Beillion
Beillion is not your typical High Elf. He's rather perky and enjoys talking with humans and halflings. He spends most of his days helping the farmers and labor pool of the cities that he passes through the area as he wanders around the world exploring it.
Generally, he tries to spread the word of his god. Although, he hopes that the deeds he performs speak more than his actual presentation of his god. The ideal converts are ones that embrace the faith, and the notion of free will is his primary selling point.
--------------------------------------------------------------------------------
Personal Information
Name: Beillion; Player: Joe;
Race: High elf; Gender: Male; Height: 4'8"; Age: 122;
Class: Cleric; Level: 3; Weight: 96 lbs;
XP: 3,000; Alignment: Chaotic Good;
Next Level: 6,000; Kit: None;
--------------------------------------------------------------------------------
Ability Scores
Str:; 11; Weight Allowance: 40 lbs; Bend Bars/Lift Gates: 2%;
; ; Attack Adj.: +0; Damage Adj.: +0; Max. Press: 115 lbs; Open Doors: 6;
Dex:; 16; Missile Adjustment: +1; Pick Pockets: +0%; Open Locks: +5%;
; ; Reaction Adjustment: +1; Armor Class: -2; Move Silently: +0%; Climb Walls: +0%;
Con:; 12; System Shock: 80%; Poison Save: +0;
; ; Hit Point Adjustment: +0; Resurrection Chance: 85%;
Int:; 14; Max. Spell Level: 7th; Max. Spells Per Level: 9; Illusion Immunity: None;
; ; Bonus Proficiencies: 4; Chance to Learn New Spell: 60%;
Wis:; 15; Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0; Clerical Spell Failure Chance: 0%;
; ; Magic Defense Adjustment: +1; Spell Immunity: None;
Cha:; 11; Loyalty Base: +0; Maximum Number of Henchmen: 4;
; ; Initial Reaction Adjustment: +0;
--------------------------------------------------------------------------------
Saving Throws
Paralyzation: 10; Poison: 10; Death Magic: 10; Petrification: 13; Polymorph: 13;
Rod: 14; Staff: 14; Wand: 14; Breath Weapon: 16; Spell: 15;
--------------------------------------------------------------------------------
Combat
Hit Points:; 24;
Base THAC0:; 20;
Melee THAC0:; 20;
Missile THAC0:; 19;
--------------------------------------------------------------------------------
Armor
Natural armor class; 10;
Full armor, hide; -4;
Shield, buckler adj.; -1;
DEX Defensive adj.; -2;
FINAL:; 3;
--------------------------------------------------------------------------------
Weapon Proficiencies
Hammer;
Quarterstaff;
--------------------------------------------------------------------------------
Secondary Skills
Fisher; ;
Native Languages; ;
; Common, Elf, Elf - sylvan (wood) dialect, Goblin, Halfling;
--------------------------------------------------------------------------------
Weapons
; THAC0; Attacks/; Speed; Damage; ; ; Range; (-2); (-5);
Weapon; Melee; Missile; Round; Factor; Sm-Med; Large; Type; Size; Short; Medium; Long;
Hammer; 20; 19; 1; 4; 1d4; 1d3; B; S; 2; 4; 6;
--------------------------------------------------------------------------------
Racial Abilities
--------------------------------------------------------------------------------
