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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
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Total Skill Points:
0
Feats & Special Abilities
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Total Weight:
0
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Psionics
Manifester
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Current
Currency
27 GP, 9 SP, 9 CP
Languages
Description
When his face is not painted in tribal fashion for special religious ceremonies, Father Gilbert is an attractive charismatic priest clad in the clerical vestments of Good, with a colorful holy symbol of an inverted golden rainbow capped by a bright red pillar suspended from his neck by a silver chain. The cleric's graying brown hair, beard and mustache frames his aging face which is dominated by his dark brown eyes and a friendly smile. The priest sports various weapons in his arsenal, including a magical morning star, light crossbow, silver dagger and a plethora of potions and other magic items at his fingertips. Gilly is wearing a darkwood buckler emblazoned with the holy symbol of his faith while wearing a dark green cloak and an extremly shiny mithral chain shirt under his vestments. The padre's tall, solid frame bespeaks of a man not only learned in matters of magic, but also one who has seen his share of open combat over the years and who remains in battle-ready condition.
Personality
Father Gilbert is not your normal "rant and rave" preacher type of cleric. In accordance with his spiritual inclination of goodness, the padre furthers his faith by attempting to perform as many good deeds as his lifetime will allow. It is a truth that the path of true godliness does not always follow the path of men or the regulations of the church or laws of the state; and, as such, Father Gilbert weighes each situation according to its own merits. What one might not suspect at first glance, is that the holy father also has the innate ability to access certain powers of the arcane which he uses to further his faith. Even though resolute and strong in his cause, Gilly evangilizes by helping others down a new path as opposed to condeming their actions. This holy man is hardworking, well prepared, energetic, trustworthy, faithful and extremely loyal to those on the side of Good. While soft spoken most of the time, Father Gilbert is above all else a man of action and has absolutely no tolerance for pure evil opposing it righteously whenever found which sometimes has resulted in this tribal priest biting off more than he can chew.
Character Traits
Passionate: +1 Fort saves & -1 Will saves.
Character Flaws
Murky-Eyed Prerequisite: None Summary: Your vision is obscured. Effect: Every time you attack an opponent with concealment, roll the miss chance twice. If either roll fails, the attack fails.
Contacts / Friends
Friends at Temple and in Tribe. FAMILIAR = Flying Squirrel named ROCKY Rocky carries a form fitted pouch with a sharp file/lock pick, rawhide, string, leather bindings, ring, hooks, tree gum, and other miscellaneous small items. Rocky can take full cover in Gilly's Pack through a series of specially designed holes with closeable metal flaps into a metal box wrapped outside with leather and lined with damp green leaves. It is located in an interior nest near the bottom of the pack and Gilly's back. S = 2 (-4); D = 16 (+3); CON = 11; INT = 7 (-2); WIS = 12 (+1); CH = 4 (-3) (FORT = 9; REFLEX = 11; WILL = 7) No attack, but can chew/bite for minor damage. Can use his paws like a person uses his hands. Size = Diminutive (Combat face is 1 x 1). 4 Hit Dice = 11 Hit Points - AC = 18 (10 + 3 (Dex) + 4 (Size) + 1 (Natural Armor). SPEED = 15' on foot/30' Climbing/60' Gliding (Can routinely glide a distance over 3/4ths starting height). Max lift 10 lbs. Max Drag/Push 25 lbs. ALERTNESS FEAT (Shared with PC if w/in 5'); IMPROVED EVASION (Reflex Save for No Damage - Fail take 1/2 Damage); SHARE SPELLS (PC can choose to use his feat to share spells with Rocky if w/in 1 mile); EMPATHIC LINK (Can communicate with PC if w/in 1 mile).
Enemies
None.
