+----------------------------------------------------------------------------+ | Name : Zimble the Wanderer | | Race : Human HitPoints : 26 | | ThAC0 : 18 | | Class(es) : Priest(5) | +-------------------------------------+--------------------------------------+ | Attributes : | Saving Throws : | | | | | Strength : 11 | vs. Paral./Poison/Death : 9 | | Dexterity : 7 | vs. Rod/Staff/Wand : 13 | | Constitution : 12 | vs. Petrific./Polymorph : 12 | | Intelligence : 13 | vs. Breath Weapon : 15 | | Wisdom : 16 | vs. Spells : 14 | | Charisma : 13 | | +-------------------------------------+--------------------------------------+ | Spells : | | Level : 1 2 3 4 5 6 7 8 9 | | Priest : 5 5 1 0 0 0 0 | +-------------------------------------+--------------------------------------+ | Strength : 11 | Intelligence : 13 | | Hit Prob. : Normal | # of Languages : 3 | | Damage Adj. : None | Learn Spell : - | | Weight Allow. : 40 | Max. Spell # : - | | Max. Press : 115 | Spell Immunity : - | | Open Doors : 6 | | | Bend Bars : 2% | | +-------------------------------------+--------------------------------------+ | Dexterity : 7 | Wisdom : 16 | | Reaction Adj. : 0 | Mag. Def. Adj. : +2 | | Missile Adj. : 0 | Spell Failure : 0% | | Defensive Adj. : 0 | | +-------------------------------------+--------------------------------------+ | Constitution : 12 | Charisma : 13 | | Hit Point Adj. : 0 | Max. # Henchmen : 5 | | System Shock : 80% | Loyalty Base : 0 | | Resurrect. Surv. : 85% | Reaction Adj. : +1 | | Poison Save : 0 | | | Regeneration : Nil | | +-------------------------------------+--------------------------------------+ | Weapon Proficiencies : | Non-Weapon Proficiencies : | | | | | 1 Bow, Short | 1 Alertness Wis +1 | | 1 Club | 1 Artistic Ability (carving)Wis 0 | | 1 Lasso | 2 Bowyer/Fletcher Dex -1 | | | 0 Language: Native Common --- - | | | 1 Language: Halfling Int 0 | | | 0 Reading/Writing: (bonus) Int 0 | | | 1 Religion Wis 0 | | | 1 Riding, Land-based horse Wis +3 | | | 1 Rope Use Dex 0 | | | | +-------------------------------------+--------------------------------------+ Spheres: Major: All, Astral, Combat, Guards & Wards, Travelers Minor: Creation, Divination, Healing, Thought Special Abilities: o Aura of good 1' rad, (+1 bonus on AC vs evil creatures) --- innate goodness o +2 on saves vs mental controls (charm, dominations, suggestions) from evil o 5% per level chance of basic communications (by gestures, signs etc) with cooperating intelligent humanoids who do not speak your language. Brief description: age: 25 alignment: lawful good height: 5' 9" weight: 160# hair: brown eyes: brown distinguishing features: large red birthmark on chest in shape of a crescent Brief history ------------- Zimble was the third child of a goat-herding family in the hills near the city of Chthul-Ra. Unfortunately his goat-herding ambitions were cruelly ended when the evil hill giants came in and stole the family's goats. He accompanied his family to Chthul-Ra and joined the Rainbow Priests there as a young acolyte. Unfortunately, their philosophy was too abstract and silly for the young man, and Zimble was dissatisfied. One day, he met the mystic Moghda, from the caves to the East, and decided to become a wandering priest. His religion is based on Zimble's strong belief that humans are inherently a good race, and that everyone can realize this potential by working together. Unfortunately, there are influences, mostly extraplanar, that thwart the innate goodness of people. Zimble has taken upon himself to combat evil in all its forms, but mainly those that are extraplanar in origin. To broaden his mind, Zimble decided to embark upon journeys to discover more about the world. His limited communication ability often helps him find basic necessities in new civilizations. His honest, unsuspecting nature wins him friends among natives. His happiest moment is to arrive at a settlement lacking in priests, and help the natives to cope with their hardships... maybe rescuing them from the evil zombie-making witchdoctor. Recently he was killed by a giants & some ogres when he tried to talk to them regarding their enslaved halfling prisoners. Luckily his body was spotted in time by Clynthia, the pegasus-riding paladin, who brought him back to the wind temple. When offered a chance to serve Good by accepting a quest from the temple, Zimble leapt at the opportunity. He looks forward to adventuring with unusual people in order to learn more about the wonderful world in which he lives. Personality ----------- Zimble is a pioneer, and is happy living an adventurer's life. His innate goodness gives him a number of benefits, and he feels that all humans can realize their inner potential if they have the desire to do so. The only things that he really hates are evil extraplanars. He does not really have a grudge against the giant who killed him, because he feels that it was only misguided and stupid. However when combat is unavoidable, Zimble is a fearless warrior, wading in with his Shillelagh club, or shooting down bandits with his hand-made bow. Often he tries to take prisoners using his latest weapon, the lasso, which he feels has a lot of potential in the hands of a skilled user. His spells are a good blend of useful and esoteric and Zimble tries his best to keep a varied selection. He tries to choose his single third-level spell carefully, but is happy to experiment with his lower level ones. Religious Restrictions ---------------------- Zimble is medium combat ability. His weapons must all be easy to obtain, and do no more than d6 points of damage. He must either be able to make his own weapons in times of need (thus bowyer/fletcher) or be able to improvise weapons from standard materials (lasso, club). He can choose either padded or leather armor, and any small shield or buckler since they are cheap and comfortable. His nomadic existence often means that he never visits the same place twice, and must carry all he owns (like a ranger). On the rare occasions that Zimble gets excess wealth, he happily donates it to a nearby deserving lawful good organization. Equipment --------- holy symbol (created by the spell) short bow (good quality, made by self) 12 arrows (5 good quality, 7 will break on first shot) leather armor club, oaken rope, hemp, 2 50' lengths magical bracelet: communication to temple of the wind magical necklace: feather fall scroll: silence 15'rad potions: water breathing, dimunition, elasticity