Created by Donald Stotts
CLASS: Cleric - 4th / Mage - 3rd
ALIGNMENT: Neutral
EXPERIENCE: 12,025 points
RACE: Half-Elf (Alasion/Mnoethen)
AGE: Humans would place her age at about 21, based on the physical norms for the human race. In actuality, she is 33.
HEIGHT: 5'5"
WEIGHT: 112 lbs.
HANDEDNESS: Right
ATTRIBUTES:
Strength: 10
Hit Probability: 0
Damage Adjustment: 0
Weight Allowance: 40 lbs
Maximum Press: 115 lbs
Open Doors: 6 on d20
Bend Bars/Lift Gates: 02%
Dexterity: 12
Reaction Adjustment: 0
Missile Attack Adjustment: 0
Armor Class Adjustment: 0
Constitution: 11
Hit Point Adjustment: 0
System Shock: 75%
Resurrection: 80%
Intelligence: 16
Additional Languages: 5
Maximum Spell Level: 8th
Chance to Learn Spell: 70%
Maximum # Spells/Level: 11
Bonus Spell Points: 5 points (Wizard)
Wisdom: 16
Magical Defense Adjustment: +2
Bonus Spell Points: 20 points (Priest)
Chance of Spell Failure: 0%
Charisma: 17
Reaction Adjustment: +6
Loyalty Base: +6
Maximum #/Henchmen: 10
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SAVING THROWS: (# or greater on d20 to succeed)
SAVING THROW BONUSES:
*+2 against mind-affecting attacks (Wisdom bonus)
*30% resistance to SLEEP and CHARM spells (Racial ability)
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RACIAL ABILITIES: (25 CPs)
(10) Infravision, 60'
(05) Detect secret and concealed doors and portals
(05) 30% resistance to SLEEP and CHARM spells
(05) Requires only 4 hours of sleep to be fully rested
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TRAITS
ALLURE TRAIT: (4 CPs paid by Phobia disadvantage) - Karissa can attract romantic attention from NPCs, at the player's option. Karissa can conceal the trait as desired. However, when this trait is in effect, it can modify reaction rolls of NPCs who might be affected by as much as +3. The trait is effective only if there is a reasonable chance of the PC drawing this type of attention from a NPC. A character with this trait can receive one henchman above the normal maximum allowed, although the NPC henchman will be possessed of an all-abiding, and perhaps unrequited, love for the PC.
PRECISE MEMORY TRAIT: (4 CPs paid by Mystery disadvantage) - Karissa has a nearly "photographic memory" in regards to things she has had time to peruse, as long as they are written or rendered in artwork. Her chance to recall something may be modified by time spent perusing a work, or length of time between current time line and time of perusal for degree of in-depth knowledge.
DISADVANTAGES
PHOBIA OF TROLLS: (Disadvantage provides 4 CPs) - Karissa suffers from a moderately strong fear of trolls. If faced with a threatening situation wherein trolls are involved, Karissa must roll against her Wisdom attribute rating (16 or less on d20). If successful, she can force herself to function normally. If unsuccessful, she will flee or otherwise seek to avoid the encounter for 1d6 rounds. After this time, another check is rolled - as many as are needed until she finally succeeds.
MYSTERY DISADVANTAGE: (Disadvantage provides 11 CPs) - Confidential. This disadvantage will not be shared publicly until it becomes known by other player characters, excluding Rogmund Malatreides (who already knows).
CLERICAL
ABILITIESCURRENT SPELLCASTING ABILITY: She currently possesses 45 spell points to be split amongst 1st and 2nd power Priest spells, either fixed or free theurgy.
(100) ACCESS TO SPHERES: All (Major); Astral (Major); Charm (Major); Combat (Major); Creation (Major); Divination (Major); Elemental, Earth (Minor); Elemental, Water (Minor); Guardian (Major); Healing (Major); Necromantic (Major); Protection (Major); Summoning (Major).
(05) FOLLOWERS: Karissa can attract followers as described in the Player's Handbook if she establishes a religious stronghold upon reaching 8th level or greater.
(05) WEAPON SELECTION: As a priestess of Theavia, Karissa may wield weapons usable by those of the Wizard class.
(15) TURN UNDEAD: Karissa can drive away Undead creatures by boldly presenting her Holy Symbol. As she advances in faith and experience, she can destroy some forms of Undead outright. She currently can Turn Undead as follows (# or more on D20): (T) Skeleton or 1 HD; (04) Zombie; (07) Ghoul or 2 HD; (10) Shadow or 4 HD; (13) Wight or 5 HD; (16) Ghast; (19) Wraith or 6 HD; and (20) Mummy or 7 HD.
CLERICAL LIMITATION: As a priestess of Theavia, Karissa may not wear armor (+15 CPs).
WIZARD ABILITIES
(35) ACCESS TO SCHOOLS OF MAGIC: Karissa can cast spells from the schools of Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, and Universal. She currently possesses 20 (15 base + 5 for Intelligence) spell points.
(05) READ MAGIC: Karissa can Read Magic once a day per two levels of experience. This is in addition to any spell of the same name she might memorize. Currently, she can invoke this power twice per day.
SPELLBOOK: 1st Power Spells - Charm Person, Color Spray, Detect Magic, Enlarge, Read Magic, Magic Missile, and Sleep. 2nd Power Spells - Alter Self, Knock, Invisibility, and Stinking Cloud.
NON-WEAPON PROFICIENCIES
WEAPON PROFICIENCIES
-Quarterstaff; 1d6/1d6 damage, SPD 4
-Dagger; 1d4/1d3 damage, SPD 2
-Two-Handed Weapon Style Specialization: Improves the speed factor of a two-handed weapon by three when that weapon is wielded with two hands. If she wields a weapon normally used with one hand in the two-handed style, she receives a +1 damage bonus.
-Weapon of Choice (Quarterstaff): Karissa gains +1 to all attack rolls when using a Quarterstaff.
-Karissa suffers -3 penalty to attack rolls when wielding weapons in which she has no proficiency.
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THACO: 18 (17 when using a Quarterstaff)
HIT POINTS: 18
ARMOR CLASS: 10 [She wears no armor]
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BASE MOVEMENT: 12"
00 - 040 lbs = Unencumbered
41 - 058 lbs = Lightly Encumbered
59 - 076 lbs = Moderately Encumbered (-1 Attack Penalty)
77 - 096 lbs = Heavily Encumbered (-2 Attack Penalty; +1 Armor Class)
97 - 115 lbs = Severely Encumbered (-4 Attack Penalty; +3 Armor Class)
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