Eldrohir, the Acolyte    (Elf Male Cleric of St. Ygg (Veridicus))
Character Information   
Name: Eldrohir, the Acolyte XP/Next lvl: 0 / 1600
Class: Cleric of St. Ygg (Veridicus) HP:curr/max 8 / 8
Alignment: Lawful Good AC:reg/rear/no shield 4 / / 5
Race: Elf Level: 1
Age: 200 Height: 5'8''
Weight: 165 Gender: Male
Encumbrance: Movement: 40'
Languages: Elven, Common
Ability Scores   
STR: 10 (No bonus or penalty)
INT: 8 (-1)
WIS: 16 (+2)
DEX: 10 (No bonus or penalty)
CON: 9 (No bonus or penalty)
CHR: 10 (No bonus or penalty)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
10 13 14 16 15

Notes: +2 Save Bonus vs all mind-influencing magical effects (from Wis). Immune to Ghoul Paralysis. 90% immune to Sleep and Charm spells.

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Equipment
Qty Item Location


Wealth   Enter negative number to subtract
PP GP EP SP CP
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
General notes
Edeldhur wrote: ↑Tue Feb 20, 2024 8:58 pm
I think I will keep it simple, and play an Elven Cleric of St. Ygg (Veridicus), and be the guardian of my companion's immortal souls :D

Eldrohir

Str 10
DEX 9+1=10
CON 10-1=9
INT 8
WIS 16
Cha 10

HP: 6/6
160 gold

I am not finding any Fast Packs for equipment - I may be looking at the wrong ruleset... Is this Labyrinth Lord or Dragonslayer?
Found them now (and thanks dmw71!) ;) Planning on going with:

Pack 2: Chainmail (AC: 5), Mace (1d6), Shield, Sling and 20 Stones (1d4), Backpack, Large Sacks (2), Holy Symbol, Crowbar, Waterskin, Torches (8), Flint and Tinder, Rations (7), 10’ Pole (105gp).

Elf Racial Abilities

Movement: Elves have a speed of 40 feet per round.
Darkvision: Elves are accustomed to life under the stars and can see 60 feet in total darkness.
Detect Secret Doors: When elves pass near a secret door they receive a passive 1 on d6 chance to automatically detect due to their keen eyesight. When
actively searching, elves may detect hidden and secret doors on a roll of 1-2 on 1d6.
Racial Weapon: +1 to hit with the longbow.
Weapon Restrictions: Elves are too lithe to employ two-handed melee weapons.
Paralysis: Elves are immune to ghoul paralysis.
Sleep/Charm Immunity: Elves are 90% immune to Sleep and Charm spells.
Thief Skill Bonuses: Elven thieves receive bonuses to Pick Pockets +5%, Open Locks -5%, Move Silently +7%, Hide in Shadows +10%, Hear Noise +1 on d6.
Languages: Elves begin play knowing Elven and Common. They may select Ancient Common, Dwarf, Gnome, Halfling, Orc, Goblin, Gnoll, as additional
languages if their Intelligence modifier permits.