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Aravis Telmir
Dranko Blackhope
Ernest Wilburforce Roundhill
Flicker Proudfoot (NPC)
Grey Wolf 
Kay "Windstorm" Olafsen
Kibilhathur Bimson
Makel Troutman (NPC)
Morningstar, Shield of Ell
One Certain Step (NPC)

Runs 1-10
Runs 11-20
Runs 21-30
Runs 31-40
Runs 41-50
Runs 51-60
Runs 61-70
Runs 71-80
Runs 81-90
Runs 91-100
Runs 101-110
Runs 111-120
Runs 121-130
Runs 131-140
Runs 141-150
Runs 151-160
Runs 161-170
Runs 171-180
Runs 181-190
Runs 191-200
 

Ernest Wilburforce Roundhill
Race Halfling
Class Cleric/Fighter
Level 11 (7/4)
Alignment Lawful Good
Current XP 58,888
XP for next 66,000


Hit Points 61(72 w/Amulet of Health)
Base Move 20' (15' in Full Plate)

(+) Ability Score Adj.   Save Base Ability Feat Other TOTAL
(+1) Strength 16   +3   Fortitude +9 +1   +1  +11
  Dexterity 11     Reflex +3     +1 +4
  Constitution 12 (10)  +1   Will +6 +4 +2 +1  +13
  Intelligence 12  +1               
(+1) Wisdom 18  +4    Initiative     +4   +4
  Charisma 11                


Explanation of "Other" above: (halflings get +1 to all saves)
Additional Ability Check Modifiers: (none)
Additional Saving Throw Modifiers: +2 on saves vs. Fear (race)


Armor Type: Full Plate +1,  Small Shield +1                      Armor Penalties: +1 Max Dex; -7 Check, speed 15'

AC =   10 +   Size + Dex + Arm + Shld + Other
22 = 10  +  1  +  0  +  9  +  2  +   0

Explanation of "Other" Above: (none)
Additional Armor Class Modifiers: (none)


Attack Adjustments:
+9/+4 (Class/Level) 
+3 (Melee weapons only: STR) 
+1 (Size) 
+1 (Thrown weapons: Race) 
+1 (Short Sword only: Focus)

Damage Adjustments:
+3 (Melee weapons only: STR) 
 
 
WEAPON CRITICAL RANGE (missile) Attack Adj. Damage
Beryn Sur, Short Sword +2 19-20, x2   +16/+11 1d6+5
Shortsword, Gartine 18-20, x2   +14/+9 1d6+3
Shortsword +1, Flaming 19-20, x2
+15/+10 1d6+4 (+1d6 fire)
Short Bow, +1 20, x3 60' +11/+6 1d6+1
Sling 20, x2 50' +10/+5 1d4


Special Abilities and Feats

Brew Potions
Weapon Focus: Short Sword (+1 to hit with Short Swords) 
Improved Initiative (+4 on INIT rolls) 
Iron Will (+2 to Will Saves) 
Power Attack (can trade attack penalties for damage bonuses) 
Combat Casting (+4 to Concentration checks when casting defensively)
Cleave (when you bring an enemy to below 0 HP, you get one additional attack against an adjacent foe)

Create Food & Water (1/week/level) 
Shield (1/day) 
Strength of Yondalla (1/day; gives a +6 Enhancement Bonus to STR for 6 rounds. ) 
Protective Ward (Grants target a Resistance Bonus to their next save, equal to your Cleric level.  Lasts 1 hour, and is usable 1/day.
Granted Power (All Good spells cast as by a cleric 1 level higher)



Skills (42 Total Points)    Max Ranks: 14/7
(skills in italics suffer a -7 check penalty in plate mail)
(12+3+3+3+3+3+3+3+3+3+3) = 42
Skill
Total
Class
(un)
Ability
Spent
Rank
Spec.
Ab. Adj.
Race
Item
Synergy
Alchemy
 
 
 
INT
 
 
 
 
 
 
 
Animal Empathy
 
 
 
CHA
 
 
 
 
 
 
 
Appraise
+1
 
y
INT
 
 
 
+1
 
 
 
Balance
+0
 
y
DEX
 
 
 

 
 
 
Bluff
+0
 
y
CHA
 
 
 
 
 
 
 
Climb
+5
 
y
STR
 
 
 
+3
+2
 
 
Concentrate
+10
C
y
CON
9
9

+1
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Decipher Script
 
 
 
