Ruins of Adventure
Tom is a head taller than most men, with light brown hair, green eyes, and a curly brown beard.
Tom is very tall. He is an imposing figure that can often make other people back down.
Tom was born in the northern lands of Damara. He apprenticed as a stonemason and architect, and eventually became a “Holy Builder”—one of Gond’s craftsman-priests (he glorifies his god through the work of his hands, rather than prayers or proselytizing.) He has worked on a variety of buildings, ranging from small homes to the cathedral of Ilmater in Helgabal. His dream is to one day serve as “Master Builder” (chief architect and mason) for a great cathedral.
When he was around his early twenties he worked on a small parish church of Tyr owned by his wife’s, Agnes, Father who was the priest in the town. Agnes would often talk to him as he worked on the northern wall which had crumbled, and they built up a relationship. They had five children, a son Alfred, now an apprentice smith in Bloodstone VIllage, a girl called Matilda who had died when she was two years old, a child who was born dead who Tom had wanted to call Harold, and a daughter, Martha, now age ten.
Tom’s last job was building a manor house for a young noble in the lands of Vaasa. He enjoys making something so simple, but dreams of designing a cathedral. His work was interupted by the arrival of a squire, who told him that the house is to be decommissioned, due to the fact that the young lord they were building it for, marriage had been cancelled, and as such he has no need for it anymore. Suddenly without work, with winter approaching, Tom, Agnes, and Martha began the long migration south, across the Galena Mountains and into Thar and the Moonsea, looking for work.
Agnes died during the birth of their last child, Jonathan, while they were traveling through Thar. Miles from the nearest town, on foot, in winter, Tom had no way to feed the infant and was forced to leave him exposed to the elements to die. Tom and Martha traveled on to Glister, where he managed to feed them through the winter by selling small miracles, and where he heard of the reclamation of Phlan and, more importantly, of the Bishop of Tyr moving the seat of his diocese back to the ancient city.
When the winter snows broke, Tom and Martha traveled to Phlan, where Tom hoped to find work on the restoration of the city and, hopefully, in building a new Cathedral to Tyr. Sadly, when they arrived, he found the city still mostly overrun with monsters, the port closed, the church of Tyr already built, and a number of Gondsmen already present. He worked for a month finishing a house for a merchant—enough to pay for simple lodgings for himself and Martha, and to pay to apprentice Martha as a shop-girl at the grocer’s.
Rather than continue to struggle to find work as a mason, Tom has decided to try to join one of the many groups of adventurers in the town. He is sure that, once the monsters are cleared from the city, then he will certainly have work to do rebuilding.
Race: Human (41 years)
Alignment: Neutral Good
Class (level): Cleric (Specialty Priest of Gond) 3rd
Max Level: Unlimited
Cash: 3gp, 11sp, 9cp
Languages: Common, Chardic, Tharian
- Max Press 195 lbs., Open Doors 9, Bend Bars 10%, +1 Damage
- Weight Allowance 55 lbs.
- Muscle: 16
- Aim: 10
- +1 AC
- System Shock 88%
- Hit Points: +2 per die
- Resurrection Survival 96%
- Health: 14
- Reason: 12
- Knowledge: 14
- 2 bonus 1st and 2nd level spells per day
- +10% Experience
- +1 saves vs. Enchantment
- Intuition: 16
- Max 7 Henchmen, +3 loyalty
- Appearance: 8
- Leadership: 15
Hit Points: 26
AC: 15 (1 Dex, 3 armor, 1 shield)
- Stone-Setting Hammer: 3 attacks every 2 rounds
- +2 attack
- 1d6+4 damage
- 1d6+4 damage vs. large creatures
- 10 initiative
- Bludgeoning damage
Saves: (must get number or greater on 1d20)
- Paralyzation/Poison/Death Magic: 10
- Rod/Staff/Wand: 14
- Petrification/Polymorph: 13
- Breath Weapon: 16
- Spell: 15
- Initiative: +2 penalty
- Surprise: +0
- NPC Reaction: +0
Weapon Proficiencies: (-2 non-proficiency penalty)
- Clubbing Weapons Group
- Stone-setting Hammer (Specialized)
Non-Weapon Proficiencies: (roll number or less on 1d20)
|Modern Languages (Common)||13||FIshing||15|
|Modern Languages (Chardic)||13||Healing||14|
|Modern Languages (Tharian)||13||Survival (Arctic)||13|
|Reading/Writing (Common)||14||Rope Use||13|
Non-Weapon Proficiency Groups:
- General, Priest
- Any Armor or Shields.