Class Abilities
--------------------------------------------------------------------------------
Turning Undead
Skeleton or 1 HD:; 4; Wight or 5 HD:; 16; Mummy or 7 HD:; -; Ghost or 10 HD:; -;
Zombie:; 7; Ghast:; 19; Spectre or 8 HD:; -; Lich or 11+ HD:; -;
Ghoul or 2 HD:; 10; Wraith or 6 HD:; 20; Vampire or 9 HD:; -; Special:; -;
Shadow or 3-4 HD:; 13;
# = Roll # or greater on a 1d20 to turn 2d6 undead.; D = Automatically destroys 2d6 undead.;
T = Automatically turns 2d6 undead.; D* = Automatically destroys 2d6+2d4 undead.;
================================================================================
--------------------------------------------------------------------------------
Inventory
Items Carried
Backpack
Bag
Bag
Dry rations (1 week)
Flint and steel
Holy item
Rope, silk (50 ft)
Torch x3
Wineskin
Belt pouch, small
Block and tackle
Items Readied
Hammer
Items Worn
Boots, riding
Breeches
Buckle, common
Full armor, hide
Shield, buckler
Shirt
Spending Money
* Copper Pieces x9
* Gold Pieces
* Silver Pieces
================================================================================
--------------------------------------------------------------------------------
Spells
Class; 1st; 2nd; 3rd; 4th; 5th; 6th; 7th; 8th; 9th;
Cleric; 4; 2; ; ; ; ; ; ; ;
Cleric Spell Failure Rate: 0%; Maximum Wizard Spells Per Level: 9;
Wizard Chance to Learn New Spell: 60%; Maximum Wizard Spell Level: 7th;
--------------------------------------------------------------------------------
Spells Memorized
Cleric
1st Level
Bless
Create Water
Cure Light Wounds
Light
2nd Level
Create Holy Symbol
Cure Moderate Wounds
================================================================================
--------------------------------------------------------------------------------
Cleric Spells Granted
Spell; Time; Range; Area of Effect; Components;
1st Level;
Analyze Balance; 1 rd; 80 yds; 1 creature, object, or 10' sq; V, S, M;
Astral Celerity; 4; 0; The caster; V, S;
Bless; 1 rd; 60 yds; 50-ft cube; V, S, M;
Blessed Watchfulness; 4; Touch; Creature touched; V, S;
Call Upon Faith; 1; 0; The caster; V, S, M;
Cause Fear; 1; 10 yds; 1 creature/4 lvls; V, S, M;
Cause Light Wounds; 5; Touch; Creature touched; V, S, M;
Combine; 1 rd; Touch; Circle of priests; V, S;
Command; 1; 30 yds; 1 creature; V;
Create Water; 1 rd; 30 yds; Up to 27 cubic ft; V, S, M;
Cure Light Wounds; 5; Touch; Creature touched; V, S, M;
Curse; 1 rd; 60 yds; 50-ft cube; V, S, M;
Darkness; 4; 120 yds; 20-ft radius globe; V, S, M;
Destroy Water; 1 rd; 30 yds; Up to 27 cubic ft; V, S, M;
Detect Evil; 1 rd; 0; 10 ft x 120 yds; V, S, M;
Detect Good; 1 rd; 0; 10 ft x 120 yds; V, S, M;
Detect Magic; 1 rd; 0; 10 ft x 30 yds; V, S, M;
Detect Poison; 4; 0; Special; V, S, M;
Detect Snares & Pits; 4; 0; 10 x 40 ft; V, S, M;
Dispel Fatigue; 4; 30 yds; 1 creature; V, S, M;
Endure Cold/Endure Heat; 1 rd; Touch; Creature touched; V, S, M;
Firelight; 4; Touch; 1 object; V, S, M;
Invisibility to Undead; 4; Touch; 1 creature; V, S, M;
