Agar Smoketallow
Galthea Starchaser
Sir Malachite
Mara Thornhill
Nolin Benholm
Stone Bear
Tao Camber
Velendo of Calphas

Splinder Camberlorn
Priggle Gembreath

TomTom Badgerclaw Raevynn Icewing
Velendo of Calphas
(updated 4/11/04)


Race Human
Class & Level  Cleric 20
Alignment Neutral Good 
Current XP 198,757
XP for next 210,000


Hit Points 127
Base Move 30' 

(+) Ability Score Adj.   Save Base Ability Feat Other TOTAL

Strength 6 -2   Fortitude +12 +2 +2  +1 +17*
(+1) Dexterity 15 +2   Reflex +6 +2 +2 +1 +11
(+1) Constitution 14 +2   Will +12 +8 +2 +1 +23
(+1) Intelligence 15 +2              
(+2) Wisdom 27 (21) +8   Initiative   +2 +4   +6

Charisma 13 (9) +1              


Explanation of "Other" above: permanent resistance
Additional Ability Check Modifiers: (none)
Additional Saving Throw Modifiers: +4 on saves vs. poison (Ioun Stone); -6 on saves vs. disease (curse)


Armor Type: Bracers of Armor +6, Large Shield +5                  Armor Penalties: -2 Check

AC =   10 +   Size + Dex + Arm + Shld + Other
26 = 10  +  0  +  2  +  6  +  7  +   1

Explanation of "Other" Above: Dodge feat
Additional Armor Class Modifiers: Torque of Flashforward: +1 AC for 2 hours/day.


Attack Adjustments:
+15/+10/+5 (BAB) 
-2 (melee weapons only: Str.)
+2 (ranged weapons only: Dex.) 

Damage Adjustments:
-2 (melee or thrown) 
 
 
WEAPON CRITICAL RANGE (missile) Attack Adj. Damage
Holy Shield (+1 as weapon)  20, x2    +14/+9/+4 1d6-1
Staff of Kord, +2 20, x2
+15/+10/+5  1d6



Special Abilities and Feats

(FEATS)
- Improved Initiative: +4 on Initiative Rolls
- Dodge: +1 dodge bonus to AC.
- Great Fortitude:  +2 on all Fortitude Saves.
- Iron Will: +2 on all Will Saves.
- Lightning Reflexes: +2 on all Reflex Saves
- Spell Penetration: +2 on level checks to overcome spell resistance. 
- Extra Turning: Can attempt to Turn Undead 4 extra times per day.
- Leadership

(CLERIC ABILITIES)
- Cleric spell domains: Earth, Wall
- Turn Undead (8 times per day); can turn (2d6+level+CHA mod) HD of undead per attempt
- Protection from Evil, 1/week/level
- Sanctuary, 1/day
- Wall of Calphas, 1/day  (as Wall of Force, but shapable)
- Create bricks (at will)
- Turn Air Creatures (Earth Domain ability)
- Control Earth Creatures (Earth Domain ability)
- Grant +20 to next Saving Throw, 1/day (duration: 1 hour)  (Wall Domain ability)

(OTHER ABILITIES)
- Disbelief: approx. once per 3 months  (Can disbelieve some event or object, and cause it not to exist or to have happened.  Only works for self. Granted by the Queen of Faerie)



Skills (109 Total Points)    Max Ranks: 23/11.5
(16+4+4+5+5+5+5+5+5+5+5+5+5+5+5+5+5+5+5+5)

(skills in italics suffer armor/shield check penalty)

 
Skill
Total
Class
(un)
Ability
Spent
Rank
Spec.
Ab. Adj.
Race
Item
Synergy
Appraise
+2
 
y
INT
 
 
 
+2
 
 
 
Balance
+2
 
y
DEX
 
 
 
+2
 
 
 
Bluff
+1
 
y
CHA
 
 
 
+1
 
 
 
Climb
-2
 
y
STR
 
 
 
-2

 
 
Concentrate
+35
C
y
CON
23
23

+2
 
+10 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Decipher Script
 
 
 