INT
 
 
 
 
 
 
 
Diplomacy
+0
 
y
CHA
 
 
 
 
 
 
 
Disable Device
+0
 
y
DEX
 
 
 

 
 
 
Disguise
+0
 
y
CHA
 
 
 
 
 
 
 
Escape Artist
+0
 
y
DEX
 
 
 

 
 
 
Forgery
+1
 
y
INT
 
 
 
+1
 
 
 
Gather Info
+0
 
y
CHA
 
 
 
 
 
 
 
Handle Animal
 
 
 
CHA
 
 
 
 
 
 
 
Heal
+9
C
y
WIS
 5
 
+4
 
 
 
Hide
+4
 
y
DEX
 
 
+4


 
 
Innuendo
 
 
 
WIS
 
 
 
 
 
 
 
Intimidate
+1
(no)
y
CHA
2
1
 

 
 
 
Intuit Direction
 
 
 
WIS
 
 
 
 
 
 
 
Jump
+5
 
y
STR
 
 
 
+3
+2
 
 
KS


 
INT




 
 
 
KS


 
INT




 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
Listen
+6

y
WIS



+4
+2
 
 
Move Silently
+12
 
y
DEX
 
 
 

+2
 
+10 
Open Locks
 
 
 
DEX
 
 
 
 
 
 
 
Perform
+0
 
y
CHA
 
 
 
 
 
 
 
Pick Pockets
 
 
 
DEX
 
 
 
 
 
 
 
Prof: Cook
+9
C
y
WIS
5
5
 
+4
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Read Lips
 
 
 
INT
 
 
 
 
 
 
 
Ride
+4
F
y
DEX
4
4
 

 
 
 
Scry


 
INT




 
 
 
Search
+1
 
y
INT



+1
 
 
 
Sense Motive
+7
(no)
y
WIS
6
3
 
+4
 
 
 
Speak Lang: Dwarvish
 
 
 
  1
1
 
 
 
 
 
Spellcraft
+3
C
 
INT
2
2

+1
 
 
 
Spot
+6
(no)
y
WIS
4
2

+4
 
 
 
Swim
+3
 
y
STR
 
 
 
+3
 
 
 
Tumble
 
 
 
DEX
 
 
 
 
 
 
 
Use Magical Device
 
 
 
CHA
 
 
 
 
 
 
 
Use Rope
+0
 
y
DEX
4
2
 

 
 
 
Wilderness Lore
+4
 
y
WIS
 
 
 
+4
 
 
 




Magic Items

"Beryn Sur" Short Sword of Dancing, +2 (gift from the Stormknights) - A gleaming silver short sword. Beryn Sur can be loosed by its wielder (requiring an action).  Starting the following round, it fights on its own for three rounds. On the fourth round, the original wielder can grab it again (again requiring an action).  If it not reacquired after three rounds of dancing, it will fall to the ground.  Beryn Sur never strays more than 5' from the original wielder while Dancing.  It fights with the same Base Attack bonus as the original wielder while dancing.  It will continue to fight even if the original wielder is knocked out or killed. 

Short Sword +1, Flaming  (Zhamir) - A short sword with a spiraled-leather handle and chunk of red rock on the end of the pommel; it is warm to the touch.  It does an extra 1d6 fire damage on a successful hit.

Short Bow, +1 (Zhamir) - A smooth yew short bow.

10 Arrows, +1 (Zhamir)

Plate Mail of Silent Strength, +1 (Crafted by Dranko) - Halfling-sized full plate, with the Silent Moves ability (makes almost no sound, and grants a +10 Circumstance Bonus to Move Silently checks).  The wearer can also cast Bull's Strength on himself once per day.  Pulling the little finger of the right-hand gauntlet causes the armor to emit a loud raspberry sound.

Potion of Cure Light Wounds (Brewed by Ernie) - Cures 1d8+4 HP.

Potion of Spider Climb (Zhamir)

Spell Scroll: Spell Resistance (Zhamir)

Spell Scroll: Blade Barrier (Mokad & Co.)

Bag of Holding (Gohgan's Basement) A large black bag, with an opening about 24" x 30".  Its interior is extremely large. 

Murlynd's Spoon (Manzanill) - A simple metal spoon.  When placed in an empty bowl, the bowl will fill up with a nourishing but tasteless gruel. 

