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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
 

Morningstar, Shield of Ell
Race Human
Class Cleric
Level 12
Alignment Neutral
Current XP 69,301
XP for next 78,000


Hit Points 86
Base Move 30' 

(+) Ability Score Adj.   Save Base Ability Feat Other TOTAL
(+1) Strength 10     Fortitude +8 +3     +11
  Dexterity 16  +3   Reflex +4 +3     +7
  Constitution 16  +3   Will +8 +4     +12
  Intelligence 9  -1              
  Wisdom 18  +4   Initiative   +3     +3
(+1) Charisma 11 (9)                


Explanation of "Other" above: (none)
Additional Ability Check Modifiers: (none)
Additional Saving Throw Modifiers: +4 on saves vs. Poison (magic pin)


Armor Type: Chain Shirt +3, Large Shield +1                  Armor Penalties: +4 Max Dex; -2 Check

AC =   10 +   Size + Dex + Arm + Shld + Other
23 = 10  +  0  +  3  +  7  +  3  +   0

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


Attack Adjustments:
+9/+4 (BAB) 
+3 (Ranged weapons only: DEX)
+1 (Morningstar Focus) 

Damage Adjustments:
(none) 
 
 
WEAPON CRITICAL RANGE (missile) Attack Adj. Damage
Holy Morningstar +4 20, x2 +3d6   +14/+9 1d8+4
Javelin +1, Returning 20, x2 30' +12 1d6+1
(Holy Morningstar is only +1 in the hands of one who does not worship Ell) 



Special Abilities and Feats

Blind-Fighting (Ellish sphere ability)
Greater Turning (Thought sphere ability) 

Silent Spell (feat)
Still Spell (feat)
Extra Turning (feat)
Weapon Focus: Morningstar (feat) 
Craft Wand (feat)

Dreamwalking
Protective Sleep - 1/day, causes the target to fall into a deep sleep for 15 minutes.  During this time, no harm can come to the target from either physical or magical means.  Cannot be cast on unwilling targets.
Cloak of Night  - Can only be cast outdoors, in light no greater than twilight.  Makes up to 12 targets invisible for up to 2 minutes per level.  Targets must stay within 15' of the caster, or they become visible; they cannot become invisible again by moving back toward the caster.  If anyone in the group attacks, all targets immediately become visible. Usable once per day. 
 


Skills (26 Total Points)    Max Ranks: 14/7
(8+2+2+2+2+2+2+2+2+2+2+2) = 30

Skill
Total
Class
(un)
Ability
Spent
Rank
Spec.
Ab. Adj.
Race
Item
Synergy
Alchemy
 
 
 
INT
 
 
 
 
 
 
 
Animal Empathy
 
 
 
CHA
 
 
 
 
 
 
 
Appraise
-1
 
y
INT
 
 
 
-1
 
 
 
Balance
+3
 
y
DEX
 
 
 
+3
 
 
 
Bluff
+0
 
y
CHA
 
 
 
 
 
 
 
Climb
+0
 
y
STR
 
 
 


 
 
Concentrate
+12
C
y
CON
9
9

+3
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Decipher Script
 
 
 
INT
 
 
 
 
 
 
 
Diplomacy
+1
C
y
CHA
1
1
 
 
 
 
 
Disable Device
-1
 
y
DEX
 
 
 
-1
 
 
 
Disguise
+0
 
y
CHA
 
 
 
 
 
 
 
Escape Artist
+3
 
y
DEX
 
 
 
+3
 
 
 
Forgery
-1
 
y
INT
 
 
 
-1
 
 
 
Gather Info
+0
 
y
CHA
 
 
 
 
 
 
 
Handle Animal
 
 
 
CHA
 
 
 
 
 
 
 
Heal
+6
C
y
WIS
2
2
 
+4
 
 
 
Hide
+3
 
y
DEX

 
 
+3

 
 
Innuendo
 
 
 
WIS
 
 
 
 
 
 
 
Intimidate
+0
 
y
CHA
 
 
 
 
 
 
 
Intuit Direction
 
 
 
WIS
 
 
 
 
 
 
 
Jump
+0
 
y
STR
 
 
 


 
 
KS: Dream 
+1
C
 
INT
2
2
 
-1
 
 
 
KS:


 
INT


 

 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
Listen
+4

y
WIS



+4

 
 
Move Silently
+5
 
y
DEX
 
 
 
+3
+2
 
 
Open Locks
 
 
 
DEX
 
 
 
 
 
 
 
Perform
+1
 
y
CHA
2
1
 
 
 
 
 
Pick Pockets
 
 
 
DEX
 
 
 
 
 
 
 
Prof: Woodworking
+5
C
y
WIS
1
1
 
+4
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Read Lips
 
 
 
INT
 
 
 
 
 
 
 
Ride
+5
(no)
y
DEX
4
2
 
+3
 
 
 
Scry


 
INT


 

 
 
 
Search
-1
 
y
INT


 
-1
 
 
 
Sense Motive
+4
 
y
WIS
 
 
 
+4
 
 
 
Speak Lang.
 
 
 
 

 
 
 
 
 
Spellcraft
+4
C
 
INT
5
5
 
-1
 
 
 
Spot
+5
(no)
y
WIS
2
1

+4
 
 
 
Swim
-0
 
y
STR
 
 
 

 
 
 
Tumble
 
 
 
DEX
 
 
 
 
 
 
 
Use Magical Device
 
 
 
CHA
 
 
 
 
 
 
 
Use Rope
+3
 
y
DEX
 
 
 
+3
 
 
 
Wilderness Lore
+4
 
y
WIS
 
 
 
+4
 
 
 


 


Magic Items

Chain Shirt +3 (Mokad & Co.) - A shirt of fine steel rings.

Pin of Poison Resistance (gift from the Stormknights) - A red and gold pin in the shape of a sword.  It grants the wearer +4 on saves vs. Poison. 

Holy Morningstar of Stunning Crit, +4 (Balani Peninsula) - A morningstar with a black head; all of the spikes on the ball are black, except for four, which are white.  On a critical hit, this weapon does an extra 3d6 damage, and L or smaller creatures must make a Fort Save DC 15 or be stunned one round.  It is +4 only for Clerics of Ell.

Holy Shield, +1 - A black wooden shield with three small inverted white triangles.  A Cleric of Ell can use it cast Daylight and Deeper Darkness, each once per day.

Potion of Clairaudience/Clairvoyance (from Abernathy)

Pink-and-Green Swirled Ioun Stone (Repose) - A round, pink-and-green stone the size of a marble.  It grants a +2 Enhancement bonus to Charisma.

Ring of Free Action (Repose) - A simple silver band that feels slick, almost wet, but fits snugly.  The wearer is constantly affected as if by the Freedom of Movement spell, which grants immunity to Hold, Web, Paralysis, etc.

Earcuff of Translation (Gift from the Spire) - A small, ring-shaped bronze earcuff.  It allows the wearer to speak and understand one language.  Once set to a particular language, it cannot be reset to another language. 

Javelin +1, Returning (Zhamir) - A black wooden javelin with a sharpened bone point.  It returns to the thrower just before the start of the following round.

Diamond of Recall (Zhamir) - A 4-inch-diameter gold circlet, with three interior gold spokes meeting a large blue diamond in the center. The whole thing glows with a soft golden light.  A spell caster holding this item and concentrating on it can fill an empty spell slot with any known spell of that level or lower, as a Full Round action (instead of taking the usual 15 minutes).  This item can be used once per day.

Casaban's Longbow +2 (Lapis's group) - Made from Elven bones, this bow will cause great pain and eventually damage to any good-aligned person who holds it.  (Kept at the Greenhouse)

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

Spell Scroll: Inflict Serious Wounds, Remove Blindness/Deafness, Neutralize Poison



Spells

Spheres: Thought, Darkness 
 
Spell level: 0 1 2 3 4 5 6
Base 5+1 4+1 4+1  3+1  3+1 2+1
Bonus 0 1 1

Total 6 7 6 3 2


0 Level Spells 1st- Level Spells 2nd-Level Spells 3rd-Level Spells 4th-Level Spells
Create Water Thought Capture Detect Thoughts Memory Read Rary's Telepathic Bond
Cure Minor Wounds Endure Elements Chill Metal Searing Darkness Fire Shield
Detect Magic Bane Aid Animate Dead Air Walk
Detect Poison Bless Animal Messenger Bestow Curse Control Water
Guidance Bless Water Augury Blindness/Deafness Cure Critical Wounds
Inflict Minor Wounds Cause Fear Bull's Strength Contagion Death Ward
Light Command Calm Emotions Continual Flame Dimensional Anchor
Mending Comp. Language Consecrate Create Food & Water Discern Lies
Purify Food & Drink Cure Light Wounds Cure Moderate Wounds Cure Serious Wounds Dismissal
Read Magic  Deathwatch Darkness Daylight Divination
Resistance  Detect Evil/... Endurance Deeper Darkness Divine Power
Virtue Detect Undead Enthrall Dispel Magic Free Action

Divine Favor Find Traps Glyph of Warding Giant Vermin

Doom Gentle Repose Helping Hand Greater Magic Weapon

Endure Elements Hold Person Inflict Serious Wounds  Imbue w/Spell Ability

Entropic Shield Inflict Moderate Wounds  Invisibility Purge Inflict Critical Wounds

Inflict Light Wounds Lesser Restoration Locate Object Lesser Planar Ally

Invisibility to Undead Make Whole Magic Vestment Neutralize Poison

Magical Stone Remove Paralysis Magic Circle vs. Evil/...  Poison

Magic Weapon Resist Elements Meld into Stone Repel Vermin

Obscuring Mist Shatter Neg. Plane Protection Restoration

Protection from Evil/...  Shield Other Obscure Object Sending 

Random Action Silence Prayer Spell Immunity

Remove Fear Slow Poison Prot. from Elements Status

Sanctuary Sound Burst Remove Blind/Deaf Summon Monster IV

Shield of Faith Speak with Animals Remove Curse Tongues

Summon Monster 1 Spiritual Weapon Remove Disease


Summon Monster II Searing Darkness


Undetectable Alignment Speak with Dead


Zone of Truth Speak with Plants



Stone Shape



Summon Monster III



Water Breathing



Water Walk



Wind Wall

 
5th-Level Spells 6th-Level Spells


Nightmare Mind Fog


Flame Strike Chill Seeds


Atonement Animate Objects


Break Enchantment Antilife Shell


Commune Banishment


Dispel Evil Blade Barrier


Ethereal Jaunt Etherealness


Flame Strike Find the Path


Greater Command Forbiddance


Hallow Geas/Quest


Healing Circle Greater Dispelling


Insect Plague Greater Glyph of Warding


Mark of Justice Harm


Plane Shift Heal


Raise Dead Heroes' Feast


Righteous Might Planar Ally


Scrying Summon Monster VI


Slay Living Wind Walk


Spell Resistance Word of Recall


Summon Monster V



True Seeing



Wall of Stone