Name:

Amber Rose

Player:

Diane

Campaign:

Night Below

 

Ability Scores

Ability

Score

Mod

Temp

Mod

Strength

10

-

 

 

Dexterity

14

+2

 

 

Constitution

15

+2

 

 

Intelligence

13

+1

 

 

Wisdom

16

+3

 

 

Charisma

13

+1

 

 

Notes

 

 

Level

Character Level

6

XP

16,447

XP for Next Level

21,000

Class

Level

Cleric

6

 

 

 

 

 

Personal Information

Race

Halfling

Gender

Female

Age

36

Weight

64#

Height

3’3” (small)

Eyes

Brown

Hair

Tawny, curly

Align

NG

Deity

Tymora

 

 

 

 

 

Saving Throws

Throw

Total =

Base +

Ability +

Misc

Fortitude

9

5

2

2

Reflex

5

2

2

1

Will

11

5

3

3

Notes

Race +1 all; Strong Soul +1 F, W; Discipline +1 W; +1 vs level drain, death

 

Hit Points

HP

51

 

Damage

 

Subdual

 

History

10/6/9/6/10/10

 

Speed

 

round

min

hour

walk

20

200

2m

hustle

40

400

4m

run x3

60

600

Day

run x4

80

800

16m

 

 

 

 

 

 

 

Init

Total =

Dex +

Misc

 

 

 

2

2

 

 

 

 

Notes

 

 

Armor Class

Full

Total =

Base +

Armor +

Shield +

Dex +

Size +

Misc

17

10

2

 

2

1

2

Touch

Total =

Base +

Dex +

Size +

Misc

15

10

2

1

2

Flat-

Footed

Total =

Base +

Armor +

Shield +

Size +

Misc

15

10

2

 

1

2

Notes

 RoP +2 deflect

 

 

 

Melee

Total =

Base +

Str +

Size +

 Misc

5

4

 

1

 

Notes

 

 

 

 

Missile

Total =

Base +

Dex +

Size +

 Misc

7

4

2

1

 

Notes

 

 

 

 

Weapon

Short Quarterstaff (as club)

Total =

Base +

Weap +

Misc

Damage

Threat

5

5

 

 

d6

20/x2

Range

 

Size

M

Type

B

Notes:

 

 

Armor/Protection

Leather Armor

Bonus

2

Spell Failure

-

Max Dex

+6

Type

Armor

Check

-

Speed

-

Notes

 

 

 

 

Weapon

Sling

Total =

Base +

Weap +

Misc

Damage

Threat

7

7

 

 

d4

20/x2

Range

50’

Size

S

Type

B

Notes:

10 bullets

 

Armor/Protection

Ring of Protection +2

Bonus

2

Spell Failure

-

Max Dex

-

Type

Deflect

Check

-

Speed

-

Notes

 

 

 

 

Weapon

Shuriken

Total =

Base +

Weap +

Misc

Damage

Threat

8/8/8

7

 

1

1

20/x2

Range

10’

Size

T

Type

 

Notes:

Race +1 attack, 3/attack, 9 ready

 

 

 


 

Racial Traits

+2 dexterity / -2 strength

small (+1 ac, hit, +4 hide, lift less)

move: 20’

+2 climb, jump, move, listen

+1 all ST

+2 vs fear

+1 with thrown weapons

shuriken as racial weapon

 

Languages

Common

Halfling

Elven

Undercommon

Celestial

 

 

Trained Skills

Class Skill Max

9

Cross Class (cc) Max

6

Skill Name

key

cc

Total

Ranks

Ability

Misc

Appraise

int

 

3

2

1

 

Concentration

con

 

6

2

2

2

Craft (carving)

int

 

3

2

1

 

Heal

wis

 

5

2

3

 

Intuit Direction

wis

 

4

1

3

 

Know: Arcana

int

 

2

1

1

 

Know: History

int

 

2

1

1

 

Know: Religion

int

 

3

2

1

 

Prof: Herbalist

wis

 

5

2

3

 

Scry

int

 

2

1

1

 

Speak Languages

 

 

2

2

 

 

Swim

str

 

1

1

 

 

Wilderness Lore

wis

 

4

1

3

 

 

Notes

Discipline, +2 con

 

Untrained Skills

Skill Name

key

Total

Ability

Misc

Balance

dex

2

2

*

Bluff

cha

1

1

 