Smoke Frame (Manzanill) - A large metal frame, about 24" x 36".  Inside the Frame, one can see swirling gray smoke.  Any smoke in close proximity to the Frame is drawn into it. 

Beetle Bracer (Black Circle Bestiary) - Bracer with a picture of an insect sketched into the metal. It allows the wearer to cast the spell Giant Vermin once per day.

Potion of Giant Strength (from Abernathy) - A clear potion in a glass vial.  This Potion will grant a +6 Enhancement bonus to the drinker's Strength for 20 rounds.

Oil of Light (?) - A glowing white potion.  The Oil will adhere to anything, and glow brightly.

Headband of Ferocity (Zhamir) - A blood-spattered headband of white linen, with the spatter-marks on the front vaguely forming a design of a helmed head and face in profile.  It allows the wearer to take normal actions while having between 0 and -9 hit points.

Rope of Climbing (Manzanill, party II)  A 60' length of rope that will move around and attach itself wherever desired. (Kept in the Bag of Holding)

Rope of Return (Gift from the Spire) - An ordinary 30' length of Rope.  When activated, it will transport all those within its circle back to Charagan. (Kept in the Bag of Holding, used once) 

Sticky Shield, +1 (Ogres and orcs in Dir-Tolia) - A small round metal shield, with a short sword and dagger stuck to it.  There is a chance that any weapon used against the wielder will stick to the Shield.  Magic weapons stuck to the Sticky Shield impart their bonuses to the Shield's AC bonus. 

Ring of Dimension Door (Hasek) - A shiny gold ring .  The user can cast Dimenstion Door 3/day, with each use burning a charge.  9 charges remaining.

Amulet of Health +2 (Mokad & Co.) - A jeweled amulet that provides a +2 Enhancement Bonus to the wearer's Constitution.


Spells

Spheres: Good, Halfling 
 
Spell level: 0 1 2 3 4 5 6 7 8 9
Base 5 4+1 3+1 2+1  1+1          
Bonus 1 1 1 1          
Total 6 5 4
3
         


0 Level Spells 1st- Level Spells 2nd-Level Spells 3rd-Level Spells 4th-Level Spells
Create Water Protection from Evil Aid Magic Circle vs. Evil Holy Smite
Cure Minor Wounds Magic Stone Cat's Grace Magic Vestment
Detect Magic Bane Aid Divine Raiment Air Walk
Detect Poison Bless Dead Man's Eyes Bestow Curse Castigate
Guidance Bless Water Augury Blindness/Deafness Cloak of Righteousness
Inflict Minor Wounds Cause Fear Bull's Strength Contagion Control Water
Light Command Calm Emotions Continual Flame Dimensional Anchor
Mending Comp. Language Consecrate Create Food & Water Dismissal
Purify Food & Drink Cure Light Wounds Cure Moderate Wounds Cure Serious Wounds Divination
Read Magic  Detect Evil/...
Darkness Daylight Divine Power
Resistance  Detect Undead
Endurance Sunspear
Freedom of Movement
Virtue Divine Favor
Enthrall Dispel Magic Giant Vermin

Doom
Fox's Cunning Glyph of Warding Greater Magic Weapon

Empathic Resonance
Gentle Repose Chain of Eyes
Holy Channel

Endure Elements
Hold Person Invigorate Dead Ironheart

Entropic Shield
Inflict Moderate Wounds Invisibility Purge Lesser Planar Ally

Invisibility to Undead
Lesser Restoration Locate Object Neutralize Poison

Magical Stone
Eagle's Splendor Magic Circle vs. Evil/... Repel Vermin

Magic Weapon
Remove Paralysis Magic Vestment Restoration

Obscuring Mist
Resist Elements Meld into Stone Sending

Protection from Evil/...
Shatter Negative Energy Protection Spell Immunity

Random Action Shield Other Obscure Object Status

Remove Fear
Silence Prayer Recitation

Sanctuary
Slow Poison Prot. from Elements Summon Monster IV

Shield of Faith
Assassin's Senses Remove Blindness/Deafness Tongues

Summon Monster 1
Speak with Animals Remove Curse

Tanil's Touch
Spiritual Weapon Remove Disease


Summon Monster II Searing Light


Undetectable Alignment Speak with Dead


Zone of Truth Swordstream


Owl's Wisdom
Stone Shape



Sumon Monster III



Water Breathing



Water Walk



Wind Wall