INT
 
 
 
 
 
 
 
Diplomacy
+21
C
y
CHA
20
20
 
+1
 
 
 
Disable Device
+2
 

DEX
 
 
 
+2
 
 
 
Disguise
+1
 
y
CHA
 
 
 
+1
 
 
 
Escape Artist
+2
 
y
DEX
 
 
 
+2
 
 
 
Forgery
+2
 
y
INT
 
 
 
+2
 
 
 
Gather Info
+1
 
y
CHA
 
 
 
+1
 
 
 
Handle Animal

 

CHA
 
 
 

 
 
 
Heal
+24
C
y
WIS
16
16
 
+8
 
 
 
Hide
+2
 
y
DEX
 
 
 
+2

 
 
Intimidate
+1
 
y
CHA
 
 
 
+1
 
 
 
Jump
-2
 
y
STR
 
 
 
-2

 
 
KS: Religion 
+16
C
 
INT
14
14
 
+2
 
 
 
KS: Architecture/Engineering 
+8
C
 
INT
6
6
 
+2
 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
Listen
+8

y
WIS



+8

 
 
Move Silently
+2
 
y
DEX
 
 
 
+2

 
 
Open Locks
 
 
 
DEX
 
 
 
 
 
 
 
Perform
+1
 
y
CHA
 
 
 
+1
 
 
 
Prof: Cook
+9
C
y
WIS
4
4
 
+5
 
 
 
Ride
+5
 
y
DEX
6
3
 
+2
 
 
 
Search
+2
 
y
INT


 
+2
 
 
 
Sense Motive
+11
 
y
WIS
6
3
 
+8
 
 
 
Sleight of Hand



DEX







Speak Lang: Dwarvish
 
 
 
 (none)
2
1
 
 
 
 
 
Spellcraft
+10
 
 
INT
8
8
 
+2
 
 
 
Spot
+8
 
y
WIS



+8
 
 
 
Survival
+8
 
y
WIS
 
 
 
+8
 
 
 
Swim
-2

y
STR



-2



Tumble
 
 
 
DEX
 
 
 
 
 
 
 
Use Magical Device
 
 
 
CHA
 
 
 
 
 
 
 
Use Rope
+4
 
y
DEX
4
2
 
+2
 
 
 




Magic Items

Holy Shield of Calphas +5: This large shield is made of solid stone, but is as light as balsa wood to worshippers of Calphas.  Faith can be channeled into the Shield to make it Immovable.  Currently inhabited by the spirit of St. Morak, which grants worshippers of Calphas a wisdom bonus of between +2 and +6, depending on how long it’s been wielded.  It is also Velendo’s holy symbol. 

Necklace of Iron Body: putting on this necklace casts Iron Body on the wearer, as by a 15th level wizard.  Usable 1/day.  (Currently loaned to Mara)

Bracers of Armor, +6

Mindlink Headband: Allows mental communication for about an hour with others wearing similar headbands.

Rod of Authority: adds +4 to effective character level when turning undead.

Ioun Stone of Protection from Poison: A pale green Ioun Stone that grants +4 on saves vs. poison

Clasp of the Crown Eternal: A cloak pin that can be used to signal anyone else also wearing a Clasp.  It conveys the identity, direction, and approximate distance to the person signalling.

Rod of Security: Takes people to a small enclosed valley in Haven, the plane of Calphas’ afterlife.

Scroll of Restoration

Scroll of Scry

Rod of Thunder & Lightning: A wooden staff of Kord that also functions as a +2 Staff.  It has these powers:

  "Varak" Strikes as a +3 light mace, and a struck opponent is Stunned (DC13 Fort Save)  (1/day)
  "Torom" When a foe is struck, staff does normal damage for a +2 light mace, +2d6 electricity damage.  Even if the foe isn’t struck, it still does 2d6 electricity damage if the to-hit roll was good enough for a touch attack.. (1/day)
  "Quoris"  Thunderclap, as a Shout spell (DC14 Fort Save, 2d6 sonic damage, target deafened 2d6 rounds) (1/day)
  "Nothros" Lightning Bolt, 9d6 damage, DC14 Ref Save for half, 5’ x 200’ (1/day)
  "Ashantir"  As Quoris and Nothros, with 1’s and 2’s counting as 3’s on the damage dice.  (1/week)

