RolePlay onLine RPoL Logo

Welcome to The Iron Mountains

16:26, 30th April 2024 (GMT+0)

Vespera

---------------------------------------------------------------------------------
Name: M-Master Margrove the Feared  Race: Half-Elf           GP:      400
Class: Magic-User    Alignment: LN/G          SP:     100
Level:  11                             Age: 55                   CP:     60
XP: 450,001                            Sex: Male             PP:     30
                                       Ht: 5'4"                 EP:     25
HP: 40   THAC0:                    Wt: 124#
AC: -7                                Hair/eyes: gray-black/gray
---------------------------------------------------------------------------------
Str: 15  +0/+0  Open door: 1-2/6 Bend bar/lift gate): 7%
Int: 19  Languages: Common, Elven, Halfling, Gnome, Swarf,
Wis: 11  Intelligence Spell bonuses: 3/2/1/2
Dex: 18 (19 w/ Bracers) +3 INIT/Missile Adj -4 AC
Con: 13  Sys Shock: 85%  Ressur: 90%
Chr:  7  Max Henchmen: 2  Loyalty: -10%  Reaction: -55%
Com: 13
Per: 14
 I
*Intelligence immunities: 1st level illusions and phantasms
---------------------------------------------------------------------------------
[START HERE]

Weapon Proficiencies(6)
-----------------------
Quarterstaff
Dagger
Footman's Mace
                                     '
Secondary Skills:
---------------------
Woodworking/Carpentry

Non-weapon Proficiencies:                               Saves:
----------------------------                               ---------------
Local History:  (CHR)                                   Aimed M Item:  10
Reading:       (INT+1)                                     Breath:         12
Writing:       (INT+1)                                   Dth/Poi/Para:  6
Cooking:       (INT)                                   Petri/Poly:     9
Religion:       (WIS)                                       Other Spells:  11

---------------------------------------------------------------------------------
Weapons                                                 Damage/Bonuses/Rate/Range
-----------------------------------------          ------------------------------
Quarterstaff +2/+4 vs Undead                  (1-6/1-6)
  -Staff of the Patriarchs***        vs. standard            [+2/+2]
                                        vs. Undead:                      [+4/+4]
Footman's Mace +2                              (2-7/1-6)     [+2/+2]
Dagger +2                                               (1-4/1-3)  [+2/+2]

---------------------------------------------------------------------------------
Armor/Protection: (Armour, Shield or Bracers)
--------------------------
Field Plate +2 (AC 0 base)
Small shield +2 (rarely used; worn on back)
Boots, calf high, soft leather boots, brown
Cloak, brown w/hood
Bracers AC 4 (only worn in town and at night when not in armor)
Leather Belt of Dwarf Summoning (summon Dwarven Fighter lvl 5 (1x/year), with large pouch (coins), water skin (also on belt), 2 potion cases.
Necklace of Turning +1 (+1 to turn undead roll) (worn on neck)
Holy Symbol: (1) Horse Control (permanent); (2) Warmth (permanent), (3) Incense of Meditation (1x/week, 8 hr meditation; all spells memorized at max effect that day) (worn on Necklace of Turning)
---------------------------------------------------------------------------------
Special Innate Magical Abilities:
(1) Healing Bonus, +2/die roll bonus to healing spells (permanent).
(2) True Seeing, 1x/week @15th level of effect
(3) Shield of Faith, 1x/day at character's level, magical shield +1 for 3 rnd/lvl, +2 save vs. non AoE spells, no shield needed.
(4) Nap, 1x/2 days @ character's level, magical rest 15 minutes=1 hour normal sleep for spell recovery, self/touch to willing recipient .

