About Verdan priest of Pelor
Vaerdan as born to the noble house of Kase. The House of Kase was in charge if the Duke's Navy. Verdan grew up with a dislike of being on the water, and hated being told that one day he would be a captain in the Navy. Luckily his calling was in the church of Pelor. Even as an acolyte the priests were surprised at Verdan's connection with Pelor.
One day Verdan meet a visiting acolyte from the City of Grayhawk, named Altamaic, he was becoming a priest with the church of Boccob. Verdan and Altamaic would have long debates about the differant philosophical ideals between the two churches. They would even have some friendly banter between them.
Verdan became a priest of Pelor in the Duchy of Urnst and his friend Altamaic became a priest of Boccob in the City of Grayhawk. Verdan kept in touch with his friend and they would exchange ideas and discoveries with each other. They would also tell each other about their adventures.
One day Verdan received a letter that his friend was going into the fabled Castle Grayhawk and would tell him all about it in a few days. The days turned into weeks and one night Verdan had a divine dream the Altamaic was in trouble and he needed to help Altamaic. That morning a letter arrived, but not from his friend. The letter stated that Altamaic was missing and had Verdan heard anything from him?
Verdan quickly packed his gear and rode as fast as he could to the City of Grayhawk. Verdan knew the first stop would be the temple of Boccob to see what information they may have about his friend.
Dark Blue Eyes
Normally has a look on his face like he expects you to ask him a question
× Base land speed of 30 feet.
× Bonus Feat: 1st level bonus feat
x Extra Skill Points: Gain 4 points at first and 1 at every level after
× Favored Class: Any
x Languages: Common, Ancient Suloise
AC: 22 (10 Touch, 22 Flat-Footed)(Armor +9, Shield +3)
+1 Holy Silver Heavy Mace +7 Dam:1d8+2 (+2d6 vs. evil)Crt 20/x2 Blug
Light Crossbow +5 Dam:1d8 Crt 19-20/x2 Per Range 80'
Master work Cold Iron Light Mace +7 Dam: 1d6+1 Crt 20/x2 Blug
Dagger +6/ +5 thrown Dam:1d4+1 Crt 19-20/x2 Per Range 10'
× Aura of Good(Ex): You have a strong aura of Good.
× Spontaneous Casting: Can spontaneously cast Cure spells; by sacrificing
a pre-prepared spell of equal or higher level.
× Restricted Spells: cannot cast Evil spells.
× Turn Undead(Su): Can turn undead 8 / 8 times per day. A turning check is
made on 1d20+3; turning damage is equal to 2d6+9 on a successful check.
× Healing: You cast healing spells at +1 caster level.
× Sun: Once per day, you can perform a greater turning in place of a
regular turning attempt. Any undead affected by this are destroyed
instead of turned or rebuked.
× Divine Health(Ex): You are immune to all diseases; including magical
diseases such as mummy rot and lycanthropy.
× Radiance: When you cast a spell with the light descriptor; the radius
of illumination is doubled; and the spell is treated as if it were one
level higher than it actually is for all purposes; including determining
whether it can counter or dispel a spell with the darkness descriptor.
× Extra Greater Turning: You can perform a greater turning 4/4 times per day.
× Empower Healing(Ex): When you cast a domain spell from the Healing
domain; that spell is affected as though by the Empower Spell feat.
× Combat Casting(PH 92) : +4 bonus on Concentration checks for defensive
× Extra Turning(PH 94) : Can turn or rebuke 3 more times per day.
× Augment Healing(CD 79) : Healing spells do +2 per spell level.
× Sacred Boost(CD 84) : Nearby cure spells are maximized for 1 round.
NAME KEY ABILITY SKILL MODIFIER = ABILITY MODIFIER + RANKS + MISC. BONUS (armor check -5)
Appraise¹ INT 1 = 1 + 0 + 0
Balance¹ DEX* -5 = 0 + 0 + -5
Bluff¹ CHA 1 = 1 + 0 + 0
Climb¹ STR* -4 = 1 + 0 + -5
× Concentration¹ CON 5 = 1 + 4 + 0
× Craft skills…¹ INT 1 = 1 + 0 + 0
× Diplomacy¹ CHA 5 = 1 + 4 + 0
Disguise¹ CHA 1 = 1 + 0 + 0
Escape Artist¹ DEX* -5 = 0 + 0 + -5
Forgery¹ INT 1 = 1 + 0 + 0
Gather Information¹ CHA 1 = 1 + 0 + 0
× Heal¹ WIS 10 = 3 + 7 + 0
Hide¹ DEX* -5 = 0 + 0 + -5
Intimidate¹ CHA 1 = 1 + 0 + 0
Jump¹ STR* -10 = 1 + 0 + -11
× Knowledge (arcana) INT 4 = 1 + 3 + 0
× Knowledge (history) INT 4 = 1 + 3 + 0
× Knowledge (religion) INT 11 = 1 + 10 + 0
× Knowledge (the planes) INT 4 = 1 + 3 + 0
Listen¹ WIS 3 = 3 + 0 + 0
Move Silently¹ DEX* -5 = 0 + 0 + -5
Perform skills ...¹ CHA 1 = 1 + 0 + 0
× Profession (Herbilest) WIS 4 = 3 + 1 + 0
Ride¹ DEX 0 = 0 + 0 + 0
Search¹ INT 1 = 1 + 0 + 0
× Sense Motive¹ WIS 7 = 3 + 4 + 0
× Spellcraft INT 6 = 1 + 5 + 0
Spot¹ WIS 3 = 3 + 0 + 0
Survival¹ WIS 3 = 3 + 0 + 0
Swim¹ STR** -9 = 1 + 0 + -10
Use Rope¹ DEX 0 = 0 + 0 + 0
x2 Belt Pouch
6 0 level, 5+1 1st level, 4+1 2nd level, 4+1 3rd level, 2+1 4th level
Note: All healing spells are (spell +3 per spell level) X 1.5
-Create Water. Creates 2 gallons/level of pure water
-Detect Magic. Detects spells and magic items within 60 ft.
-Detect Magic. Detects spells and magic items within 60 ft.
-Purify Food and Drink. Purifies 1 cu. ft./level of food or water
-Resistance. Subject gains +1 on saving throws
-Read Magic. Read scrolls and spellbooks
*Cure Light Wounds* Cure (1d8+10)x1.5 points of damage
used-Bless. Allies gain +1 attack and +1 on saves against fear
-Comprehend Languages. Understand all spoken and written languages
Used -Protection from Chaos/Evil/Good/Law. +2 AC and saves,
-Bless. Allies gain +1 attack and +1 on saves against fear
-Divine Favor: You gain +1 per three levels on attack and
Used*Heat Metal. Make metal so hot it damages those that touch it
-Consecrate. Fills area with positive energy, making undead weaker
-Lesser Restoration. Dispels magic ability penalty or repairs 1d4
-Shield Other. You take half of subject’s damage
-Spiritual Weapon. Magical weapon attacks on its own
-*Cure Serious Wounds (3d8+14) x 1.5
*Fire Shield. Creatures attacking you take fire damage; you’re
1d20 + Cha Mod.
Turning Check Most Powerful Undead Affected(Max HD)
Up to 0: 4
4-6 : 6
Damage: 2d6 + cleric Lvl + Cha Mod.