Gargoyle of Warding (in the church of Calphas in Rampart)

Rod of the Python (loaned to Rockland, in the Shrine in the Greyflames)

Wand of Maximized Dispel Magic   O   O   (2 charges remaining) 

Tree Token: Can be turned into a large tree.  Usable once.  (loaned to Proty)

Cloak of Charisma +4 (gift from the Church of Psorga)

Torc of Combat Precognition: +1 Insight Bonus to AC, usable 2 hours/day (crafted by Tom-Tom)

Crystal Belt of Concentration: +10 to Concentration Checks

Grimrod:  Can Maximize any spell 6th level or lower, 3/day; also can Quicken any spell 6th level or lower, 1/day.

Necklace of Water Breathing: 1/day, lasting an hour

Boots of Flying: Can fly as the spell for 2 hours per day; not necessarily continuous.

Ring of Darkvision

Ring of Second Chances: Will automatically cast heal on the wearer if they drop below 10% of their maximum hit points.  Only works once per person, period.

Talisman of the Lizard: A silver lizard with gems for eyes, this allows the wearer to use a Turning attempt to cast any cure spell at short range, rather than touch.  Casting in this way is a full round action.

Nymph Orb: A candle that when lit, and the smoke allowed to spread, can be used to cast a powerful mass suggestion.

Cube of Force:  (as in the DMG, but immobile while in use)

Velendo has a contingency cast upon him such that if he is ever paralyzed, held, or otherwise incapacitiated in a way that it would reverse the effect, a freedom of movement spell will affect him.

His Rod of Thunder & Lightning also serves as a spellstaff, holding the spell mass heal.

By using miracle, Velendo has cast permanency, to give himself arcane sight and resistance.





Magic Item Slots

Headband/Hat/Helmet: Mindlink Headband
Lenses/Goggles:
Cloak/Cape/Mantle: Cloak of Charisma +4
Jewelry:  Torque of Combat Precognition  (Alt: Necklace of Water Breathing)
Armor:
Shield: Holy Shield of Calphas +5 (also +6 WIS)
Robe:
Vest/Shirt:
Bracers:   Bracers of Armor +6
Gloves/Gauntlets:
Rings: Darkvision, Second Chances
Belt:   Belt of Concentration
Boots: Boots of Flying



Spells

Spheres: Wall, Earth
 
Spell level: 0 1 2 3 4 5 6 7 8 9
Base 5+1 5+1 5+1  5+1  5+1 4+1 4+1 4+1 4+1
Bonus 0 2 2 1 1
1
1
0
Total 6 8 8 7 6
6 6 5
0 Level Spells 1st- Level Spells 2nd-Level Spells 3rd-Level Spells 4th-Level Spells
Create Water Wall of Fog Wind Wall Wall of Light Wall of Ice
Cure Minor Wounds Magic Stone Soften Earth & Stone Stone Shape Spike Stones
Detect Magic Bane Aid Bestow Curse Air Walk
Detect Poison Bless Align Weapon Blindness/Deafness Control Water
Guidance Bless Water Augury Continual Flame Cure Critical Wounds
Inflict Minor Wounds Cause Fear Bull's Strength Create Food & Water Death Ward
Light Command Bear's Endurance
Cure Serious Wounds Dimensional Anchor
Mending Comp. Language Calm Emotions Daylight Discern Lies
Purify Food & Drink Cure Light Wounds Consecrate Deeper Darkness Dismissal
Read Magic  Detect Evil/... Cure Moderate Wounds Dispel Magic Divination
Resistance  Detect Undead Darkness Glyph of Warding Divine Power
Virtue Divine Favor Delay Poison Helping Hand Freedom of Movement 

