Make your own free website on Tripod.com
Personal Information
Name: Syngyn Hawke Player: Randy Wilson
Race: Standard half-elf Gender: Male Height: 5'9" Age: 26
Class: Cleric Level: 5 Weight: 181 lbs
XP: 20,770 Alignment: Lawful Neutral
Next Level: 27,500 Kit: None
Ability Scores
Str: 14 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 7%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8
Dex: 11 Missile Adjustment: +0 Pick Pockets: -5% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: -10% Climb Walls: +0%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 15 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 16 Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 12 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 9 Poison: 9 Death Magic: 9 Petrification: 12 Polymorph: 12
Rod: 13 Staff: 13 Wand: 13 Breath Weapon: 15 Spell: 14
Combat
Hit Points: 36
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 18
Armor
Natural armor class 10
Full armor, plate mail -7
Shield, large adj. -1
FINAL: 2
Weapon Proficiencies
Lasso
Mace, footman's
Non-Weapon Proficiencies
Ancient History 14
Deep Diving 15
Heal 14
Reading/Writing 16
Religion 16
Rope Use 11
Scribe 12
Swimming 14
Native Languages
Common, Human - regional dialect
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Mace, footman's 19 1 7 1d6+1 1d6 B M
Lasso 19 1 10 B L 2 4 6
Racial Abilities
Detect secret doors - Because of their acute senses, half-elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
Infravision - Infravision with a range of 60'.
Resistance - 30% resistance to sleep and charm spells.

Class Abilities
Cleric
    Followers - Allows followers after building a stronghold and becoming name level.
    Turn undead - Allows the cleric to turn undead.
    Minor Spheres of Magic - Elemental, All
    Major Spheres of Magic - All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun

Turning Undead
Skeleton or 1 HD: T Wight or 5 HD: 10 Mummy or 7 HD: 19 Ghost or 10 HD: -
Zombie: T Ghast: 13 Spectre or 8 HD: 20 Lich or 11+ HD: -
Ghoul or 2 HD: 4 Wraith or 6 HD: 16 Vampire or 9 HD: - Special: -
Shadow or 3-4 HD: 7
# = 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 Readied
    • Mace, footman's
  • Items Worn
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Glass bottle
      • Healer's bag
        • Healer's Bag Supplies
      • Holy Water, vial
      • Holy item
      • Lasso
      • Map or scroll case
        • Paper (per sheet)
        • Writing ink (per vial)
      • Rations,iron (1 week)
      • Torch x3
      • Wineskin
    • Belt pouch, large
      • Candle
      • Chalk
      • Fishhook
      • Mirror, small metal
      • Ruby (500 gp)
      • Sealing/candle wax
      • Signet ring/personal seal
    • Boots, soft
    • Doublet
    • Full armor, plate mail
    • Gloves
    • Pantaloons
    • Ring of Chameleon Power
    • Ring of Free Action
    • Shield, large
    • Shirt
  • Spending Money
    • * Gold Pieces x40
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-55 56-85 86-115 116-145 146-170
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 110.52 pounds (Moderate Encumbrance, 6 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 5 5 1
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 11
Wizard Chance to Learn New Spell: 65% Maximum Wizard Spell Level: 7th
Spells Memorized
  • Cleric
    • 0th Level
    • 1st Level
      • Bless
      • Detect Magic
      • XSunscorch
    • 2nd Level
      • XCure Moderate Wounds
      • XHeat Metal
      • XHold Person
      • Silence, 15-foot Radius