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=363899][B][SIZE=+1]Gilbert Mateuse (Gilly)[/SIZE][/B][/URL] Male CG Human Cleric/Sorcerer (Gestalt), [B]Level[/B] 5/5, [B]Init[/B] +2, [B]HP[/B] 27/41, [B]DR[/B] DR 1/-, [B]Speed[/B] 30' [B]AC[/B] 19, [B]Touch[/B] 15, [B]Flat-footed[/B] 17, [B]Fort[/B] +7, [B]Ref[/B] +6, [B]Will[/B] +7, [B]Base Attack Bonus[/B] 3, [B]Power Points[/B] 0/0 [B]Action Points[/B] 7 [B] MW Morning Star ( ) [/B] +4 (1d8, x2) [B]Darkwood MW Light Crossbow (9/10 Bolts) [/B] +6 (1d8, 19-20/x2) [B]In Haversack Silver Dagger [/B] +3 (1d3, 19-20/x2) [B]Iron Diamond, Least (DR per day 9/10) - (+6 Escape Artist vs. Ropes, etc.) MW Sharkskin Leather (Shark teeth = 1d6 Iron Spikes)[/B], [B]Emblazoned with Holy Symbol - DF MW Darkwood Buckler [/B] (+3 Armor, +1 Shield, +2 Dex, +2 Deflect, +1 Misc) [B]Abilities[/B] Str 10, Dex 14, Con 12, Int 10, Wis 16, Cha 16 [B]Condition[/B] Healthy.
Condition and Effects
Additional Information
Healthy. Hit Point Rolls: 8 + 8 + 7 + 3 + 2 Experience: 10,500 + BACKGROUND: Since leaving his tribal home and entering the outside world, Father Gilbert Mateuse found it entirely strange when other people questioned the holy man about his choices of occupation, including the domains of his divine magic and his arcane abilities. Down right odd indeed, Gilly thought to himself. It seems as if many of these humanoids are somehow able to pick and choose their calling and also how they wish to develop their magical talents. For the practitioners of magic, such was the complete opposite among the clans of the Riskali tribe. In the tribe, neither the clerics nor the arcanists ever choose to be casters nor did they choose their domains or powers; in fact, if they’re ever chosen, which is extremely rare, it’s the magic that always does the choosing. To think it could be otherwise was virtually unimaginable to the tribal human. Such it had always been; and such will it always be for the Riskalis. Nestled in a hidden valley high in the stony mountains, the bulk of this fairly large isolated tribe are artists, musicians, hunters, professionals or craftsmen by trade, however, a select few serve the clans as religious leaders and witchdoctors provided they survive the Cliffs of Woe. All these survivors have one common link; they are all the bastard children of the tribe’s current ruling priest or venerable witchdoctor. For you see, in the Riskali tribe, all commoners are required by law and tradition to accept the sexual overtures of the ruling divine caster and arcane caster. Unfortunately, this results in a plethora of infants who are considered undesirable and, as a result, are typically cast off the Cliffs of Woe to their death on the rocks far below. While it may seem unduly harsh to outsiders, such has been the way of life for the clans for well over a millennia. Even though it is extremely rare, a few of these infants survive by one of two ways. Those whom the gods favor float down to the bottom of the chasm as soft as a falling feather, and are always rescued and reared by the priesthood to possibly become the next ruling priest or priestess of the tribe. Regardless, the future of these god-touched babies is safe and secure even if they only end up serving the tribe as a low level priest or priestess. The second way some infants survive the freefall is to become caught up in a sudden gust of cold arcane fire that buoys the babies back up to the top of the Cliff itself. This happens much less frequently than those who are saved by the gods, but similarly these fire touched youth are rescued and raised by the tribal arcanists and have a chance of eventually serving the tribe as its next witchdoctor after they grow much older. Those not chosen to become the witchdoctor serve at his or her whim as assistants or not at all. Thus, Gilbert’s life began and almost soon ended when he was unceremoniously tossed off the Cliffs of Woe one cold winter day. However, something strange happened. Not only was Gilbert carried softly down the precipice in the hands of the gods, he was also promptly elevated back to the top of the cliff by a strong gout of arcane fire. Such a thing had never occurred before in the long history of the tribe, and frankly neither the priesthood nor arcane spell casters knew what to do with him. It was finally decided that he would be raised by both the priests and witchdoctor, spending time with each group and learning both divine and arcane magic. This was how the boy's ceremonial face came to be marked with both the upside down golden rainbow representing the cusp of the gods and also a bright red pillar of fire on his forehead representing the arcane pillar of fire. This depiction now serves as his magical focus and is emblazoned on his buckler as well as the holy symbol hanging about his neck. As the lad grew older, he grew more and more powerful. Since there was no tribal precedent concerning how to handle such a multi-talented youth and even though the clans have historically isolated themselves from the outside world by choice, the tribal elders presented Gilbert with a magic morning star and sent him forth out into the world. His charge is to learn all he can by traveling and exploring the unknown territories to increase his knowledge of the world before eventually returning and carrying this information back to the tribe. It's a dangerous undertaking and, frankly, many members of his tribe are glad the youth is gone and some probably even hope that Gilbert never returns. Such is his predicament as he finds himself escorting a caravan to some place he has never heard of, called Hommlet.