Doom Eagle's Splendor Inflict Serious Wounds  Giant Vermin

Endure Elements Enthrall Invisibility Purge Greater Magic Weapon

Entropic Shield Find Traps Locate Object  Imbue w/Spell Ability

Inflict Light Wounds Gentle Repose  Magic Circle vs. Evil/.. Inflict Critical Wounds

Invisibility to Undead Hold Person Magic Vestment Planar Ally, Lesser

Magical Stone Inflict Moderate Wounds Meld into Stone Neutralize Poison

Magic Weapon Make Whole
Obscure Object  Poison

Obscuring Mist Owl's Wisdom Prayer Repel Vermin

Protection from Evil/... Remove Paralysis Prot. from Energy Restoration

Remove Fear  Resist Energy Remove Blind/Deaf Sending 

Sanctuary Restoration, Lesser Remove Curse Spell Immunity

Shield of Faith Shatter Remove Disease Summon Monster IV

Summon Monster 1 Shield Other Searing Light Tongues


Silence Speak with Dead Unfailing Endurance


Sound Burst Stone Shape


Spiritual Weapon Summon Monster III


Status Water Breathing


Summon Monster II Water Walk


Undetectable Alignment
Wind Wall


Zone of Truth













 
5th-Level Spells 6th-Level Spells 7th-Level Spells 8th-Level Spells 9th-Level Spells
Mirrored Wall Flexible Wall Calphas' Castle Prismatic Wall Sovereign Wall
Wall of Stone Stoneskin Earthquake Iron Body Elemental Swarm
Atonement Animate Objects Control Weather  Anti-Magic Field  Astral Projection
Break Enchantment Antilife Shell Destruction Cure Critical Wounds, Mass  Energy Drain
Command, Greater Banishment Ethereal Jaunt Dimensional Lock Etherealness
Commune Bear's Endurance, Mass Holy Word Discern Location Gate
Cure Light Wounds, Mass  Blade Barrier Inflict SW, Mass Earthquake Mass Heal
Dispel Evil/... Bull's Strength, Mass Refuge Firestorm Implosion
Disrupting Weapon Cure MW, Mass  Regenerate Holy Aura Miracle
Flame Strike Dispel Magic, Greater Repulsion Inflict CW, Mass Soul Bind
Hallow Eagle's Splendor, Mass Resurrection Planar Ally, GreaterI   Storm of Vengeance
Inflict Light Wounds, Mass  Energy Immunity (DotF)   Restoration, Greater   Summon Monster VIII Summon Monster IX
Insect Plague Find the Path Scrying, Greater
Symbol of Death
True Resurrection
Mark of Justice
Forbiddance Summon Monster VII
Symbol of Insanity

Plane Shift Geas/Quest Symbol of Stunning


Positive Wall (VoC) Glyph of Warding, Greater Symbol of Weakness


Raise Dead Harm


Righteous Might Heal


Scrying Heroes' Feast


Spell Resistance Inflict MW, Mass



Summon Monster V Planar Ally



Symbol of Sleep Summon Monster VI



True Seeing Symbol of Fear



Wallbuilder's Retribution (Voc)
Symbol of Persuation




Undeath to Death




Wind Walk




Word of Recall



Wall Domain
 

Wall of Fog
Conjuration (Creation) 
Level: 1
Components: V, S
Casting Time: 1 action
Range: Close (25’ + 5’/2 levels)
Effect: A wall 20’ high, 10’ wide, and up to 90’ long
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
  This spell creates a wall of misty vapors, that is stationary once created.  The vapors are opaque, and obscure all sight, including darkvision, beyond 5 feet.  A creature 5 feet away has one-half concealment (attacks have a 20% miss chance).  Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
  A moderate wind (11+ mph), such as from the gust of wind spell, disperses the wall in 4 rounds.  A strong wind (21+ mph) disperses the wall in 1 round.  A fireball, flame strike or similar spell burns away the wall in the explosive or fiery spell’s area.  A wall of fire burns away the wall of fog in the area into which it deals damage.
  This spell does not function underwater.
 

