Personal Information
Name: Ortho Pestkiller Player: John Arnold
Race: Mountain dwarf Gender: Male Height: 4'0" Age: 56
Class: Cleric Level: 5 Weight: 175 lbs
XP: 13,000 Alignment: Neutral Good
Next Level: 27,500 Kit: None
Ability Scores
Str: 16 Stamina: 18/0 Weight Allowance: 110 lbs Bend Bars/Lift Gates: 7%
Muscle: 14 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8
Dex: 18 Aim: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 15 Health: 13 System Shock: 85% Poison Save: +0
Fitness: 17 Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 8 Reason: 8 Max. Spell Level: -- Max. Spells Per Level: 0 Illusion Immunity: None
Knowledge: 8 Bonus Proficiencies: 1 Chance to Learn New Spell: 0%
Wis: 17 Intuition: 18 Bonus Clerical Spells: 2, 2, 1, 1, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 16 Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 7 Leadership: 7 Loyalty Base: -2 Maximum Number of Henchmen: 3
Appearance: 7 Initial Reaction Adjustment: -1
Saving Throws
Paralyzation: 9 Poison: 6 Death Magic: 9 Petrification: 12 Polymorph: 12
Rod: 10 Staff: 10 Wand: 10 Breath Weapon: 15 Spell: 11
Combat
Hit Points: 42
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 16
Armor
Natural armor class 10
Full armor, chain mail -5
Medium shield proficiency bonus -3
Shield, medium +1 magic adj. -1
Shield, medium +1 adj. -1
Balance Defensive adj. -4
FINAL: -4
Weapon Proficiencies
Axe, Woodsman's
Axe, battle (Chosen Weapon)
Shield (medium)
Sling
Fighting Style:
Weapon and Shield
Non-Weapon Proficiencies
Animal Handling 10
Blind Fighting 11
Painting 12
Rope Use 13
Throwing 14
Native Languages
Common, Dwarf - mountain dialect
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Axe, battle 16 1 7 1d8 1d10 S M
Axe, hand/throwing 19 17 1 4 1d6 1d4 S M 2 4 6
Racial Abilities
Axe bonus - +1 to attack rolls with hand or battle axe.
Illusion resistant - These dwarves gain a +2 bonus on attempts to disbelieve illusions.
Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health subability score.

Class Abilities
Cleric
    Expert healer - Grants one extra cure light wounds spell per day.
    Hit point bonus - d10 is used as Hit Point die.
    Turn undead - Allows the cleric to turn undead.
    Warrior-priests - Gain warrior bonuses for high strength and constitution.
    Weapon allowance - Allowed one bladed weapon.
    Minor Spheres of Magic - Charm, Elemental, All, Healing, Necromantic, Protection, Weather
    Major Spheres of Magic - All, Divination, Guardian, Plant, Sun

Turning Undead
Skeleton or 1 HD: T Wight or 5 HD: 10 Mummy or 7 HD: 19 Ghost or 10 HD: -
Zombie: T Ghast: 13 Spectre or 8 HD: 20 Lich or 11+ HD: -
Ghoul or 2 HD: 4 Wraith or 6 HD: 16 Vampire or 9 HD: - Special: -
Shadow or 3-4 HD: 7
# = Roll # or greater on a 1d20 to turn 2d6 undead. D = Automatically destroys 2d6 undead.
T = Automatically turns 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.

Inventory
  • Animals
    • Donkey, mule, or ass
      • Axe, hand/throwing x5
      • Rations,iron (1 week) x3
      • Saddle bags, large
        • Hacksaw, Common
        • Nuts (per lb)
        • Oil, lamp (per flask) x12
        • Rope, silk (50 ft) x2
      • Saddle blanket
      • Torch x3
    • Donkey, mule, or ass
      • Axe, battle
      • Axe, hand/throwing x5
      • Rations,iron (1 week) x3
      • Saddle bags, large
        • Fishhook
        • Oil, lamp (per flask) x12
        • Rope, silk (50 ft) x2
      • Saddle blanket
      • Torch x3
  • Items Carried
    • Backpack
      • Bell
      • Candle x3
      • Candy, Rock Sugar (1/4 lb)
      • Chalk x5
      • File, very small
      • Fishhook
      • Flint and steel
      • Holy Symbol, Silver
      • Potion of Flying
      • Potion of Healing
      • Potion of Polymorph Self
      • Rations,iron (1 week)
      • Wings of Flying
  • Items Readied
    • Axe, battle
  • Items Worn
    • Breeches, Demihuman sized, linen - AWRC
    • Dwarven Battle Harness
      • Axe, hand/throwing x2
    • Full armor, chain mail
    • Helmet, close-faced (AC 3)
    • Shield, medium +1
  • Spending Money
    • * Copper Pieces x8
    • * Gold Pieces x23
    • * Silver Pieces x3
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-110 111-149 150-188 189-227 228-255
Movement: 9 6 4 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 101.71 pounds (None Encumbrance, 9 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 5 5 2
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 0
Wizard Chance to Learn New Spell: 0% Maximum Wizard Spell Level: 0th
Spells Memorized
  • Cleric
    • 1st Level
      • Bless
      • Command
      • Cure Light Wounds
      • Detect Evil
      • Light
    • 2nd Level
      • Aid
      • Barkskin
      • Cure Moderate Wounds
      • Flame Blade
      • Hold Person
    • 3rd Level
      • Cure Blindness or Deafness
      • Dispel Magic

Cleric Spells Granted
Spell Time Range Area of Effect Components
1st Level
Analyze Balance 1 rd 80 yds 1 creature, object, or 10' sq V, S, M
Aura of Null 2 0 Special V, M
Bless 1 rd 60 yds 50-ft cube V, S, M
Blessed Watchfulness 4 Touch Creature touched V, S
Cause Fear 1 10 yds 1 creature/4 lvls V, S, M
Cause Light Wounds 5 Touch Creature touched V, S, M
Combine 1 rd Touch Circle of priests V, S
Command 1 30 yds 1 creature V
Create Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Cure Light Wounds 5 Touch Creature touched V, S, M
Curse 1 rd 60 yds 50-ft cube V, S, M
Dark Path (Ibrandul) - F&A 1 round Touch Special V, S, M
Darkness 4 120 yds 20-ft radius globe V, S, M
Destroy Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Detect Evil 1 rd 0 10 ft x 120 yds V, S, M
Detect Good 1 rd 0 10 ft x 120 yds V, S, M
Detect Magic 1 rd 0 10 ft x 30 yds V, S, M
Detect Poison 4 0 Special V, S, M
Detect Snares & Pits 4 0 10 x 40 ft V, S, M
Dispel Fatigue 4 30 yds 1 creature V, S, M
Elhorna's Bowstaff 5 rounds 0 One branch V, S, M
Endure Cold/Endure Heat 1 rd Touch Creature touched V, S, M
Entangle 4 80 yds 40-ft cube V, S, M
Faerie Fire 4 80 yds 10 sq ft/lvl within a 40-ft radius V, M
Fast Growth 1 minute 0 1 plant V, S, M
Firelight 4 Touch 1 object V, S, M
Frost Fingers (Auril) - F&A 3 0 The caster V, S
Invisibility to Undead 4 Touch 1 creature V, S, M
Light 4 120 yds 20-ft radius globe V, S, M
Locate Animals or Plants 1 rd 100 yds + 20 yds/lvl 20 yds/lvl x 20 ft V, S, M
Log of Everburning 1 Touch Special V, S, M
Orison 4 10 yds Varies V, S
Pass Without Trace 1 rd Touch 1 creature V, S, M
Precipitation 4 10 yards/level 30 ft diameter cylinder up to 60 ft high V, S, M
Protection From Evil 4 Touch 1 creature V, S, M
Protection From Good 4 Touch 1 creature V, S, M
Purify Food & Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S, M
Putrefy Food and Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S, M
Remove Fear 1 10 yds 1 creature/4 lvls V, S, M
Ring of Hands/Ring of Woe* 5 0 Special V, S, M
Rosemantle - RoMD - Lathander 1 Touch Creature touched V, S
Sacred Guardian 1 Touch Creature touched V, S, M
Sanctuary 4 Touch 1 creature V, S, M
Sentry of Helm (Helm) - F&A 1 hour 0 120-foot diameter sphere V, S, M
Shape Plant 1 minute 0 1 plant V, S, M
Shillelagh 2 Touch 1 oak club V, S, M
Spittle 1 10yds 1 creature S
Strength of Stone 4 Touch 1 creature V, S, M
Sunscorch 4 40 yds 1 creature V, S
Truemetal (Waukeen) - F&A 4 10 yards A 30-foot-radius, 90-degree arc in the direction the caster is facing S
Wailing Wind (Eldath) - F&A 1 round 5 yards/level A cube of 10 feet/level on a side V
Wind Column 1 o The caster S
Woodland Ruse Woodland Wile 2 10 yards 20 yards V
2nd Level
Aid 5 Touch 1 creature V, S, M
Amaunator's Uncertainty (Amaunator) - F&A 1 30 yards 40-foot sphere V, M
Attraction (Bhaal) - F&A 1 round Touch One target being V, S, M
Augury 2 rds 0 Special V, S, M
Badberry 1 rd Touch 2d4 fresh berries V, S, M
Banish Blight (Mielikki) - F&A 5 Touch One plant V, S
Barkskin 5 Touch 1 creature V, S, M
Battle Song (Milil) - F&A 5 60 yards 50-foot cube V, S
Beast Claw (Malar) - F&A 5 0 The caster's arms V, S
Beguiling 5 touch special V, S, M
Black Talon (Cyric) - F&A 5 0 One of the caster's arms V, S
Bliss (Lliira) - F&A 5 5 yards/level One creature S