FEATS EXALTED TURNING: You turn undead with such power that affected undead take damage. Prerequisites: Ability to turn undead. Benefit: Any undead creature thas you turn takes 3d6 points of damage in addition to the normal turning effect. FIERY BURST [RESERVE] You channel your magical talent into a blast of fire. Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals ld6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
Other Notes
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FIRE DOMAIN SPELLS: (1-Burning Hands, 2-Produce Flame, 3-Resist Energy, 4-Wall of Fire, 5-Fire Shield, 6-Fire Seeds, 7-Fire Storm, 8-Incendiary Cloud, 9-Elemental Swarm). GLORY DOMAIN SPELLS: (1-Disrupt Undead, 2-Bless Weapon, 3-Searing Light, 4-Holy Smite, 5-Holy Sword, 6-Bolt of Glory, 7-Sunbeam, 8-Crown of Glory, 9-Gate). HAMMERSPHERE: Price (Item Level): 1,500 gp (5th); Body Slot: — (held); Caster Level: 7th; Aura: Moderate; (DC 18) transmutation; Activation: Standard (command); Weight: 1/2 lb. This sphere is 4 inches in diameter, made of silver, and covered in small rubies. The hammer-and-anvil symbol of Moradin is etched onto its surface in four places. Once per day, when held aloft and activated, this sphere conjures forth a giant hammer. This hammer functions as a spiritual weapon except that it deals 3d6 points of damage on a successful hit. You do not have to concentrate on the hammer or keep the sphere aloft while it attacks. Prerequisites: Craft Wondrous Item, greater magic weapon, spiritual weapon. Cost to Create: 750 gp, 60 XP, 2 days. (MIC p. 161). Command Word, "Rasselnlqrelnel" SPELLSINK SCARAB: Price (Item Level): 2,000 gp (6th); Body Slot: Throat; Caster Level: 11th; Aura: Moderate; (DC 20) abjuration; Activation: Immediate (command); Weight: - Exotic and arcane symbols circumscribe this scarab-shaped brooch. You can activate a spellsink scarab when ever you would take hit point damage from a spell or psionic power. A scarab has 3 charges, which are renewed each day at dawn. Spending 1 or more charges reduces the damage dealt to you by the spell or power (to a minimum of 0 points of damage). 1 charge: Reduce damage by 2d6 points. 2 charge: Reduce damage by 3d6 points. 3 charges: Reduce damage by 4d6 points. Prerequisites: Craft Wondrous Item, greater dispel magic. Cost to Create: 1,000 gp, 80 XP, 2 days. (MIC p. 138). ANKLET OF TRANSLOCATION: Price (Item Level): 1,400 gp (5th); Body Slot: Feet; Caster Level: 7th; Aura: Moderate; (DC 18) conjuration; Activation: Swift (command); Weight: — A pewter chime hangs from this simple leather ankle-band. An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can't use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet's activation is wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you. An anklet of translocation functions two times per day. Prerequisites: Craft Wondrous Item, dimension door. Cost to Create: 700 gp, 56 XP, 2 days.