Wind Wall 
Evocation 
Level: 2
  This is the same as the spell found in the PH, p. 273
 

Wall of Light
Conjuration (Creation) 
Level: 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25’ + 5’/2 levels)
Effect: Wall whose area is up to one 10-ft. square/level.
Duration: 1 minute/level (D)
Saving Throw: see below
Spell Resistance: Yes
  This spell creates a vertical, opaque barrier of pure white light.  Objects and spells pass freely through the barrier, but any living creature that passes through it becomes blinded for 1 round/2 caster levels, Fort Save for half duration.  Creatures otherwise immune to blindness are also immune to the effects of this spell. 
  When created, the Wall of Light will "form-fit" around solid obstructions and living creatures, and "fill itself in" if those obstructions are removed.
 

Wall of Ice
Evocation (Cold)
Level: 4
  This is the same as the spell found in the PH, p. 270

Mirrored Wall
Evocation [Force] 
Level: 5
Components: V, S, DF
Casting Time: 1 action
Range: Close (25’ + 5’/2 levels)
Effect: Wall whose area is up to one 10-ft. square/level or a hemisphere with a radius of up to 1’/level
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
  This spell is identical to a Wall of Force, except that one side (typically the side facing away from the caster) is mirrored, such that creatures cannot see through it.  Viewed from the other side, the Mirrored Wall is transparent.

Flexible Wall
Evocation [Force] 
Level: 6
Components: V, S, DF
Casting Time: 1 action
Range: Close (25’ + 5’/2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
  This spell is similar to a Wall of Force, but it can be of any shape the caster desires, as long as the total surface area does not exceed 100 square feet per caster level.  Also, it will interpenetrate any non-living matter, and "form-fit" any living plant matter, allowing it to be cast in a dense jungle, under water, etc.  If any obstructions present at the time of casting are subsequently removed, it will create corresponding gaps in the Wall. 
  The Flexible Wall must be continuous.
 

Calphas’s Comfortable Castle
Conjuration (Creation)
Level: 7

  This spell is in all ways identical to the spell Mordenkainen’s Magnificent Mansion (PH p. 230)
 

Prismatic Wall
Abjuration
Level: 8

  This spell is in most ways identical to the spell Prismatic Wall as described in the PH (p.238). The only difference is that, if the Indigo save is failed, the victim’s alignment is changed to NG and he/she becomes a devout worshipper of Calphas.  The same spells can cure this effect as can cure the Insanity spell.

Sovereign Wall
Evocation [Force]
Level: 9

  As Flexible Wall above, with the following differences:
- The area is up to 20’ square per caster level.
- It cannot be affected by a Disintegrate spell. 
- It lasts for 2 hours per caster level, and during that time can only be removed by a Wish, a Sphere of Annihilation , or Mordenkainen’s Disjunction
- If any physical obstructions or creatures occupy the space of the Sovereign Wall when it is cast, and are subsequently removed, it will "fill itself in."
- If the Sovereign Wall is used to completely seal off an area, that area cannot be entered via Teleport, Dimension Door , or similar means. As with a Wall of Force, it blocks ethereal creatures as well.

The caster can spend 300 XP at the time of casting to make a Sovereign Wall permanent.
 



Other Researched Spells
 

Positive Wall 
Abjuration (Good) 
Level: Clr 5 
Components: V,S,DF 
Casting Time: 1 Action 
Range: Close (25 ft.' + 5 ft./2 levels) 
Effect: A wall whose area is up to one 10-ft. square per level 
Duration: 1 minute/level (D) 
Saving Throw: special (see below) 
Spell Resistance: No 

A Positive Wall spell creates a faintly-visible but translucent wall of Positive Energy, whose shape is determined by the caster at the time of casting. Once placed, the Positive Wall is fixed in place, is immune to damage of all kinds, and is totally unaffected by most spells (see below), including Dispel Magic.  Any spell effect which destroys a Wall of Force also destroys a Positive Wall

A Positive Wall only hedges undead creatures; all non-undead creatures, as well as all objects (including missile weapons) and most spells, are unaffected by the Wall in any way. Even incorporeal undead, such as Ghosts or Shadows, cannot pass through a Positive Wall.  Only spells and spell-effects from the Necromancy school are blocked by the wall.  Non-Necromancy spells pass freely through the wall in either direction, even if cast by an undead creature. This means that a Vampire, for instance, could cast Lightning Bolt through the Wall, or even Teleport from one side to the other, but could not cast Enervation through the Wall.

