ScrubTurkey-11691

Name Al-Rashid
Class Cleric Alignment Neutrality Level 1
Current XP 78xp (adjusted for level 1 for PR)Required XP 1500Prime Requisite Mod +5%

Ability Scores

Strength 12
Intelligence 11
Wisdom 13
Dexterity 8
Constitution 14
Charisma 15

Saving Throws

Death Wand Paralysis Breath Spell Save Mod
1112141615+1 it applies to all saves where the source is magical (except breath type attacks).

Description

Al-Rashid is a youth of 16 or 17 years with a good physique, lightly tanned skin, dark hair and brown eyes. He’s smiling more often than not and has the enthusiasm of youth when completing most tasks.

He wears leathers, but a wooden shield he holds first draws the eye, as it has been painted (poorly) with an orange lion on a white background.

Combat

Current HP 7Max HP 6+1=7HP Mod +1
Armored AC 7[12] (7 for leather, +1 shield -1 dex)Unarmored AC 10[9] (-1 dex) but +1 if shield AC Mod -1 dex
Melee Mod +0Missile Mod -1

Attack Value Matrix

AC Hit 9876543210
Attack Roll 10111213141516171819

Encounters

Initiative Mod +0
Reaction Mod +1

Exploration

Listen at door 1-in-6
Open stuck door 2-in-6
Find secret door 1-in-6
Find room trap 1-in-6

Movement

Overland 18
Exploration 90
Encounter 30

Exploration = 120’ with no armor, 90’ with leather armor, 60’ with chain/plate armor
Overland = Exploration/5 in miles
Encounter = Exploration/3

Encumbrance

Treasure ??

Base movement speed reduced by 30 if carrying over 800 coins worth of treasure.

Languages

Common, Alignment
Literate Literate

Abilities, Skills, Weapons

Turn the Undead - To turn the undead, the player rolls 2d6.

Spells known

1st level Cure Light Woulds (Cause Lt Wounds)

Cure Light Wounds Duration: Instant Range: The caster or a creature touched This spell has two uses 1. Healing a living subject: Restores 1d6+1 hit points of damage. This cannot grant more hit points than the subject’s normal maximum. 2. Curing paralysis: Paralysing effects are negated.

Reversed: Cause Light Wounds Inflicts 1d6+1 hit points of damage to a touched creature. In combat, a melee attack roll is required.

Equipment

Backpack Holy Symbol (bronze amulet of lion’s head) 1× flask Holy Water Rope 50feet Torches (6)

Rations (7 days) Waterskin 4× Wine (2 pints)

Weapons and Armor

Mace, Sling, Sling Stones, Leather Armour 7[12], Shield - wooden with crudely painted orange lion on white background.

Magic Items

Coins

Platinum 0
Gold 16
Electrum 0
Silver 0
Copper 0

PARTY TREASURE

Other Treasure

Other Notes

Neutrality: Neutral beings believe in a balance between the ideas of Law and Chaos and, in their actions, tend to do what will serve themselves. They might commit good or evil acts in order to further their own ends and generally will not put others’ needs ahead of their own.

Cleric

Requirements: None

Prime requisite: WIS

Hit Dice: 1d6

Maximum level: 14

Armour: Any, including shields

Weapons: Any blunt weapons

Languages: Alignment, Common

Using magic items: As spell casters, clerics can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g. some magic staves).

Family & Beliefs

Son of Al-Mansur, local merchant. Of Sehat descent (being a kingdom bordering Lyceania), but my family has been in Lyceania for a few generations.

Follower of Dolzus God of strength and adventure. Main Tenets: