [B]AC[/B] 21, [B]Touch[/B] 13, [B]Flat-footed[/B] 19, [B]Fort[/B] +4, [B]Ref[/B] +6, [B]Will[/B] +6, [B]Base Attack Bonus[/B] 2, [B]Power Points[/B] 0/0 [B]Action Points[/B] 0 [B] Morning Star +1 [/B] +5 (1d8+3, x2) [B] MW Light Crossbow (20 Bolts) [/B] +5 (1d8, 19-20/x2) [B] Silver Dagger [/B] +4 (1d3+2, 19-20/x2) [B] Chain Shirt +1[/B], [B]Large Darkwood Shield +1[/B] Emblazoned with Deity's Holy Symbol (DF) (+5 Armor, +3 Shield, +2 Dex, +1 Misc) [B]Abilities[/B] Str 14, Dex 14, Con 10, Int 10, Wis 14, Cha 17 [B]Condition[/B] Healthy
Condition and Effects
Additional Information
Healthy 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, 4 Extra Shoes, Nails). Total Weight Carried = 112 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.
DIVINE CLEANSING [DIVINE] You can channel energy to improve your allies’ ability to resist attacks against their vitality and health. Prerequisites: Turn or rebuke undead ability. Benefit: As a standard action, you can spend one of your turn or rebuke undead attempts to grant all allies (including yourself) within a 60-foot burst a +2 sacred bonus on Fortitude saving throws for a number of rounds equal to your Charisma modifier. DIVINE RESISTANCE [DIVINE] You can channel energy to temporarily reduce damage you and your allies take from some sources. Prerequisites: Turn or rebuke undead ability, Divine Cleansing. Benefit: As a standard action, spend one of your turn or rebuke undead attempts to imbue all allies within a 60-foot burst (including yourself) with resistance to cold 5, electricity 5, and fire 5. This resistance does not stack with similar resistances, such as those granted by spells or special abilities. The protection lasts for a number of rounds equal to your Charisma modifier.
Other Notes
[
Show Printable Version
]
RESURGENCE, LESSOR - (1st level) - Complete Divine - Abjuration - VS - 1 standard action - range touch - target creature touched - duration instantaneous Lay hands and say short prayer. Target can re-roll a saving throw against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person, a chaos beast's corporeal instability, or the sickening effect (but not damage) from unholy blight. If the target is the subject of more than one effect, the target chooses which effect to re-roll against. If the re-roll is successful, then the spell affecting the target immediately ends. It does not restore hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigue, or naseau that were caused by the spell, spell-like ability, or supernatural ability. If no save was orginally allowed the target, this spell will not grant a save. 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. 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. DIVINE PROTECTION Enchantment (Compulsion) [Mind- Affecting] Level: Clr 2, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Targets: Allies in a 20-ft.-radius burst Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless) Allies gain a +1 morale bonus to their Armor Class and on saving throws. WAVE OF GRIEF Enchantment [Evil, Mind-Affecting] Level: Bard 2, blackguard 2, cleric 2 Components: S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) 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. DEIFIC VENGENCE - (2nd level) - Complete Divine - Conjuration - VS DF - 1 standard action - range 25' + 5'/2 levels - target one creature - instananeous - Will save for half - Spell Resistance Yes Call upon deity and list crimes of target and urging punishment. Punishment is a sharp spiritual blow to the target. Attack automatically hits and deals 5d6 damage, or 1d6 damage/level to undead (11d6 at present level). RESOUNDING VOICE (Heroes of Battle) Transmutation [Sonic] Level: Bard 2, cleric 2 Components: S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes The subject becomes supernaturally loud, and his voice carries over long distances. A creature speaking or singing with the aid of resounding voice can be heard clearly up to 100 feet away per caster level. Creatures within an area of magical silence cannot hear the subject, and a subject within a silence effect cannot be heard at all. Resounding voice counters and dispels silence and is also countered and dispelled by silence.