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zerkwad [2021/10/03 20:23] – [Maintenance Log] andrewzerkwad [2021/10/06 20:48] – [Current Healing] andrew
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 =====Zerkwad===== =====Zerkwad=====
  
-Zerkwad is a berserker cleric from the tribes of berserkers in the Vestkrag mountains. He is very superstitious. He won't sleep around live birds. He refuses to steal from the dead - except from the undead in which case he takes EVERYTHING because those monsters deserve to have nothing in the afterlife. He won't step on cracks in masonry. He won't adventure on the sabbath day.  +Zerkwad is a berserker cleric from the tribes of berserkers in the Vestkrag mountains. He is very superstitious. He won't sleep around live birds. He refuses to steal from the dead - except from the undead in which case he takes EVERYTHING because those monsters deserve to have nothing in the afterlife. He won't step on cracks in masonry. He won't adventure on the sabbath day. The sabbath is not the same day every week. He always drinks with his left hand. He won't step on other peoples' shadows, unless he wants them to die a horrible death in the future. He believes he has already died once and come back to life, but that is debatable because he may have just been REALLY drunk. Spitting into the darkness makes the lords of shadows allow mortals to see in the pitch black.
- +
-The sabbath is not the same day every week. He always drinks with his left hand. He won't step on other peoples' shadows, unless he wants them to die a horrible death in the future. He believes he has already died once and come back to life, but that is debatable because he may have just been REALLY drunk. Spitting into the darkness makes the lords of shadows allow mortals to see in the pitch black.+
  
 Zerkwad believes that halflings are cursed evil-people. He hates them with a passion and refuses to deal with them. Zerkwad doesn't read, and believes that books will drain the life from you through the power of the written word.  Zerkwad believes that halflings are cursed evil-people. He hates them with a passion and refuses to deal with them. Zerkwad doesn't read, and believes that books will drain the life from you through the power of the written word. 
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 {{ :zerkwald.jpg?300|}} {{ :zerkwald.jpg?300|}}
 Class/Level: Cleric - 5\\ Class/Level: Cleric - 5\\
-AC:  (Plate and Shield)\\ +AC: 18 (Plate and Shield)\\ 
-HP: 26 \\+HP: 20 \\
 Base move 30';  In armor:  25'\\  Base move 30';  In armor:  25'\\ 
- +Species: Human\\ 
-Species: Berserker\\+Saving Throw: 10 \\
  
 Initiate of Isis & Osiris \\ Initiate of Isis & Osiris \\
-Alignment: Chaotic Good\\ +Turn Undead \\ 
-Cleric +2 on all saves \\+Alignment: Lawful \\
  
 STR-16, INT-10, WIS-13, DEX-11, CON-14, CHA-10 \\ STR-16, INT-10, WIS-13, DEX-11, CON-14, CHA-10 \\
-+1 damage with melee weapons, +1hp/level, +1 saving throws, 4 henchmen\\ ++1 Damage with melee and hurled weapons \\ 
-ALL SAVES: +8 TOTAL - (level, wisdom, cleric) \\ ++3 Base Attack Bonus \\ 
-+05% to XP \\ + 
-Special: +2 to hit vs. humanoids, battle rage \\ +Adventuring Skills:  Recruitment, Alchemy, Shield Sacrifice, Berserk Rage \\
-Adventuring Skills:  Recruitment, Alchemy, Buster \\+
 Languages: Common \\ Languages: Common \\
-Permanent Wound: -1 CON+Permanent Wound: -1 CON \\
  
 ==== Resources ==== ==== Resources ====
  
  
-Gold:  329gp \\+Gold:  655.5gp \\ 
 + 
 +XP: 20,000 (30,000 @ 6th) \\
  
-XP: 15813 (25,001 @ 6th) \\ 
  
 {{ :zerkwadtoken.png?100|}} {{ :zerkwadtoken.png?100|}}
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 ==== Gear ==== ==== Gear ====
  