Blood Groove 6 touch 1 edged weapon V, S, M
Bone Bite (Myrkul) - F&A 5 5 yards/level One bone or bone fragment V, S, M
Call for the Woods 2 0 1 mile/level of caster V, M
Chill Metal 5 40 yds Special V, S, M
Chilling Scythe (Kelemvor) - F&A 5 0 One scythe V, S, M
Cure Moderate Wounds 5 Touch Creature touched V, S
Detect Charm 1 rd 30 yds 1 creature/rd V, S, M
Disdain (Bhaal) - F&A 1 round Touch One target being V, S, M
Dust Devil 2 rds 30 yds 5 x 4 ft cone V, S, M
Endure Environment 5 Touch 1 creature V, S, M
Enthrall 1 rd 0 90-ft radius V, S, M
Favor of Tymora (Tymora) - F&A 5 Touch One living creature V, S
Favor of the Goddess (Chauntea) - F&A 5 Touch Two plants, vegetables, or pieces of fruit/level V, S
Find Traps 5 0 10 ft x 30 yds V, S, M
Fire Trap 1 turn Touch Object touched V, S, M
Flame Blade 4 0 3-ft long blade V, S, M
Frost Whip (Auril) - F&A 5 0 Flexible 6-foot-long beam 4 inches in diameter V, S
Glyph of Revealing (Deneir) - F&A 5 0 120-foot-diameter sphere V, S, M
Goodberry 1 rd Touch 2d4 fresh berries V, S, M
Handfang (Moander) - F&A V, S
Heat Metal 5 40 yds Special V, S, M
Hoard Attunement 1 turn Touch Special V, M
Hold Person 5 120 yds 1d4 persons in 20-ft cube V, S, M
Impenetrable Falsehood (Leira) - F&A 5 Touch One being V, S
Iron Vigil 1 turn 0 The caster V, S
Know Alignment 1 rd 10 yds 1 creature or object V, S, M
Music of the Spheres 4 50 yds 20-ft diameter circle V, S, M
Mystic Transfer* 1 rd 0 The caster V, S, M
Obscure Alignment 1 rd 10 yds 1 creature or object V, S, M
Obscurement 5 0 (lvl x 10)-ft sq V, S, M
Poison Touch (Talona) - F&A 5 0 One creature V, S
Produce Flame 5 0 Special V, S, M
Resist Acid and Corrosion 5 Touch Creature touched V, S
Resist Fire/Resist Cold 5 Touch 1 creature V, S, M
Restore Strength 5 Touch Creature touched V, S
Rosetouch (Lathander) - F&A 5 Touch Object touched V, S
Sanctify 1 turn 10 yds 10 yd x 10 yd sq/priest V, S, M
Sheltered Form 2 Touch Caster V
Silence, 15-foot Radius 5 120 yds 15-ft radius V, S, M
Slow Poison 1 Touch 1 creature V, S, M
Soften Earth and Stone 5 10 yds/lvl 10-ft sq/lvl V, S, M
Speak With Animals 5 0 1 animal within 30 ft V, S, M
Spirit Tracker - GNPB 1 round Special Special V, S
Streighten Wood 5 10 yds/lvl Special V, S, M
Touchsickle (Eldath) - F&A 5 0 The caster V, S
Trip 5 Touch 1 object up to 10 ft long V, S, M
Undetectable Charm 1 rd 30 yds 1 creature/rd V, S, M
Vicissitude 1 special special S, M
Warp Wood 5 10 yds/lvl Special V, S, M
Wartskin 6 touch 1 creature V, S, M
Watery Fist 5 60 yds Special V, S, M
Wieldskill (Gond) - F&A 5 Touch One being V, S
Wind Lash (Talos) - F&A 5 5 yards/level One being V, S
Withdraw 5 0 The caster V, S, M
Wolfjaws (Tyr) - F&A 5 0 The caster's right hand V, S, M
Wyvern Watch 5 30 yds 10-ft radius V, S, M
3rd Level
Air Breathing 6 Touch 1 creature V, S, M
Animate Dead 1 rd 10 yds Special V, S, M
Armor of Darkness (Shar) - F&A 6 Touch The caster or 1 touched creature V, S
Bestow Curse 6 Touch Special V, S, M
Blacklight (Ibrandul) - F&A 6 10 yards/level 20-foot-radius globe V, S, M
Blindness/Deafness 1 rd Touch 1 creature V, S, M
Call Lightning 1 turn 360 yds 10-ft radius V, S, M
Cloudburst 6 10 yards/level 30 ft diameter cylinder up to 60 ft high V, S, M
Compel (Torm) - F&A 1 30 yds 1 or 2 Creatures V
Continual Darkness 6 120 yds 60-ft radius V, S, M
