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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
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
+
+
+
+
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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
=
+
+
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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
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
190gp, 73sp, 88cp
Languages
Description
Leoma is a small young girl standing at only 5' 4". Divine intervention seems to be the only logical explanation for how she can wonder around in so much armor and stay so chipper. Underneath the hard plate you can just make out her ceremonial cleric vestments as she goes about her duties helping the townspeople.
Personality
Leoma loves to flash her smile. She is a kind soul and is quick to make friends, although her habit of pointing out what she thinks of others tends to get her in trouble sometimes. She means little harm by her words and most others seem to recognize that. She just doesn't always take how others might feel into account when speaking, although more often than not she can play through her words with pure presence and an innocent demeanor.
Character Traits
-Energetic- Leoma can be quite bubbly meeting new people. -Compassionate- She is always willing to lend a helping hand to innocents. -Strong Desire For Adventure- She yearns to explore the unknown.
Character Flaws
-Frank- Leoma has no problem telling it like she sees it.
Contacts / Friends
Church of Pelor
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=204208][B][SIZE=+1]Leoma Tahlim[/SIZE][/B][/URL] F Neutral Good Human Cleric, [B]Level[/B] 2, [B]Init[/B] +0, [B]HP[/B] 12/12, [B]Speed[/B] 20 ft [B]AC[/B] 18, [B]Touch[/B] 10, [B]Flat-footed[/B] 18, [B]Fort[/B] +2, [B]Ref[/B] +0, [B]Will[/B] +7, [B]Base Attack Bonus[/B] 1 [B] Heavy Mace [/B] 1 (1d8, x2) [B] Heavy Crossbow (Bolts (10)) [/B] 1 (1d10, 19-20/x2) [B] Splint Mail[/B], [B] Heavy Wooden Shield[/B] (+6 Armor, +2 Shield) [B]Abilities[/B] Str 10, Dex 10, Con 8, Int 12, Wis 18, Cha 14 [B]Condition[/B] None
Condition and Effects
Additional Information
Other Notes
[
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0-LEVEL CLERIC SPELLS (ORISONS) Create Water: Creates 2 gallons/level of pure water. Cure Minor Wounds: Cures 1 point of damage. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Guidance: +1 on one attack roll, saving throw, or skill check. Inflict Minor Wounds: Touch attack, 1 point of damage. Light: Object shines like a torch. Mending: Makes minor repairs on an object. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Virtue: Subject gains 1 temporary hp. 1ST-LEVEL CLERIC SPELLS Bane: Enemies take –1 on attack rolls and saves against fear. Bless: Allies gain +1 on attack rolls and saves against fear. Bless Water M: Makes holy water. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Command: One subject obeys selected command for 1 round. Comprehend Languages: You understand all spoken and written languages. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Curse Water M: Makes unholy water. Deathwatch: Reveals how near death subjects within 30 ft. are. Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. Detect Undead: Reveals undead within 60 ft. Divine Favor: You gain +1 per three levels on attack and damage rolls. Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. Endure Elements: Exist comfortably in hot or cold environments. Entropic Shield: Ranged attacks against you have 20% miss chance. Hide from Undead: Undead can’t perceive one subject/level. Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. Magic Weapon: Weapon gains +1 bonus. Obscuring Mist: Fog surrounds you. Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Sanctuary: Opponents can’t attack you, and you can’t attack. Shield of Faith: Aura grants +2 or higher deflection bonus. Summon Monster I: Calls extraplanar creature to fight for you. Strength Domain Spells 1 Enlarge Person: Humanoid creature doubles in size. 2 Bull’s Strength: Subject gains +4 to Str for 1 min./level. 3 Magic Vestment: Armor or shield gains +1 enhancement per four levels. 4 Spell Immunity: Subject is immune to one spell per four levels. 5 Righteous Might: Your size increases, and you gain combat bonuses. 6 Stoneskin M: Ignore 10 points of damage per attack. 7 Bigby’s Grasping Hand: Large hand provides cover, pushes, or grapples. 8 Bigby’s Clenched Fist: Large hand provides cover, pushes, or attacks your foes. 9 Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes. Sun Domain Spells 1 Endure Elements: Exist comfortably in hot or cold environments. 2 Heat Metal: Make metal so hot it damages those who touch it. 3 Searing Light: Ray deals 1d8/two levels, more against undead. 4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. 5 Flame Strike: Smite foes with divine fire (1d6/level damage). 6 Fire Seeds: Acorns and berries become grenades and bombs. 7 Sunbeam: Beam blinds and deals 4d6 damage. 8 Sunburst: Blinds all within 10 ft., deals 6d6 damage. 9 Prismatic Sphere: As prismatic wall, but surrounds on all sides. 9 Summon Monster IX*: Calls extraplanar creature to fight for you. *Cast as a good spell only.