-Gear:  Plate armor and helmet, Sturdy Shield, mace, sling and bullets, Six silver sling bullets, +Gear:  Plate armor and helmet, <del>Sturdy Shield</del>, mace, sling and bullets, Six silver sling bullets, 
-Clothes, money bag, food bag 5 rations, two two-pint wineskins, backpack, belts and scabbards, 2 sacks, light wand attached to his shield, Crowbar  2x Rod of Deal Light Wounds (1D6+1 once per day), Silvered mace+Clothes, money bag, food bag 5 rations, two two-pint wineskins, backpack, belts and scabbards, 2 sacks, light wand attached to his shield, Holy Symbolcrowbar,  2x Rod of Deal Light Wounds (1D6+1 once per day), Silvered mace
  
-Gear left at home: Dragon Scale Armor (as chain), Shiny Silver Helmet, Spell Book of cleric spells, bag of caltrops+Gear left at home: Dragon Scale Armor (as chain), Shiny Silver Helmet, Spell Book of cleric spells, bag of caltrops, regular mace
  
 Mace: Bludgeoning, +1 to hit vs. Plate Armor or Bony Plate type armor, Normal weight, Normal length Mace: Bludgeoning, +1 to hit vs. Plate Armor or Bony Plate type armor, Normal weight, Normal length
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 ==== Current Healing ==== ==== Current Healing ====
    
-  * x Potion of Cure Light Wounds (D6+1)  +  * x Potion of Heal Wounded 
-  * x Neutralize Poison Potion +  * x Neutralize Poison Potion 
-  * 1 x Remove Disease +  * 0 x White Lotus 
-  * x Pints of Wine (healing 1 1xbattle) +  * 1 x Remove Disease Potion 
-  * x Comfrey root (healing 1d4 1xday)  +  * x Pints of Wine (healing 1 1xbattle) 
-  * x Woundwart (healing an extra point if you rest for a day) +  * x Comfrey root (healing 1d4 1xday)  
-  * x Liver Squeezins (1d4 emergency healing / 1 in 20 for blindness cumulative) +  * x Woundwart (healing an extra point if you rest for a day) 
-  * x Essence of Krangor (If breathed in, 75% chance that it will instantly impart 6 temporary hit points  but 25% it will do 1d3 damage instead)+  * x Liver Squeezins (1d4 emergency healing / 1 in 20 for blindness cumulative) 
 +  * x Essence of Krangor (If breathed in, 75% chance that it will instantly impart 6 temporary hit points  but 25% it will do 1d3 damage instead)
  
  
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   * Potion of defense (+2 AC for 1d6+6 turns)   * Potion of defense (+2 AC for 1d6+6 turns)
   * 2x Potion of Dimunation (1/10 everything for 1d6+6 turns)   * 2x Potion of Dimunation (1/10 everything for 1d6+6 turns)
-  * x Holy Water (25gp each) +  * x Holy Water (25gp each) 
   * Potion of Darkvision (for 1d6+6 turns)   * Potion of Darkvision (for 1d6+6 turns)
   * Potion of Heroism (This potion gives the drinker a +2 bonus to attack and damage for 1d6+6 turns)   * Potion of Heroism (This potion gives the drinker a +2 bonus to attack and damage for 1d6+6 turns)
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 ==== Spells ==== ==== Spells ====
  
-**Spells Memorized**:  (1st Level - <del>2</del> 1, 2nd Level - 2): \\+**Spells Memorized**:  (1st Level - 2, 2nd Level - 2): \\ 
 + 
 +1st Level 
 +  * Heal Wounded  
 + 
 +2nd Level 
 +  * Neutralize Poison 
 +  * Speak with Animals
  
-  * **Cure Light Wounds:** First Level (1D6+1 healing)  
-  * **Remove Fear:** First Level (+lvl bonus to fear effects)  
-  * **Bless:** Second Level ( Each ally gains a +1 bonus on attack rolls and causes +1 damage with a successful melee or missile strike)  
-  * **Control Animals:** Second Level (SAVE OR lvl HD of animals FOR 1 TURN/CASTER LEVEL)  
  
-Spell Focus - Cure Light Wounds (sacrifice a spell slot permanently and 100gp and 1 week to enchant an item that will cast 1 named spell 3 times per day) 
  
 ==== Maintenance Log ==== ==== Maintenance Log ====
zerkwad.txt · Last modified: 2023/08/27 23:12 by andrew