Any undead whose Hit Dice are equal to or higher than the caster may make a Will Save to ignore a Positive Wall.  Each such undead only makes this save once, upon first contacting the Wall: if it succeeds, it ignores the Wall from then on. If it fails, the Wall affects it for the duration. Even if an Undead Creature makes this save, it still cannot cast Necromantic spells through the Wall. 

Any non-undead creature engaged in melee combat with an undead creature, and who is standing in the same square as any part of a Positive Wall , has the equivalent of one-half cover. He or she gains a +4 cover bonus to AC, and a +2 cover bonus to Reflex Saves made against Necromantic spells. 

The Cleric can, if desired, form the Wall into a hemisphere with a radius of up to 1 foot per level.  The Positive Wall must be continuous and unbroken when formed, though it can be made to curve around obstacles if possible. If its surface is broken by any creature or object at the time of casting, the spell fails. 


Wallbuilder's Retribution

Abjuration 
Level: Clr 4 
Components: V,S,DF 
Casting Time: 1 Action 
Range: Close (25 ft.' + 5 ft./2 levels) 
Targets: Up to three creatures, no two of which can be more than 30 ft. apart 
Duration: 1 minute/level 
Saving Throw: None 
Spell Resistance: Yes (see below) 

Wallbuilder's Retribution can be cast on up to three creatures friendly to the caster.  The targets become surrounded by a faint golden aura made up of hundreds of tiny bricks.  The effect of the spell is different when cast one one target than when cast on two or three.

If cast on a single target, who is a worshipper of Calphas the Wallbuilder:
If the target is atatcked and damaged by a hostile and minimally intelligent foe (including by spells which target the spell recipient), a spray of golden shards will fly from the point of impact and strike the attacker.  These shards can travel up to 25 ft. + 5 ft per 2 caster levels, doing an amount of damage equal to what would normally have been inflicted by the attack.  In addition, the victim of the attack takes only half damage.

If cast on two or three targets:
As above, but the attacker only takes half as much damage as it deals, and no damage to the spell recipient is prevented.

The attacker must have at least minimal intelligence, and have willful intent to harm.  The spell does not work, for instance, against a mindless monster protecting its territory, or a person who is being compelled to attack by a domination spell.  The spell will also fail if the target instigates a combat for no reason other than personal gain.  (If the target breaks into a house with the intent to rob it, and the owner fights back, the spell will fail.  If the target is breaking into the stronghold of a known enemy and attacks the enemy guard, the spell will function normally.

There is no saving throw against the damage done by the spell.  If a creature attacking a spell recipient has Spell Resistance, it must be checked each time the spell would deal damage.



Typical day's complement of spells:

0): cure minor wounds x 3, purify food & drink, detect poison, clean,
1): wall of fog, bless, comprehend languages, command x2, detect evil, obscuring mist, shield of faith
2): soften earth & stone, aid, augury, hold person, remove paralyisis 
3): stone shape, blindness/deafness, daylight, invisibility purge, prayer, remove disease, searing light x2
4): wall of ice, dim. anchor, restoration, sending, freedom of movement, neutralize poison, tongues,  [open slot]
5): mirrored wall, dispel evil x2, greater command, flame strike, plane shift, true seeing
6): flexible wall, dispel magic (greater), energy immunity (x3), heal
7): Calphas' comfortable castle, ethereal jaunt, word of recall, wind walk (x2), heal
8): iron body, holy aura, firestorm, holy word, [open slot], [open slot]
9): sovereign wall, miracle (x2), mass heal, gate

(several 7th and 8th level spell slots are filled with lower level spells)