Other Equipment
---------------
Backpack of Holding (mithril chain)
   - Sack containing: Flasks, oil (2), bedroll, Sm silver mirror, brush, candles (3), Tinder box (flint/steel), garment needle & thread, quill and ink jar (5 oz), vial of sand to dry ink, soap, mirror, spool of thick string, nail file
   - Box containing iron rations, extra flask of water.
   - Medic kit (in backpack) containing: gauze roll, burn ointment, surgical needle & thread, small scissors, cloth strips, sting (insect/ant) ointment, "Swiss" army knife/utensil, flask of purified water to clean wounds.
   - Flask of Sweet Water - (A) purify up to 100 gallons/day PLUS one of the following (1x/day): (i) CSW (2d8+1), (ii) Neutralize Poison (50% chance), (iii) Sweet Water (50 gallons worth).
   - Scroll Box (contains scrolls, see below)

---------------------------------------------------------------------------------
Potions:
------------------
Belt, hard pouch 1, Naga hide, potion holder (6 slots):
(1) extra healing        (3) flying            (5) healing
(2) extra healing        (4) extra healing     (6) diminution

Belt, hard pouch 2, leather hide, potion holder (6 slots):
(1) extra healing        (3) healing            (5) Elixir of Life
(2) extra healing        (4) holy water (8oz)   (6) holy water (8oz)

Backpack, hard pouch 3, leather hide, potion holder (6 slots):
(1) empty        (3) empty      (5) empty
(2) empty        (4) empty      (6) empty


---------------------------------------------------------------------------------

***Staff of the Patriarchs Special Capabilities:
  General:
    A) wielder immune to fear.
    B) all spells cast at 20th level of effect.
  At Will:
    1) Detect Evil, 30' radius
    2) Shed Light, 20' radius, from tip of staff
    3) Remove Fear, by touch
  3x/day:
    1) Aid, Bless +1d8 temp boost to max HP, individual, 21 rounds
    2) CLW, 2d4+1, touch
  1x/day:
    1) Flame Strike, 6d8, (save vs spell for 1/2), range: 6", 5' radius.
    2) Heal, heal all HP minus 1d4
    3) Find The Path, touch, 20 turns
    4) Prot fr. Evil 10' Radius, touch, 21 turns, [+2/-2]
    5) Speak with Dead, 1 corpse, dead for 100 yrs or less, 3 turns
    6) Sunray, range: 20", dur: 1+1d4rnds, undead: 8d6/3d6 (save 1/2 or 0)
    7) Water Walking, up to 15 people, touch, duration: 21 turns.

Other Equipment
---------------
Gems/Jewelry/Other Non-Equipment Items (pouch in backpack):

1) Ruby of Throwing - thrown like baseball, arms when thrown, detonates on impact, fireball at 6th level of effect (roll to hit, miss, 1d12 direction, 1d20 distance in feet from target)
2) Sapphire of Throwing - thrown like baseball, arms when thrown, detonates on impact, iceball at 6th level of effect (roll to hit, miss, 1d12 direction, 1d20 distance in feet from target).


Scrolls (scroll box in backpack):
-------------
(1) Ivory case (16th): Cure Disease (x2), Cure Blindness (x2)
(2) Ivory case (10th): Neutralize Poison (x2), Slow Poison (x2),
(3) Ivory case (10th): Remove Paralysis (x2), Remove Curse (x2)
(4) Ivory case (9th): Find Traps, Silence 15' radius, Detect Magic (x3)
(5) Ivory case (12th): CSW (17hp) (x3), CLW (8hp) (x10)
(6) Ivory case (12th): CCW (27hp) (x5)
(7) Ivory case (9th): Continual Light, Light (x2), Continual Darkness, Dark (x2)
(8) Ivory case (9th): Endure Heat, Endure Cold, ResistFire (x2), ResistCold (x2)
(9) Ivory case (10th): Command, Combine, Augury
(10) Ivory case (10th): Lower Water, Create Water, Purify Food & Drink
(11) Ivory case (15th): Dispel Magic (x2)
(12) Ivory case (10th): Bless (x3) Prayer (x2), Aid (4+1d4hp)
(13) Wooden case - 6 blank sheets parchments for maps/notes

---------------------------------------------------------------------------------
Cleric Turning Abilities (Lvl 10):
---------------