Continual Light 6 120 yds 60-ft radius V, S, M
Cure Blindness or Deafness 1 rd Touch 1 creature V, S, M
Cure Disease 1 rd Touch 1 creature V, S, M
Dance of Pain (Loviatar) - F&A 6 Touch One recently injured creature of size L or smaller V, S
Detect Spirits 6 0 10 x 60 ft path V, S, M
Dictate 6 30 yds Up to 6 creatures in a 20-ft cube V
Disease 1 rd Touch 1 creature V, S, M
Dispel Darkness 4 Touch 10ft/level V, S, M
Dispel Magic 6 60 yds 30-ft cube or 1 item V, S, M
Emotion Control 5 10 yds 1 creature/5 lvls of the caster within a 20' cube V, S, M
Exaltation (Helm) - F&A 1 round Touch One creature V, S, M
Extradimensional Detection 3 0 One 10'-wide path, 60 ft long V, S, M
Favor of Ilmater (Ilmater) - F&A 6 10 yards/level One creature, or the caster and one creature V, S
Feign Death 1/2 Touch Person touched V
Flame Walk 5 Touch Creature(s) touched V, S, M
Glyph of Warding Special Touch Special V, S, M
Greenwood (Eldath) - F&A 6 10 yards/level 9 cubic feet+1 cubic foot /level V, S, M
Hextor's Fitness 1 touch 1 subject V, S
Hold Poison 1 Touch Creature touched V, S, M
Line of Protection 1 rd 0 30-yd line V, S, M
Listening Shadow (Mask) - F&A 6 1 mile/level 60-foot-radius sphere V, S
Locate Object 1 turn 60 yds + 10 yds/lvl 1 object V, S, M
Magical Vestment 1 rd 0 The caster V, S, M
Meld Into Stone 6 0 The caster V, S, M
Mold Touch (Eldath) - F&A 6 Touch One target creature V, S, M
Moon Blade (Selune) - F&A 6 0 One swordlike magical construct V, S
Negative Plane Protection 1 rd Touch 1 creature V, S, M
Obscure Object 1 turn 60 yds + 10 yds/lvl 1 object V, S, M
Our Canticle of Loss 3 0 30 yards V
Plant Growth 1 rd 160 yds Special V, S, M
Protection From Fire 6 Touch 1 creature V, S, M
Pyrotechnics 6 160 yds 10 or 100 x fire V, S, M
Rapture (Sune) - F&A 6 1 yard/level 1 creature V, S
Remove Curse 6 Touch Special V, S, M
Remove Paralysis 6 10 yds/lvl 1d4 creatures in 20-ft cube V, S, M
Repair Injury 1 turn Touch Creature touched V, S
Shadow Sword (Shaundakul) - F&A 6 0 Special V, S, M
Shadowcloak (Mask) - F&A 6 Touch 10-foot-radius amorphous (though usually spherical) cloud V, S
Shift Glyph (Deneir) - F&A 6 5 yards/level One magical Glyph, Rune, Symbol, or inscription V, S
Slow Rot 1 rd Touch Special V, S, M
Snare 3 rds Touch 2-ft diameter + 2 inches/lvl V, S, M
Song of Compulsion (Milil) - F&A 6 60 yards One to six beings in a 60-foot cube V
Speak With Dead 1 turn 1 1 creature V, S, M
Speak with the Drowned Dead (Umberlee) - F&A 6 Special Special V, S
Speed Rot (Moander) - F&A 6 Touch Special V, S, M
Spike Growth 6 60 yds 10-ft sq/lvl V, S, M
Starshine 6 10 yds/lvl 10-ft sq/lvl V, S, M
Stone Shape 1 rd Touch 9 cubic ft + 1 cubic ft/lvl V, S, M
Storm Shield (Talos) - F&A 6 10 yards/level Special V, S
Sunrise (Lathander) - F&A 6 Touch 5-foot-sphere centered on one being V, S, M
Sunrise - RoMD - Lathander 3 Touch 5' rad shpere V, S, M
Token Leaf One hour 0 See below V, S, M
Tree 6 0 The caster V, S, M
Warmth 5 Touch Creature touched V, M
Water Breathing 6 Touch 1 creature V, S, M
Water Walk 6 Touch Special V, S, M
Weather Prediction 1 rd 0 The caster V, S
Wheel of Bones (Eldath) - F&A 6 0 Special V, S, M
Whip of Pain (Loviatar) - F&A 6 0 Special V, S, M
Whip of Shar (Shar) - F&A 6 0 5'-long, flexible beam of force V, S, M
Wind Servant 6 20 yds/lvl Special V, S