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 V, S
Cause Light Wounds 5 Touch Creature touched V, S
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
Curse 1 rd 60 yds 50-ft cube V, S, M
Darkness 4 120 yds 20-ft radius globe V, S
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
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
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
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
Putrefy Food and Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S
Remove Fear 1 10 yds 1 creature/4 lvls V, S
Ring of Hands* 5 0 Special V, S
Ring of Woe* 5 0 Special V, S
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
Strength of Stone 4 Touch 1 creature V, S, M
Sunscorch 4 40 yds 1 creature V, S
Wind Column 1 0 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
Cause Moderate Wounds 5 Touch Creature touched V, S
Chant 2 rds 0 30-ft radius V, S
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
Draw Upon Holy Might 2 0 The caster V, S, M
Dust Devil 2 rds 30 yds 5 x 4 ft cone V, S
Enthrall 1 rd 0 90-ft radius V, S
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
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
Music of the Spheres 4 50 yds 20-ft diameter circle V, S, M
Mystic Transfer* 1 rd 0 The caster V, S
Obscure Alignment 1 rd 10 yds 1 creature or object V, S
Produce Flame 5 0 Special V, S
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
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
Spiritual Hammer 5 10 yds/lvl Special V, S, M
Undetectable Charm 1 rd 30 yds 1 creature/rd V, S
Watery Fist 5 60 yds Special V, S, M
Withdraw 5 0 The caster V, S
Wyvern Watch 5 30 yds 10-ft radius V, S, M
3rd Level
Air Breathing 6 Touch 1 creature V, S
Animate Dead 1 rd 10 yds Special V, S, M
Astral Window 3 5 yds 10' x 10' area V, S
Bestow Curse 6 Touch Special V, S
Cause Blindness or Deafness 1 rd Touch 1 creature V, S
Cause Disease 1 rd Touch 1 creature V, S
Continual Darkness 6 120 yds 60-ft radius V, S
Continual Light 6 120 yds 60-ft radius V, S
Create Food & Water 1 turn 10 yds 1 cubic ft/lvl V, S
Cure Blindness or Deafness 1 rd Touch 1 creature V, S
Cure Disease 1 rd Touch 1 creature V, S
Detect Spirits 6 0 10 x 60 ft path V, S, M
Dictate 6 30 yds Up to 6 creatures in a 20-ft cube V
Dispel Magic 6 60 yds 30-ft cube or 1 item V, S
Emotion Control 5 10 yds 1 creature/5 lvls of the caster within a 20' cube V, S, M
Extradimensional Detection 3 0 One 10'-wide path, 60 ft long V, S
Feign Death 1/2 Touch Person touched V
Flame Walk 5 Touch Creature(s) touched V, S, M
Glyph of Warding Special Touch Special V, S, M
Hold Poison 1 Touch Creature touched V, S, M
Line of Destruction* 1 rd 0 30-yd line V, S, M
Line of Protection* 1 rd 0 30-yd line V, S, M
Locate Object 1 turn 60 yds + 10 yds/lvl 1 object V, S, M
Magical Vestment 1 rd 0 The caster V, S, M
Meld Into Stone 6 0 The caster V, S, M
Negative Plane Protection 1 rd Touch 1 creature V, S
Obscure Object 1 turn 60 yds + 10 yds/lvl 1 object V, S, M
Prayer 6 0 60-ft radius V, S, M
Protection From Fire 6 Touch 1 creature V, S, M
Pyrotechnics 6 160 yds 10 or 100 x fire V, S, M
Remove Curse 6 Touch Special V, S
Remove Paralysis 6 10 yds/lvl 1d4 creatures in 20-ft cube V, S
Repair Injury 1 turn Touch Creature touched V, S
Speak With Dead 1 turn 1 1 creature V, S, M
Starshine 6 10 yds/lvl 10-ft sq/lvl V, S, M
Stone Shape 1 rd Touch 9 cubic ft + 1 cubic ft/lvl V, S, M
Summon Animal Spirits 6 10 yds/lvl Special V, S, M
Unearthly Choir* 5 0 Special V
Water Breathing 6 Touch 1 creature V, S
Water Walk 6 Touch Special V, S, M
Wind Servant 6 20 yds/lvl Special V, S

Character History
Six years ago a very large and very old Grayhawk dragon swooped down from above the clouds and headed toward the free city of Grayhawk. In its claws hung the limp body of a young adult male. The dragon flew to a field within sight of the city and landed. Placing the body of the male on the lush spring grass, the dragon nudged the body, almost as it would one of its own babies and then took to the air. After circling for several minutes it turned and flew off with one brief look back to the field.
Townspeople flooded the field to see what the dragon had so caringly left. There, the found a young man lying unconscious. He had no means of identification save the holy mark of St. Cuthbert tattooed each forearm.
The people took the young man to the god's temple and left him with the priests there, none of whom knew anything about who he was.
The young man lay unconscious for several days and then finally awoke. When asked his name he could not give one. His memory failed him in all areas and no one could discover his history. Even the high cleric of the temple could get no clues through his prayers.
The young man had no direction but eventually felt the call of the priesthood, perhaps because of the tatoos on his arms ore perhaps because of the influence of the priests who became his only known family.
He studied in the ways of the priesthood, learned spells, and then learned the healing art.
Five years later he went back out into the world to travel and be of help to the people he met along the way. He occasionally joined adventuring parties to earn money to survive and to lead him into new areas where he could serve his god.
He dresses as do the clerics of his order, the Billets order of St. Cuthbert, in plain browns and russet colors. He is tall average height and a bit heavy. His has dark brown hair with pale brown eyes. His skin is tanned from hours in the sun. On each forearm is a tattoo of St. Cuthbert's holy symbol, the oaken cudgel.

DEITY: St. Cuthbert (Billets)

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 01/08/2000 09:45 AM