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Cypress Tristan Mercy Henceforth
Class/Level: Cleric/Fighter – 1
Species: Golden High Elf
Alignment: Lawful – The Lord Protector Initiate
Str Dex Con Int Wis Cha +1 0 -2 +1 0 0
+1 attack bonus, Elf Immunities – ghoul immunity & +2 to saving throws vs sleep/charm, +2 to saving throws against Breath Weapons, Energy Drain Attacks, Fumbles, Weapon Effects and Paralysis causing spells or effects, Darkvision
Languages: Common, +INT above 10 Skills: Secret Door Skill, Treat Critical Injury Combat Maneuvers: Charge, Disarm, Parry, Fighting Withdraw, Split or Hook Shield, Stand and Fight, Unhorse, Fighter Rampage Attack: 1
AC: based on armor HP: 7 Move: 30' (25’ armored)
Weapons: Allowed weapons: fist, baton, club, staff, light hammer, mace, war-hammer, flail, maul and sling
Gear: Component Bag, Spell, Book, 2 sets of clothing, 1 belt, scabbards for any knives, daggers, or swords, 1 money pouch, 1 wine skin with 2 pints of wine, beer or water, 1 pair of boots, 1 backpack, 2 large sacks, and 1 Food Bag with 7 days of iron rations. Only the Food Bag, Money Pouch and Wine Skin (if they have contents) count as an Item for encumbrance purposes
CLERIC:
Magic Item Creation: Scrolls – Scripture Potions – Sanctify Potions Magic Staff – Sanctify Staff Permanent Magic Item – Sanctify Magic Item
Tithe: Clerics must donate 10% of their income from whatever source to their temple organization. For treasure taken on adventure, they get the XP value before the donation.
Spells: Cleric can have as many prepared as the cleric spell chart allows, plus 1 additional spell (Not per spell level, just 1) each day from the spell type of his god and 1 additional spell per day (not per spell level) from his alignment spell type. As each spell is cast it is removed from his prepared number of spells until he prays the next morning. When the sun rises, all his unused spells are lost. To prepare his spells, he must spend one hour in the morning in prayer and ritual, unlike magic-users, he does not particularly need a good night’s rest first.
Divine Symbol: Each god served by clerics has his own symbol. A cleric must hold a portable version of that symbol in his hand to cast a spell or use the Turn power. This may mean that he needs to put aside a weapon or shield to do so.
Turn or Command Undead: All clerics can manifest divine power against certain supernatural threats. Lawful Clerics can turn or destroy the undead. A cleric cannot use this power any round that he has already suffered damage or if he is in melee contact with enemies.
Level 1 hd 2 hd 3 hd 4 hd 5 hd 6 hs 7 hd 8 hd 9 hd 10 hd 11 hd 12 hd+ 1 7 9 11 2 5 7 9 11 3 3 5 7 9 11 4 T 3 5 7 9 11 5 T T 3 5 7 9 11 6 D T T 3 5 7 9 11 7 D D T T 3 5 7 9 11 8 D D D T T 3 5 7 9 11 9 D D D D T T 3 5 7 9 11 10 D D D D D T T 3 5 7 9 11 11 D D D D D D T T 3 5 7 9 12 D D D D D D D T T 3 5 7 13+ D D D D D D D D T T 3 5
Procedure: Cleric must present the divine symbol of their god and use their Attack to confront the creatures. They roll 2d6 dice and if the total is equal or higher than the number on the chart (which cross-references the Cleric’s experience level with the Hit Dice of the creature) then 2d6 individuals of the targeted type of creature must flee from the cleric for 2d6 rounds. If the cleric fails the turning check, he cannot try again for 10-minutes. If he succeeds the check, he can try again if there are more undead to turn. If the chart says “T” then 2d6 creatures are turned without the need to roll the dice. If the chart says “D” then 2d6 creatures are not merely turned but immediately destroyed.
Current Spells: (Level 1: 0 \, Level 2: 1 + God type + Alignment type)
Spell Example (CL-1) Casting Time: 1 action Realm: Air Save: No Range: 0 Target/AOE: Self Duration: 10 combat rounds
This spell creates a fast-whirling current of air that surrounds the caster. While he cannot launch missile weapons or throw flasks or similar objects while shielded, he can still cast spells and do other actions. The air shield gives with caster AC 18 against missiles shot against him and AC 16 against all other attacks.
FIGHTER:
Fighter Rampage: When a Fighter brings an enemy to 0 hit points by a weapon attack, they may make another melee attack against any enemy in reach (if they have not moved yet they may move now and take the second attack). If they continue to bring targets down to 0 hit points with these rampage attacks, they can continue making them until reaching Max Rampage.
Combat Maneuvers: Fighters may use all the Maneuvers listed in the combat chapter. Notice that they can add their Bonus Damage number to their Parry Modification, may use a Parry against missile fire (if they are using a shield), are the only ones that can use Rampage, Unhorse, Stand and Fight and Split/Hook Shield maneuvers.
Combat Modifications: Unlike other classes, who only get 1, Fighters can make an Extra Attack against 2 different enemies who attempt to leave combat with them per round. Enemies on foot suffer a -2 to hit a fighter who is on horseback.
XP: 5500/6000
*Starting XP: 5500
Gold: 0
*Starting Gold: WISx10
*Initial Shopping: -armor