Climb

str

2

 

2*

Craft

int

1

1

 

Diplomacy

cha

1

1

 

Disguise

cha

1

1

 

Escape Artist

dex

2

2

*

Forgery

int

1

1

 

Gather Information

cha

1

1

 

Hide

dex

2

2

*

Intimidate

cha

1

1

 

Jump

str

2

 

2*

Listen

wis

5

3

2

Move Silently

dex

4

2

2*

Perform

cha

1

1

 

Ride

dex

2

2

 

Search

int

1

1

 

Sense Motive

wis

3

3

 

Spot

wis

3

3

 

Use Rope

dex

2

2

 

* = armor check penalty applies (for swim = load)

Notes

Race: +2 climb, jump, listen, move

 

Class Abilities and Feats

Name

Description

Type*

Simple Weapons

 

norm

All Armor

 

norm

Shields

 

norm

Spell Casting

 

norm

Domain: Luck

reroll any 1 roll, 1/d

super

Domain: Travel

1r/lv/d as freedom of movement

super

Spontaneous Cast

heal spells only

spell

Turn Undead

4 per day

super

 

Level Up / Other Feats

Name

Description

Type*

Discipline

+1 will ST, +2 concentrate

norm

Brew Potions

see PH page 80 for details

 

Strong Soul

+1 W, F STs, +1 vs drain, death

 

 

 

 

 

* Types: normal, extraordinary, supernatural, spell-like

 

Turning Undead

1) Can be used (3 + 1) times per day

2) Turn closest affected undead first, max range 60’

3) Check is (d20 + 1), check table for result

 

 

Turning Undead (Table 8-16, pg 140)

Check

HD Affected

up to 0

level - 4

1-3

level - 3

4-6

level -2

7-9

level -1

10-12

cleric’s level

13-15

level +1

16-18

level +2

19-21

level +3

22 +

level +4

 

 

4) HD turned = 2d6 + 6 + 1

5) if cleric level double undead HD, undead are destroyed

               

Notes

 

 

 

 

Equipment

Nomenclature

Description

Location

Weight (lbs.)

Leather Armor

 

 

7*

Short Quarterstaff

 

 

3*

Sling, 30 bullets

 

 

15/5*

20 silver bullets

 

 

10

magical bullets

tracked by player

 

?/5*

Shuriken

 

 

1*

Backpack

 

 

1*

Flint/Steel

 

 

-

Mess Kit

 

 

1*

Soap

 

 

-

Waterskin

 

 

1*

1 weeks rations

 

 

2*

50 gp worth of treats

 

 

4

other food

 

 

 

candles

 

 

 

hunting knife

 

 

 

clothing

 

 

2

Holy Symbol

 

 

 

Mirror

 

 

 

Healing Kit

 

 

1*

Scrollcase, Journal

 

 

1

Writing Kit, 10 parchment

 

 

 

Sewing Kit

 

 

1

Lamp, 2 pts oil

 

 

3

5 vials holy water

 

 

3

Traveling Chest

50 jars

 

 

8” behir-tooth dagger

 

 

 

silver and amber necklace

300 gp value

 

 

1 P/Healing

 

 

1*

1 P/Neutralize Poison

 

 

 

6 P/CLW

 

 

3*

Ring of Protection +2

 

 

 

Winged Boots

Fly as spell (90’) 2 hours per day

 

 

bedroll

 

 

2*

 

 

 

 

 

Load

Weight

Max Dex

Check

Speed

Run

Light

33

-

-

-

x4

Medium

66

+3

-3

15’

x4

Heavy

100

+1

-6

15’

x3

Lift (heavy)

100

Carry (x2)

200

Drag (x5)

500

Total Weight Carried

62/31

Load Level

Light

 

Wealth

CP

 

SP

 

GP

603

PP

 

Total Wealth

603 GP

 

 

 

Other: Tithed: 754, Home: 260, Jville kids: 360, TSR Shrine: 3,300

 

Notes

* items are items carried.  All others are in the house.


