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About Mars aka Creeping DeathCurrent Effects:
Current HP: 14 General Combat: AC: 17 (Half-Plate) -7 Armor Check +0 Max Dex 40% Arcane Fail
Saving Throws: Fortitude: 5
Skills: Appraise 2
Feats: Toughness Special Abilities: Aura - Chaotic
Traits: Rich Family
Equipment: Half-Plate
Spells: 0 Level (DC 13) 3/day
Bleed:
Cause a stabilized creature to resume dying. Create Water:
Creates 2 gallons/level of pure water. Detect Magic:
Detect spells and magic items within 60ft. Detect Poison:
Detects poison in one creature or object. Guidance:
+1 on one attack toll, saving throw, or skill check. Light:
Object shines like a torch. Mending:
Makes minor repairs on an object. Purify Food or Drink:
Purifies 1 cu. ft./level of food or water. Read Magic:
Read scrolls and spellbook. Resistance:
Subject gains +1 on one saving throw. Stabilize:
Cause a dying creature to stabilize. Virtue:
Subject gains 1 temporary hit point. 1st Level (DC 14) 2+1
Bane:
Enemies take -1 on attack rolls and savs against fear. Cause Fear:
One creature of 5HD or less flees for 1d4 rounds. Command:
One subject obeys selected command for 1 round. Comprehend Language:
You understand all spoken and writen languages. Curse Water:
Makes unholy water. Deathwatch:
Reveals how near death subjects within 60ft are. Detect Law/Good:
Reveals creatures, spells, or objects of selcted alignment. Detect Undead:
Reveals undead within 60ft. Divine Favor:
You gain +1 per three levels on attack and damage rolls. Doom:
One subject takes -2 on attack rolls, damage rolls, saves, and checks. Endure Elements:
Exist Comfortably in hot or cold regions. Entropic Sheild:
Ranged attacks against you have 20% miss chance. Hide From Undead:
Undead can't perceive on subject/level. Inflict Light Wounds:
Touch deals 1d8 damage +1/level (max +5). Magic Stone:
Three stones gain +1 on attack, deal 1d6+1 damage. Magic Weapon:
Weapon gains a +1 bonus. Obscuring Mist:
Fog surrounds you. Protection from Law/Good:
+2 to AC and saves, plus additional protection against selected alignment. Remove Fear:
Supresses fear or gives +4 on saves against fear for one subject + one per four levels. Sanctuary:
Opponents can't attack you, and you can't attack. Sheild of Faith:
Aura grants +2 or higher deflection bonus. Summon Monster I:
Summons extraplanar creature to fight for you. Domain:
Weather:
Level 1: Obscuring Mist. Granted Powers: Storm Burst:
As a standard action, you can create a storm burst targeting any one foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonleathal damage +1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a -2 penalty on attack rolls for 1 round. You can use this ablity a nuber of times per day equal to 3+your wisdom modifier Domain: Destruction:
Level 1: True Strike. Granted Powers: Destructive Smite:
You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3+your wisdom modifier. Background: Cast out by my tribe, ive been a wanderer ever since. Shunned by society society i am forced to pillage to get by, not knowing what the next day holds in store for me i move from place to place, leaving no trace behind that i had ever had been there, or even ever existed for that matter. Each and every day the memory of the past me fades away as i am forgotten, someday i will find a way to bring back the honor to the Tumar family, and that day is today. |
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