- Any Bludgeoning
- Height: 6 feet, 8 inches
- Weight: 240 lbs.
- Age: 41 years
Priest Spells: Caster level 3rd
- Major Spheres: All, Combat, Creation, Divination, Elemental (all), Guardian, Numbers, Summoning, Time, Wards
- Minor Spheres: Charm, Healing, Thought
- 1st level: 4/day
- Prepared: Weapon Bless, Call Upon Faith
- Used: Sacred Guardian (cast on Martha every day before leaving), Regenerate Light Wounds (also cast on Martha every day before leaving)
- 2nd level: 3/day
- Prepared: Fortifying Stew (to stretch their food budget), Nap (work longer), Wieldskill
- 1st level: Analyze Balance, Anti-Vermin Barrier, Banish Flame, Beneficence, Bless, Blood Bond, Calculate, Call Upon Faith, Calm, Ceremony, Cleanse, Combine, Create Air, Create Water, Cure Light Wounds, Curse of Tongues, Deep Breath, Detect Balance, Detect Disease, Detect Evil, Detect Harmony, Detect Magic, Detect Metals and Minerals, Detect Poison, Detect Predator, Detect Untruth, Discern Elven Influence, Divining Rod, Elemental Bonding, Empathy, Find Water, Firelight, Hibernate, Know Age, Know Faction, Know History, Know Time, Light, Log of Everburning, Magical Stone, Om, Omen, Orison, Personal Reading, Precipitation, Purify Food & Drink, Purify Self, Purify Water, Read Languages, Regenerate Light Wounds, Remove Fear, Sacred Guardian, Sanctify Ghi, Scribe, Sense Direction, Trance, Treasure Scent, Weapon Bless, Weighty Chest, Wind Column
- 2nd level: Arm Hammers, Augury, Channel Stench, Chant, Clear Water, Clues of Ash, Coat of Mist, Commune with Lesser Spirits, Create Spring, Crystallize, Cure Moderate Wounds, Death Talisman, Detect Charm, Detect Life, Detect Psionic Use, Draw Upon Holy Might, Dust Devil, Enhance Turning, Find Traps, Fire Trap, Flame Blade, Fortifying Stew, Frisky Chest, Gloom, Hailstone, Heat Metal, Hesitation, Holy Symbol, Idea, Iron Vigil, Know Alignment, Know Intent, Know Language, Mind Read, Moment, Music of the Spheres, Mystic Transfer, Nap, Produce Flame, Protection from Orisons, Renewed Ability, Request, Sanctify, Silence, 15-ft. Radius, Siren Song, Slave Scent, Slow Poison, Speak with Water, Spiritual Hammer, Spring, Steal Breath, Tracking, Translate, Warning, Warp Sense, Water Witch, Watery Fist, Wave, Whispers, Wieldskill, Winds of Change, Wyvern Watch, Zone of Deception, Zone of Truth
- The settler gains a +1 bonus to attack and damage when defending his homestead (once established). In addition, he gains a +2 bonus on all proficiency checks when in a village or homestead that he has established.
- When fighting to defend his or her family, the settler gains a +2 bonus to attack and damage rolls. To gain this bonus the attacker must be in a position to physically harm the settler’s kin.
- Once the settler establishes a homestead and a village, the locals of that village respect the settler highly and provide him with information about happenings in the area. He receives a +2 reaction bonus from people and domestic animals in the village. In addition, an established village effectively guarantees that the settler will be supported in a middle-class lifestyle (so long as he sticks around and doesn’t set off to establish a new settlement).
- Characters from the Cold Lands are very well adapted to their climate. They have a +2 bonus on any saving throw they must make to escape or lessen the effects of a cold-based or ice-based attack. Any damage they suffer from such attacks is made with a -1 penalty per die rolled.
- Damarans live in a war-ravaged society, where their skills are constantly called into service. Damarans learn to fight with many types of weapons, since they never know what they will have at hand if drawn into combat. As a result, they are considered to be familiar with all weapons (effectively halving their non-proficiency penalties).
- Damarans have also cultivated an instinctive readiness for battle. They are surprised only on a roll of 1 or 2 on a d10.
- Through long hours of research, spellcasters of Damara have gained the ability to channel a prepared spell into a living creature. The process of channeling their own spell energy serves to heal the affected creature one point per spell level channeled. A spell channeled in this way is lost from the character’s memory.