 

Divine Spells

 

0

1

2

3

4

5

6

7

8

9

Caster Level

6

Class Spells / Day

5

3

3

2

 

 

 

 

 

 

 

 

 

 

Wisdom Bonus

-

1

1

1

 

 

 

 

 

 

 

 

 

 

Domain Spells

-

1

1

1

 

 

 

 

 

 

 

 

 

 

Total Spells / Day

5

5

5

4

 

 

 

 

 

 

 

 

 

 

Difficulty Class

13

14

15

16

 

 

 

 

 

 

DC = 10+ spell lvl + wis mod

Common Ranges

Close (25’+5’/2lv)

50’

Medium (100’+10’/lv)

160’

Long (400’ +40’/lv)

640’

 

 

 

Domain Spells: Luck

Level

Spell Name

Description

Cast

Range

Duration

Save

1

Entropic Shield

ranged attacks miss 20% of time

 

 

 

 

2

Aid

+1 attack, +1 vs fear, d8 temp HPs

 

 

 

 

3

P f/Elements

 

 

 

 

 

 

Domain Spells: Travel

Level

Spell Name

Description

Cast

Range

Duration

Save

1

Expeditious Retreat

x2 speed

 

 

 

 

2

Locate Object

 

 

 

 

 

3

Fly

speed 90’

 

 

 

 

 

0 Level Spells

Create Water 2 gal./L
Cure minor wounds - 1 hp
Detect magic - 60'
Detect poison
Guidance - +1 on one roll, save or check

light - torch
Mending
Purify food/drink
Read Magic
Resistance - +1 on save rolls
Virtue - +1 temp hp

 

1st Level Spells

Bane
 Bless
 Bless Water - create holy water
 Cause Fear
 Command
 Comprehend Languages
 Cure Light Wounds - d8+1/Level
  Death Watch
 Detect Chaos/Evil/Good/Law
 Detect Undead
 Divine Favor - 1 attk, damage bonus/3L
Doom - subject suffers -2 to attks, damage, saves & checks

 Endure Elements
 Entopic Shield - ranged attk suffer 20% miss chance
 Invisibility to Undead
 magic Stone
 Magic Weapon
 Obscuring Mist +1
 Protection from Chaos, Evil, Good, Law
 Random Action
 Remove Fear
 Sanctuary
 Shield of Faith
 Summon (Outsider) Monster I

 

2nd Level Spells

Aid
 Animal Messenger
 Augury
 Bull's Strength - d4+1 Str for 1hr/L
 Calm Emotions
 Consecrate
 Cure Moderate Wounds - 2d8+1/L to 10max
 Darkness - 20'
 Delay Poison
 Desecrate
 Endurance - d4+1 con for 1hr/L
 Enthrall
 Find Traps
Gentle Repose - preserve corpse

Hold Person - one person, 1rd/level
  Lesser Restoration - repair d4 damage, dispel magic abil penalty
 Make Whole - repair object
 Remove Paralysis
 Resist Elements - 12 dam/rd for each energy type
 Shatter
 Shield Other - take half of damage for other
 Silence
 Sound Burst
 Speak with Animals
 Spiritual Weapon
 Summon (Outsider) Monster II
 Undetectable Alignment
 Zone of Truth

 

3rd Level Spells

Bestow Curse - -4 abil, -4 attk, save & check or 50% lose each action
 Blindness/DEafness
 Contagion - cause disease
 Continual Flame - permanent, heatless torch
 Create Food/Water - 3 human or 1 horse per L
 Cure Serious Wounds - 3d8+1/L to max 15
 Daylight - 60' rad
 Deeper Darkness
 Dispel Magic
 Glyph of Warding
 Helping Hand
 Invisibility Purge
 Locate Object
 Magic Circle against Chaos/evil/good/law - 10 circle,10min/L

Magic Vestment
 Meld into Stone
 Negative Energy Protection
 Obscure object
 Prayer - allies gain +1 on most rolls, and enemy -1
 Protection from Elements
 Remove Blindness/Deafness
 Remove Curse
 Remove Disease
 Searing Light - ray deals d8/2L, more against undead
 Speak with Dead
 Speak with plants
 Stone Shape
 Summon Monster (Outsider) III
 Water Breathing

 

#th Level Spells

Default

Spell Name

Description

Cast

Range

Duration

Save

 

 

 

 

 

 

 

 

 

 

 

 

Familiars / Mounts / Pets / Companion Animals

Name

 

Creature Name

 

Size and Type

 

HD and HPs

 

Initiative

 

Speed

 

AC

 

Attacks

 

Damage

 

Face and Reach

 

Special Attacks

 

Special Qualities

 

Saves

 

Abilities

 

Skills

 

Feats

 

Notes

Will put summoned animal information into here