Portrait

Character History
Lost among the many rock scribe tablets in the clan's dusty library is the account of an old dwarven adventurer, Kerak Trollslayer, who at one time had visited a distant clan. Kerak's 'journal' recounted a strange encounter during his visit with his kinsmen. It seems there was a rather eccentric human sage/alchemist visiting the clan. This human, one Pericles Vendray by name, was studying the dwarves, their diet, their environment, and the effect seemingly harmless substances had on certain females of the clan. Kerak found the dwarves to be curiously tolerant of Pericles. Upon asking his kinsmen the purpose of Pericles' visit, the kindly dwarves jokingly related Pericles' desire to fashion an elixir which would promote the occurence of multiple births among the dwarves (almost unheard of!). All the dwarves looked upon Pericles as a kindly, but demented, uncle. Needless to say, nobody took Pericles' antics seriously. Kerak thought this whole situation so humorous that he recorded it in his journal for his own clansmen to enjoy. Sometime during Kerak's visit Pericles left the dwarven clan for his tower/lab, vowing to return the next spring with something that would revitalize the dwarven race. Kerak himself soon left as well. Sadly, word reached Kerak and his home clan that their kinsmen had been wiped out by an orc army. Many lamented the demise of the distant clan. Nothing was ever seen or heard from Pericles again and those that read Kerak's journals considered Pericles no more than a humorous footnote.

Many years passed....

The prominence of the dwarven race has waned. Chief factors of this demise are the slow reproductive rate of the dwarves and the many enemies the dwarves face in their chosen homelands. To a dwarf, it is recognized that their race is, eventually, doomed. Granted this is many years, if not generations, away. But the writing is on the wall, the dwarves see it, and their gruff attitude toward most other races is a result.

Almost all the dwarves have accepted their apparent fate. At least once, however, has not. Ortho Pestkiller is a bit of a free thinker among the dwarves. As a young priest he has spent many an hour among the collected writings of the clan and chanced upon the journal of Kerak Trollslayer. Was Pericles more than just an eccentric old man? Could he have held the key to the dwarves' future? What happened to him? What happened to his work? And what of the clan he visited? Could there be any record of Pericles (his home, his colleagues, his family, etc.) still in the ruins of the distant clan's mine complex? These questions occupy Ortho's thoughts.

Praying for guidance, Ortho becomes convinced that his destiny lies in the pursuit of knowledge of Pericles and his work. Perhaps the eventual fate of the dwarves is held within this quest. Unfortunately, Ortho's ideas and questions are without support within his clan. If Ortho is to determine the fate of Pericles, he will have to leaven his clan.

One day Ortho quietly leaves the mines he has always called home. Stepping out into the daylight, Ortho's feet take him in the direction of his quest. What he will find, he knows not. What he does know is that somewhere, out there, lies his destiny and knowledge of Pericles and his work. Where there's a will, there's a way...


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