- Clerics of Gond take half the time as normal to repair or build anything, including weapons and armor. This even applies to Tinker Devices for multi-class Cleric/Tinkers.
- The following non-weapon proficiencies cost only one slot for a cleric of Gond to purchase or improve: armorer, bowyer/fletcher, engineering, set snares, and weaponsmithing. Also, they gain a +2 bonus when using the proficiencies of armorer, blacksmithing, carpentry, engineering, stonemasonry, and weaponsmithing.
- Clerics of Gond can find concealed or secret doors on a roll of 1-3 on 1d6.
- Clerics can always count on assistance from temples of their faith. Assuming a local temple of the appropriate faith is available, a cleric can request and expect the following aid (and perhaps more):
- Safe haven, food, and board within the temple. In exchange, the cleric is expected to help the other clergy present. This hospitality is automatically extended to as many companions as the priest has levels. (A generous and gracious temple may extend it to anyone.)
- A loan. Moneys borrowed may equal up to twice the cleric’s level times a hundred (in gold pieces). The loan must be repaid within 30 days.
- Muscle. An cleirc may request the services of a number of 1st-level fighters equaling twice the priest’s level. All fighters will be equipped with chain mail and the traditional weapon of their faith (i.e. warhammers for Tyr or battle axes for Tempus). The time of service cannot exceed the cleric’s level in days, and the purpose of the mission should somehow advance the cause of the priest’s faith.
- A cleric assistant of the same faith. The helper’s experience level equals half that of the priest served, rounded down; up to a maximum of 4th level. The assistant may be kept for up to one week per level of the priest before having to leave.
- Upon reaching 8th level, the cleric automatically attracts a fanatically loyal group of believers, provided the character has established a place of worship of significant size. The cleric can build this place of worship at any time during his career, but he does not attract believers until he reaches 8th level. These followers are normal warriors, 0-level soldiers, ready to fight for the cleric’s cause. The cleric attracts 20 to 200 (2d10 x10) of these followers; they arrive over a period of several weeks. After the initial followers assemble, no new followers trickle in to fill the ranks of those who have fallen in service. The DM decides the exact number and types of followers attracted by the cleric. The character can hire other troops as needed, but these are not as loyal as his followers.
- At 9th level, the cleric may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent. Obviously, the stronghold must contain all the trappings of a place of worship and must be dedicated to the service of the cleric’s cause. However, the construction cost of the stronghold is half the normal price, since the work has official sanction and much of the labor is donated. The cleric can hold property and build a stronghold any time before reaching 9th level, but this is done without church sanction and does not receive the benefits described above.
- Clerics of Gond cannot turn undead.
- They are so constantly distracted by devices around them that they suffer a +2 penalty to their initiative rolls.
- Once a settler has established a village, he doesn’t have a lot of free time. Locals ask him for help with all their problems, ranging from bandit raids to a child lost in the woods. In addition, the settler, as the village founder, must spend at least one day each week attending to village matters: listening to grievances, mediating disputes, finding lost livestock, tending animals, offering advice on crops, etc. If he misses a week, his reaction bonus drops by 1 point (minimum 0) and his income declines a step (from middle class to poor to squalid) as people become less willing to deal with him. The settler can avoid these penalties if he arranges with someone else to look after the village in his absence. Obviously, the settler can always just leave and forgo both the benefits and the disadvantages associated with running a village.
- Characters of the Cold Lands suffer greatly from heat-based or fire-based attacks. Any saving throw made to escape or reduce the effects of attacks like this suffers a -2 penalty. These characters also suffer an extra point of damage per die rolled from any such attack whether or not
they successfully save against it.
- Unless the character is childless and widowed, he must set aside 20% of his earnings for his family’s welfare. Once every season (three months), characters who are married or parents must return to their land to visit their families, and bring them the money.
- Damara has little left that can be considered an organized nation. Among other things, the economy is devastated. To show this, initial equipment costs 20% more than listed prices in the DMG to account for black market prices.
- In mastering the healing arts, the people of Damara have attained an affinity for all living things. In game terms this means they suffer a -2 penalty to their saving throws against spells from the Necromancy wizard school or Necromantic priest sphere.
Encumberance: 46 lbs. (Unencumbered)
- Unencumbered: 0-55 lbs. (speed 12)
- Light Load: 56-90 lbs. (speed 9)
- Moderate Load: 91-125 lbs. (speed 6)
- Heavy Load: 126-160 lbs. (speed 5)
- Severe Load: 161-194 lbs. (speed 2)
- Max Load: 195 lbs (speed 1)