Light; 4; 120 yds; 20-ft radius globe; V, S, M;
Locate Animals or Plants; 1 rd; 100 yds + 20 yds/lvl; 20 yds/lvl x 20 ft; V, S, M;
Log of Everburning; 1; Touch; Special; V, S, M;
Magical Stone; 4; Touch; 3 pebbles; V, S, M;
Orison; 4; 10 yds; Varies; V, S;
Protection From Evil; 4; Touch; 1 creature; V, S, M;
Protection From Good; 4; Touch; 1 creature; V, S, M;
Purify Food & Drink; 1 rd; 30 yds; 1 cubic ft/lvl, in 10 sq ft; V, S, M;
Putrefy Food and Drink; 1 rd; 30 yds; 1 cubic ft/lvl, in 10 sq ft; V, S, M;
Remove Fear; 1; 10 yds; 1 creature/4 lvls; V, S, M;
Ring of Hands/Ring of Woe*; 5; 0; Special; V, S, M;
Sacred Guardian; 1; Touch; Creature touched; V, S, M;
Sanctuary; 4; Touch; 1 creature; V, S, M;
Shillelagh; 2; Touch; 1 oak club; V, S, M;
Speak With Astral Traveler; 1 rd; Touch; 1 creature; V, S, M;
Strength of Stone; 4; Touch; 1 creature; V, S, M;
Sunscorch; 4; 40 yds; 1 creature; V, S;
Wind Column; 1; o; The caster; S;
2nd Level;
Aid; 5; Touch; 1 creature; V, S, M;
Astral Awareness; 5; 0; The caster; V, S;
Augury; 2 rds; 0; Special; V, S, M;
Barkskin; 5; Touch; 1 creature; V, S, M;
Chant; 2 rds; 0; 30-ft radius; V, S, M;
Chill Metal; 5; 40 yds; Special; V, S, M;
Create Holy Symbol; 2; 0; The caster; V;
Cure Moderate Wounds; 5; Touch; Creature touched; V, S;
Detect Charm; 1 rd; 30 yds; 1 creature/rd; V, S, M;
Draw Upon Holy Might; 2; 0; The caster; V, S, M;
Dust Devil; 2 rds; 30 yds; 5 x 4 ft cone; V, S, M;
Enthrall; 1 rd; 0; 90-ft radius; V, S, M;
Ethereal Barrier; 1 turn; 120 yds; Two 10-ft sqs/lvl; V, S, M;
Find Traps; 5; 0; 10 ft x 30 yds; V, S, M;
Fire Trap; 1 turn; Touch; Object touched; V, S, M;
Flame Blade; 4; 0; 3-ft long blade; V, S, M;
Heat Metal; 5; 40 yds; Special; V, S, M;
Hold Person; 5; 120 yds; 1d4 persons in 20-ft cube; V, S, M;
Iron Vigil; 1 turn; 0; The caster; V, S;
Know Alignment; 1 rd; 10 yds; 1 creature or object; V, S, M;
Music of the Spheres; 4; 50 yds; 20-ft diameter circle; V, S, M;
Mystic Transfer*; 1 rd; 0; The caster; V, S, M;
Obscure Alignment; 1 rd; 10 yds; 1 creature or object; V, S, M;
Produce Flame; 5; 0; Special; V, S, M;
Resist Acid and Corrosion; 5; Touch; Creature touched; V, S;
Resist Fire/Resist Cold; 5; Touch; 1 creature; V, S, M;
Restore Strength; 5; Touch; Creature touched; V, S;
Sanctify; 1 turn; 10 yds; 10 yd x 10 yd sq/priest; V, S, M;
Silence, 15-foot Radius; 5; 120 yds; 15-ft radius; V, S, M;
Slow Poison; 1; Touch; 1 creature; V, S, M;
Soften Earth and Stone; 5; 10 yds/lvl; 10-ft sq/lvl; V, S, M;
Speak With Animals; 5; 0; 1 animal within 30 ft; V, S, M;
Spiritual Hammer; 5; 10 yds/lvl; Special; V, S, M;
Undetectable Charm; 1 rd; 30 yds; 1 creature/rd; V, S, M;
Watery Fist; 5; 60 yds; Special; V, S, M;
Withdraw; 5; 0; The caster; V, S, M;
Wyvern Watch; 5; 30 yds; 10-ft radius; V, S, M;
================================================================================Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 07/07/2010 07:10 PM
http://www.nj-pbem.com/data/Gods/humangods/Sel%FBne.htm
Selune okay as a god?