O.C.C.: Travelling Priest of Light of Thoth
XP Level: 1
Next Level @ XP:
Racial Hostilities: She is disdainful of Wolfen, not because of the the potential war with the Eastern Territories, but because they lack history.
Sentiments/Western Empire: Everybody knows the stories, but the oldest Empire in the world. There is so much to learn there.
Sentiments/Dominion of Man: Home. It took her in when nobody else would
Disposition: If you don't have knowledge to provide, she isn't interested. She may be a healer, but her bedside manner is almost enough to make you want to go elsewhere. Quite often dismissive and rude, she tends to annoy people even trying to be helpful.
Insanity: Obsessed with finding knowledge. She tends to be obsessed with finding artefacts and books, and will go after them to the detriment of her allies.
Height: 6' 2"
Description: Homely for an elf, she is tall, thin and graceful, though almost by accident. She presents an austere look, with short cropped hair and making little effort with her appearance. She clutches her bag as if her life depended on it.
nightvision 60' (18.3 m)
Perception Bonus: 15%
Invoke Trust/Intimidate: 0%
Max. Encumbrance: 30lbs
Max. Carrying Weight: 110lbs
Max. Lifting Weight: 220lbs
Max. Jumping Ability: 6' length, 3' high
Healing Touch - restores 2d4 SDC or Hit points. Can be used every other melee round, but cannot be used on themselves
Exorcism: A successful exorcism will drive out/banish any entity
or demon from a possessed person, animal, dwelling or area. The exorcised creatures cannot return to the place or person for at least 6 months
and are likely to NEVER return (86% likelihood of never returning). A successful exorcism performed in an area such as a graveyard, tomb,
etc., will destroy all animated skeletons, corpses, and mummies which inhabit the area of exorcism. Ghouls and zombies will be banished for
10 months, while the greater supernatural creatures, including lesser devils and demons, vampires, ghosts, wraiths and specters, are banished
for 6 months.
The Rite of Exorcism requires 1D6 hours of prayer and meditation
to perform the rite, depending on the strength of the possessing/inhabiting force. The holy symbols of the priest's religion are necessary and it
is wise to have assistants and bodyguards should fighting be necessary. Success ratio: 7% (+7%). An exorcism can be attempted as many times as the priest wants to try.
Remove Curse: This ritual is similar to exorcism except that it removes magic curses. If successful, all the effects of the magic or god induced curse are removed (of course, new curses can be placed on the character). Unfortunately, while the priest can remove a curse from a person or animal, he cannot remove curses placed on/in rune weapons, magic items or sacred/supematural places. It takes 1D4x10 minutes to perform the remove curse ritual. Success Ratio: 7% (+7% per level of experience). The priest can only perform remove curse ONCE per each curse on the same person. However, he can perform this ability on innumerable different people and other priests can try to remove a curse on those another priest has failed to help
Turn Dead: This rite is similar to exorcism, but it can be enacted in only two melee rounds (30 seconds). It affects only animated skeletons and corpses, mummies and ghouls. This ability enables the priest to turn/repel the dead by commanding them to leave in the name of his deity(s). The dead will stop what they were doing and go away. Vampires, ghosts, wraiths, and specters may be temporarily kept at bay, hesitating for one or two melee rounds, but will not be otherwise affected. Demons, deevils, gods and most other supernatural beings are not affected at all! Success Ratio: 20% (+5% per additional level of experience).
6. Penance and Sacrifice: The techniques used for self-denial and the exploration of one's self and environment include meditation, fasting, vows of abstinence, and vows of silence. As a result, priests can resist thirst for two days (+2 days per level of experience), and resist hunger for three days (+3 days per level of experience). Although the priest is able to ignore the pain and discomfort, and function at close to normal, the physical body does suffer damage from dehydration, starvation, etc
Spell Strength: 12
Dance 50% (+5%)
Languages: Elf/Dragonese 98%
Language: Human: Eastern 50% (+5%)
Language: Human: Western 50% (+5%)
Literacy: Elven/Dragonese 50% (+5%)
Mathematics: Basic 65% (+5%)
Lore: Demons & Monsters 40% (5%)
Lore: Religion 45% (5%)
Land Navigation 40% (+4%)
Wilderness Survival 40% (+5%)
Hand to Hand: Basic
O.C.C. Related Skills
Surgeon/Medical Doctor 45%/35% (+4%)
Holistic Medicine 45%/35% (+5%)
Biology 45% (+5%)
Cryptography 20% (+5%)
Archaeology 25% (+5%)
History 50% (5%)
- (General Knowledge: 40% (5%); Recog. Magic Circles, Runes, etc: 30% (5%); Recognize Enchantment 25% (5%)
Locate Secret Compartments/Doors 15% (+5%)
Use & Recognize Poison 28%/20% (+4%)
Prowl 25% (+5%)
Pick Locks 30% (+5%)
HTH Type: Basic
Number of Attacks: 4
Strike Bonus: +1
Parry Bonus: +1
Dodge Bonus: +1
HTH Damage Bonus:
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +2
Bonus to Disarm:
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
W.P Staff +1 Strike
Saving Throw Bonuses
Lethal Poison (14+):
Non-Lethal Poison (16+):
Add others as needed