Ruins of Adventure
A halfling novice in the Temple of Tyr in Phlan who is strangely rabbit-like in her mannerisms.
Ryesha (Rye to Winona) is a tall (for a halfling) halfling woman, standing more than three and a half feet, with fair skin, light hair, and a slightly upturned nose. Rye is in her mid-twenties, making her an “irresponsible tween” by halfling standards, still several years from the traditional coming of age for her kind, but several years older than Winona who serves as her teacher in the faith. She enjoys fabric arts and has embroidered rabbits on all of her priestly robes (in white thread so that they do not show up unless you look closely). She also has a white rabbit tattooed on each of her forearms.
Kit: Totem Sister (Rabbit)
Alignment: Lawful Good
Next Level: 1500
Max Level: 9th
Hit Points: 7
Armor Class: 10
Base Attack Bonus: +0
- Paralyzation/Poison/Death: 10
- Rod/Staff/Wand: 10
- Petrification/Polymorph: 13
- Breath Weapon: 16
- Spells: 11
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Throwing Knife||2||+1||1d3||1d2||2||10 / 20 / 30|
Non-Weapon Proficiencies: General, Priest, Warrior
|Language (Common)||15||Veterinary Healing||12|
|Detect Sloping Passage||18||Light Sleeping||16|
|Determine Direction Underground||14||Bulwark||17|
|Artistic Ability (embroidery)||14||Religion||14|
|Artistic Ability (quilting)||14||Law||14|
- Halfling traits
- Runecasting: 1 activated rune at a time. Save vs. Spells to activate.
- Catch Rune: (2d20 minutes to craft) This rune must be tooled onto the palms of a pair of leather gloves. Once activated, the rune functions for 24 hours. When worm, the wearer can try to catch any weapon thrown at him (spears, knives, axes, etc.) by making a saving throw vs. death. If successful, he catches the weapon and suffers no damage from that attack. If the attempt fails and the attack succeeds, he suffers one extra point of damage. This rune is not effective against projectiles (such as arrows or crossbow bolts) or against large thrown objects (such as a giant’s boulder).
- Can cast Wizard spells from the Divination school as Priest spells of the same level.
- Totem Animal: Rabbit
- The Totem-sister receives a +4 bonus to any Healing, Animal Training, Animal Lore, or Animal Handling proficiency checks related to her totem animal. A Totem-sister who doesn’t have one of these proficiencies may behave as though she did when dealing with her totem animal, but does not apply the +4 bonus.
- A Totem-sister can shapechange into the form of her totem animal, as the druid’s shapechange ability, except that she does not regain hit points when shapechanging into or out of the totem form. The Totem-sister takes the form of her totem animal, including all statistics of the animal. These statistics remain the same, regardless of the priestess’s level. Any Totem-sister slain in animal form must successfully save vs. death magic or also die in her natural form. If the saving throw is successful, she does not die, but lies in a coma for 2d4 days. Rye can do this once every 3 days for a duration of 2d6 hours each time.
- A Neverwinterite’s devotion to accuracy and precision makes it difficult for the wielders of wild magic to affect these people. Whenever a character designed with this kit is forced to make a saving throw to escape the effects of a Wild Magic spell, he receives a +4 bonus to the roll.
- his same protection extends to all chaotic spellcasters. Whenever someone of chaotic alignment casts a spell at a Neverwinterite, the character receives a +2 bonus on any saving throws required by the spell.
- When a spellcaster from Neverwinter attempts to cast his spells at a being of chaotic alignment, that creatures warped thought patterns provide some measure of protection for it. Any saving throw the creature must make because of the character’s spell receives a +2 bonus.
- Characters from Neverwinter never gain increased damage when attacking from behind (regardless of class). The bonuses to attack rolls for striking from behind remain unchanged.
- Most Neverwinter adventurers went through craftsmen apprenticeships when they were adolescents. As a result, they learned useful trades and their combat training was not fully completed. Consequently, all Neverwinter characters begin with half the normal number of weapon proficiencies (round down). When the characters reach second level, they get the remaining weapon proficiency slots that they should have had as new warriors (thus warriors gain 2 slots at 1st level and 2 slots at 2nd level).
- Totem Sisters do not gain the Clerical ability to Turn Undead.
- Totem Sisters may not wear armor of any kind, or carry a shield.
- A Totem-sister may never harm an animal of the type chosen as her totem unless it is in self defense and no other non-damaging options are available. If she harms such a creature in the above manner she must atone for her sins in a manner decided by the DM. If she kills such an animal without just cause, she loses her spellcasting ability and powers permanently.
Priest Spells: as 1st-level Cleric
- Major Spheres: All, Animal, Combat, Divination, Healing, Protection, Summoning,
- Major Schools: Divination (any Wizard spell)
- Minor Spheres: Creation
- At 3rd level, the Totem-sister is able to use speak with animals at will with her totem species.
- At 5th level, the Totem-sister can charm animals of her totem species. She can affect up to 1 HD of animal per level each day. Affected creatures are allowed a saving throw vs. spells to resist the effect, as per the charm person/mammal spell.
- At 9th level, Totem-sister gains the ability to summon up to 1 HD of totem animals per level each day. If the creature has more hit dice than the priestess has levels, she may not summon one until her level equals the hit dice of the animal. The creatures serve until dismissed, slain, or 10 turns have elapsed.
Wilderness Harness (w/ Harness Knife)
8 Throwing Knives
Chemical Gloves w/ “Catch” Rune
Silver Holy Symbol of Tyr
White Robes (faintly embroidered with white rabbits)
Black Woolen Half-cape (faintly embroidered with black rabbits)
1 flask Sleep Gas
1 vial Sacred Ghi
Set of 4 biased bone dice
Plain Quilt (bundled on her back)
- 6 vials of Metaleating Acid
- 2 jars of bright red Tar Makeup
- 1 Ravager Potion
- 2 bottles of Honey Dust
- Ring of Keys
- Potion of Invulnerability
- This potion confers immunity to nonmagical weapons. It also protects against attacks from creatures (not characters) with no magical properties or fewer than 4 Hit Dice. Thus, an 8th-level character without a magical weapon could not harm the imbiber of an invulnerability potion. The potion also improves Armor Class rating by 2 classes and gives a bonus of+2 to saving throws vs. all forms of attack. Its effects are realized only when the entire potion is consumed, and they last for 5d4 rounds. Only warriors can use this potion.
- Potion of Tragic Heroism
- This potion gives a warrior a temporary increase in levels, giving him 4d10+1 temporary hit points and the ability to attack and save as if he were 4 levels higher. Its effects last just 5d6 rounds. In addition, all monsters within 20 feet of the character quaffing the potion stop whatever they are doing and attack the character. The monsters fight until they are slain or the character dies.
Cash: 0ep 0sp 0cp