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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
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Weight
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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
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DC
LEVEL
Spells
/Day
Bonus
Spells
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Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
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Psionics
Manifester
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Languages
Description
wiry and whipcord thin, but strong and hearty. His clothes and gear are mismatched, used and patched - almost threadbare, but clean and not neglected. His hair and beard are long, but kept trimmed cleanly.
Personality
Caelyn goes where Teekond's wind and waves bring him. Like most of his order, the cleric of Teekond is a wanderer guided by his faith and the need of his god. He has friends and enemies everywhere - though friends may be too strong a word. Caelyn is easy going, but possessed of a strong sense of justice and liberty. No slavers band will pass him on the road unchallenged. No orphan passes him unfed or without clothing. Otherwise, Caelyn's philosophy is to live and let live as one desires. Caelyn is not easily offended and seldom rises to insult or cruelty. Water has a harder time on a duck's back. If you seek to enrage Caelyn, mistreat the weak or the poor or imprison another against their will or by unjust law. The cleric does have a fondness for prostitutes. The road is a lonely place and sharing a bed is a welcome change. Caelyn is meticulous about his handling of funds. He will only use coins he has earned by honest labor on his meager indulgences. The offerings of the shrines are given freely for the need of others, and not for his own use.
Character Traits
Character Flaws
Contacts / Friends
Sally Buckner - prostitute at the tavern in Dybeol. Caelyn's favorite in this town. He will seek her out for information and the comforts she offers. Dane Gortheld - A dwarf smith with a penchant for mistreating his apprentices. The two have come to blows more than once and Caelyn usually gets the worse of it. Caelyn has earned his grudging respect and seems even to be coming around... at least when Caelyn comes to town.
Enemies
Statistic Block
Condition and Effects
Additional Information
Travel Domain, Healing Domain. Healing spells cast at +1 level Survival a class skill Turn or Rebuke Undead Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Other Notes
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Spell lists Level 0 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. Level 1 Bane: Enemies take -1 on attack rolls and saves against fear. Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage. 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, 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). Invest Light Protection: Heal 1d4 damage + 1/2 levels, grant DR 1/evil. 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. Level 2 Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con. Align Weapon: Weapon becomes good, evil, lawful, or chaotic. Augury M F: Learns whether an action will be good or bad. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Black Karma Curse: Subject damages self with melee attack. Blade Brothers: Use higher saving throw result between two creatures, but both suffer effects if the saves fail. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Calm Emotions: Calms creatures, negating emotion effects. Cloud of Knives: Release one knife/round, 1d6 damage +1/3 levels (max +5). Consecrate M: Fills area with positive energy, making undead weaker. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Darkness: 20-ft. radius of supernatural shadow. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. Delay Poison: Stops poison from harming subject for 1 hour/level. Desecrate M: Fills area with negative energy, making undead stronger. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Enthrall: Captivates all within 100 ft. + 10 ft./level. Find Traps: Notice traps as a rogue does. Gentle Repose: Preserves one corpse. Hold Person: Paralyzes one humanoid for 1 round/level. Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10). Insight of Good FortuneM: Subject rolls twice, takes best result. Make Whole: Repairs an object. Mark of Judgment: Creatures that attack subject heal 2 points of damage each successful hit. Master’s Touch: Subject gains immediate +4 bonus on a skill check. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Share Talents: Subjects gain +2 bonus on skill checks. Shatter: Sonic vibration damages objects or crystalline creatures. Shield Other F: You take half of subject’s damage. Silence: Negates sound in 20-ft. radius. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. Spiritual Weapon: Magic weapon attacks on its own. Status: Monitors condition, position of allies. Stay the Hand: Change subject creature’s attitude to helpful for 1 round. Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack. Summon Monster II: Calls extraplanar creature to fight for you. Undetectable Alignment: Conceals alignment for 24 hours. Zone of Truth: Subjects within range cannot lie. Level 3 Alter FortuneX: Cause one creature to reroll any die roll. Animate Dead M: Creates undead skeletons and zombies. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action. Blindness/Deafness: Makes subject blinded or deafened. Channeled Divine Shield: Gain DR, amount based on casting time. Contagion: Infects subject with chosen disease. Continual Flame M: Makes a permanent, heatless torch. Create Food and Water: Feeds three humans (or one horse)/level. Crown of the Grave: Command undead, discharge to gain +4 on turn or rebuke. Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round. Crown of Protection: +1 defl ection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round. Crown of SmitingF: +2 damage bonus, discharge to gain +8 damage on single attack. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Curse of Arrow Attraction: Subject takes –5 penalty to AC against ranged attacks. Daylight: 60-ft. radius of bright light. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Dispel Magic: Cancels spells and magical effects. Divine Retaliation: Weapon appears and strikes those who attack you. Energy Aegis: Subject gains resistance 20 against one energy type for one attack. Energy Vulnerability: Subjects gain vulnerability to thespecified energy. Glyph of Warding M: Inscription harms those who pass it. Helping Hand: Ghostly hand leads subject to you. Hesitate: Force subject to lose actions. Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). Invest Moderate Protection: Heal 3d4 damage + 1/2 levels, grant DR 3/evil. Invisibility Purge: Dispels invisibility within 5 ft./level. Locate Object: Senses direction toward object (specific or type). Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level. Magic Vestment: Armor or shield gains +1 enhancement per four levels. Mark of Doom: Subject takes 1d6 damage for each hostile action. Meld into Stone: You and your gear merge with stone. Obscure Object: Masks object against scrying. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Remove Blindness/Deafness: Cures normal or magical conditions. Remove Curse: Frees object or person from curse. Remove Disease: Cures all diseases affecting subject. Searing Light: Ray deals 1d8/two levels damage, more against undead. Speak with Dead: Corpse answers one question/two levels. Stone Shape: Sculpts stone into any shape. Summon Monster III: Calls extraplanar creature to fight for you. Water Breathing: Subjects can breathe underwater. Water Walk: Subject treads on water as if solid. Wind Wall: Deflects arrows, smaller creatures, and gases. Domain Spells Travel 1. Longstrider: Increases your speed. 2. Locate Object: Senses direction toward object (specific or type). 3. Fly: Subject flies at speed of 60 ft. Healing 1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). 2. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). 3. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).