Creeping Death

Tumya's page

6 posts. Alias of CariMac.


Full Name

Tumya

Race

Elf

Classes/Levels

Cleric of Water Level 3

Gender

Female

Strength 14
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 15
Charisma 13

About Tumya

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Statblock
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Character Name Here Tumya
Race Class Level Elf, Cleric of Water
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Defense
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AC 5 AC4 first round
HP (3d8 HD) 24
Saves (In order of priority)
Vs. Paralyzation/Poison/Death: 10
Vs. Rod/Staff/Wand: 14
Vs. Petrification/Polymorph: 13
Vs. Breath Weapon: 15
Vs. Spells: 16
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Offense
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Movement Rate:
THAc0:
# Of Attacks:
Damage Per Attack:
Bend Bars/Lift Gates: 7%
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Languages & Proficiencies
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Languages:
Weapon Proficiencies:
Club
Bow, Short
Non-Weapon Proficiencies:
Healing 2 Slots Wisdom -2 Modifier
Somatic Concealment 1 Slot Dexterity -1 Modifier
Heat Protection 1 Slot Intelligence -2 Modifier
Cooking 1 Slot Intelligence 0 Modifier

Fire Building 1 Wisdom -1 Modifier

Psychic Defense 2 Wisdom -2 Modifier
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Thief Skills
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Pick Pockets:
Open Locks:
Find/Remove Traps:
Move Silently:
Hide in Shadows:
Climb Walls:
Detect Noise:
Read Languages:
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Psionic Wild Talents/Powers
Magnetism https://darksundreamsofadeadage.obsidianportal.com/wikis/magnetize-psionic- power-psychokinesis-devotion
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Spells Prepared
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1st:

Cure Light Wounds:

Level 1 (Necromancy) (Reversible)
Sphere: Cosmos
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature’s body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.
The reverse of the spell, cause light wounds, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest’s hand strikes the opponent and causes such a wound.
Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.

Purify Food and Drink:

Level 1 (Alteration) (Reversible)
Sphere: Water
Range: 30 yds.
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 cu. ft./level, in 10 sq. ft.
Saving Throw: None
When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions.
The reverse of the spell is putrefy food and drink. This spoils even holy water; however, it likewise has no effect upon creatures or potions.

2nd:
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Spells Known
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Background
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Description
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Personality
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Gear
Club, Bone 0 Cost 3 lbs. M B 4
Damage:1d6-1
Hit Probability -1
Short Bow
Bone-tipped flight arrows 1d6 damage modifier of -1 to attack and damage rolls. Bone is allowed to water clerics because it's a product of living, growing things.
Leather AC 8 Cost 5 cp Weight 15 lbs.
Backpack (50 lb. capacity) 2 cp 2 lbs.
Rope, Silk 10 cp 8 lbs.
Wineskin (½ gal. capacity) 8 bits 1 lb.
Torch ⅒ bit 1 lb.
Lantern, Bullseye 12 cp 3 lbs.
Belt Pouch, Large (8 lb. capacity) 1 cp 1 lb.
Cloak, Good cloth 8 bits
Boots, Soft 1 cp
Dozen bone-tipped flight arrows, 9 cp In 2nd edition
buckler 1 cp and weighs 3 lbs AC 1 but only against one attack each round.
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Money: 198 CP
Carrying Capacity: 55
Current Load:34
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Magical Items
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