Ravens Bluff, The Living City
Tepal's Private Loot Page
XP – 120795/160000(07/16/15) – Level 9
HP – 83/Armor – 29/Heal Bursts 5
CP – 28
SP – 408
GP – 2211
PP – 45
Huvard’s Handy Haversack
Trained Hvy Warhorse
MW Kit, Survival
Kit, Dungeoneering Deluxe
Silver Holy Symbol (Mystra)
Holy Symbol, Tattoo (Mystra, Forehead)
Ring, signet (Mithral) (Dwarven Hammer surrounded by stars)
Potion of Cure Serious (3d8+5) – 0
Potion of Cure Light – 2
Potion of Climbing
Potion of Levitation
Incense of Meditation (next day everybody gets max of everything)
pearl (1000 gold pieces)
Boon of Tyr (raise dead at 1/4 of price)
Wand of Cure Light Wounds (24 charges)
Wand of Cure Light Wounds (50 charges)
Wand of Lesser Restoration (46 charges)
Priest Scroll (cure light shillelagh, remove paralysis, heal at 15th level)
Mace – +2 weapon
Illumination Wand – 12 charges
Scroll Heal/Cure Critical Wounds
Scroll – a priest scroll with any two first through third level spells that the party selects
Scroll – scroll with any two first or second level cleric spells
Scroll – Scroll of Truth Seeing
Scroll – Remove Disease
Scroll – Restoration
Scroll – Neutralize Poison
Scroll – Remove Curse
Glassteel scroll tube – can hold any scroll
Favor of Selune – removes 12th level curse
Garnet – Worth 500 gp
Recommendation to Knightly Order from Mayor (08/20/15)
Brass Ring Honors
Ring of Waterwalking
Jacinth (100 gp) – dispel magic at 13th level
Audrey the Doll Golem – She is adoreable and cute but very shy.
Int 12, AC 14, HP 16 (2HD), Att +1 (0 damage), Fire Resist 10, Mending spell heals, Construct Traits, Speaks Common.
She can detect worshippers of Cyric and Bane within 30 feet in front of her. Due to her extremely shy nature she’ll only tell you when asked though. Only mending spells can heal doll. Imbue with spell will work with doll.
Staff of resurrection – 4 charges to ressurect someone and 1 charge to cast heal (9 charges)
Emerald – worth 500gp
Oil of Sharpness – 3 (makes weapon +3 weapon)
Opal – worth 500 gp
Diamond – worth 500 gp
Blue Scarf: This blue scarf is embroidered with the emblem of Ravens Bluff. It is awarded to a knight who succeeds in destroying an evil artifact that is a threat to the city of Ravens Bluff or is charges.
Mug – tin mug embossed with hammers all around it
Phylactery of Faithfulness
Memory Recall – return all spells cast to mind (one time use – from adventure on 3/10/16)
Worn Equipment -
Body – Spiked Full Plate +2
Headband – Headband of Wisdom +4
Neck – Amulet of Natural Armor +1
Ring 1 – Ring of protection +2
Ring 2 – Ring of spell turning – works automatically but only once per day
Shoulders – Cloak of Resistance +2
Feet – Boots of Carrying – carry an extra 50lbs of weight
Bracers of Quickness – +4 initiative
Collar – Black Leather Collar engraved with " Faldor’s Sexy Pet " In the front with the metal ring, a small decorative little heart hangs from it
Shield +1, heavy steel, Spiked, arrow deflection (This shield protects the wielder as if he had the Deflect Arrows feat. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon (or piece of ammunition) has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or acid arrows, can’t be deflected.)
Full Plate +2, Spiked
Craft – Armor
Knowledge – Arcana
Knowledge – History
Knowledge – Nobility
Knowledge – Planes
Knowledge – Religion
Profession – Sailor
Strength – 14 (total) 4 (mod)
Dexterity – 13 (total) 1 (mod)
Con – 14 (total) 2 (mod)
Intelligence – 12 (total) 1 (mod)
Wisdom – 22 (total) 6 (mod)
Charisma – 15 (total) 2 (mod)
Armor Proficiency – heavy – can use heavy armor
Dodge – +1 dodge bonus to your AC
Selective Channeling – 3 targets
Class Features & Abilities
Channel Energy – 3d6 – Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Spontaneous Casting – A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Magic Domaine – Throw Waraxe + extra spells – Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.
Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage’s disjunction.
Artifice Domain – Mending + extra spells – Artificer’s Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Chivalry Points – 5