Mungo    (Mole-man Male Steampunk Cleric of The Professor)
Character Information   
Name: Mungo XP/Next lvl: 13,008 / 27,500
Class: Steampunk Cleric of The Professor HP:curr/max 39 / 39
Alignment: Neutral Good AC:reg/rear/no shield 7 / 8 / 8
Race: Mole-man Level: 5
Age: 70s Height: 4'6
Weight: 154 lbs Gender: Male
Encumbrance: Light Movement: 90 ft
Languages: Dwarven, common, goblin, gnome, kobold, orcish, elven.
Ability Scores   
STR: 14 ((+200gp weight encumbrance bonus, 1-2 d6 open doors, 7% bend bars, lift gates))
INT: 10 ((+1 bonus language.))
WIS: 17 ((+2 saves vs charms, force of will spells, illusions. 0% spell failure. Bonus spells 2x1st, 2x2nd, 1x3rd level))
DEX: 10 ((No bonus))
CON: 17 ((+1 racial adjustment. +2 hp per HD. 97% system shock, 98% Resurrection survival.))
CHR: 10 ((-1 racial adjustment. (11 with dwarves/molemen), 4 henchmen,.))

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
9 12 13 15 14

Notes: +2 wisdom bonus vs mind effects, +4 race bonus vs poison, magic impliments and magic effects and spells.

Description and Background   
Description:
Short and stocky. His beady eyes buried behind a large beard and even longer hair. A bulbous nose protrudes from the middle of his face, upon which rests the thick lens goggles he uses as tools of his trade. Sports a tan pith helmet and large leather forge gloves, hobnailed boots and leather apron, all covered in a constant sheen of soot.

Background:
The moleman has lived a subterranean existence below the surface, dwelling with Morlocks and their abyssal kin. Molemen have a particular fascination with inventions and gadgetry, (a new type of divinely inspired wizardry) and follow the teaching of the great steampunk prophets and apostles of the New Age such as 'Verne' and 'Wells'. Mungo prays especially to 'the Professor', a gaunt wild haired techno savant who appears in a gull winged chariot 'De Lorean' to gift him with divine aid and spell craft. His holy symbol are some twisted tubular pipes.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Smithing Hammer 1 Melee 2-7/2-8 n n 18 Two-handed weapon
Excavation pick (as Hrs' pick) 1 Melee 1d4+1/1d4 n n 18 One-handed weapon
Sling bullets 1 50/100/200 1d4+1/1d6+1 n n 18 -2 medium -5 long to hit penalty.
Forge gloves of shocking grasp 1 Melee 1d8+4/ n n 18 +1 to hit and +1 to damage to any attack (touch or conductive weapons). and Once per day, bestows 1d8+4 damage to one attack (touch or conductive weapons). A miss doesn't discharge the electricity. Otherwise as per the spell except: No verbal or somatic.
Equipment
Qty Item Location
1 Pith helmet, thick lensed goggles, thick leather forge gloves, leather apron and armour, hobnailed boots. Worn
1 Belt and large pouches Waist
1 Gadgetry toolkit (priced as thieves tools) Pouch
1 Small miners pick (as horseman's) Hip
1 Large flathead smiting hammer (treat as footman's flail) Back
1 Tubular twisted tubular pipes holy symbol Neck
1 Book of Calculations (divine experiment prayer book ) Pouch
1 Spotlight lantern (as bullseye, bolts on to helmet) Worn
3 Flasks of oil Backpack
1 Tinderbox & mess tins Backpack
1 Pitons and rope Backpack
1 Sling and sling stones Pouch
1 Wineskin and six days rations Backpack
1 Bedroll and backpack Carried
1 Carapace shield made from Bulette scale Carried/strapped on back
1 Miscellaneous items: Candles, inks, quills, soldering irons, magnets, wire brush. Pouch
1 Flask of holy water Pouch


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 60 0 0 0
Magic Items
Qty Item Location
1 Gloves of Shocking Grasp Worn


Gems and Jewelry
Qty Item Location
1 Pearl in a small hinged box Backpack
Memorized Spells


Level 1
Cure Light Wounds
Cure Light Wounds
Cure Light Wounds
Cure Light Wounds
Cure Light Wounds

Level 2
Augury
Chant
Find Traps
Hold Person
Silence 15'

Level 3
Glyph of Warding
Glyph of Warding


Spell Book


Level 0


Level 1
Bless
Command
Create Water
Cure Light Wounds
Detect Evil
Detect Magic
Light
Protection from Evil
Purify Food & Drink
Remove Fear
Resist Cold
Sanctuary

Level 2
Augury
Chant
Detect Charm
Find Traps
Hold Person
Resist Fire
Silence 15'
Slow Poison
Snake Charm
Speak with Animals
Spiritual Hammer

Level 3
Animate Dead
Continual Light
Create Food & Water
Cure Blindness
Cure Disease
Dispel Magic
Feign Death
Glyph of Warding
Locate Object
Prayer
Remove Curse
Speak with Dead


Notes
Mole-man race abilities :
Infravision of 60'ft.


Detect grade or slope in passage, upwards or downwards. 75%
Detect new construction or passage/tunnels. 75%
Detect sliding or shifting walls or rooms. 66%
Detect traps involving pits, falling blocks and
other stonework. 50%
Determine approximote depth underground
50%

Note that the dwarven character must be actively seeking to determine the phenomenon in question in order to be able to determine the answer; the information does not simply spring to mind unbidden.

In melee combat (see COMBAT), dwarves add 1 to their dice rolls to hit opponents who are half-orcs, goblins, hobgoblins, or orcs.

When being attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract
4 from their opponents' "to hit" dice rolls because of the dwarves' small size and combat ability against these much bigger creatures.

As has already been noted, dwarven characters get a bonus of 1 added to their initial constitution ability, and a penalty of 1 on their charisma score due to racial characteristics. It is very important to note the actual charisma score prior to racial adjustment.
Cleric class abilities:
May turn Undead.

Skeleton Turned automatically
Zombie Turned automatically
Ghoul 4
Shadow 7
Wight 10
Ghast 13
Wraith 16
Mummy 20
Spectre
Vampire
Ghost
Lichfield
Special

Roll d20 to get target number. Success turns d12 creatures for 3-12 rounds.
Steampunk gadgetry:
To be agreed:

Mungo has been able to harness the power of electricity. Through his work he has been able to enhance his forge gloves and imbibe them with the ability to create an electrical charge in the form of the Shocking Grasp spell.

He may grapple someone with a successful touch attack to deliver 1d8+4 electrical damage.

Otherwise the energy may cackle abd spark through conductive melee weapons to give a +1 to hit & damage bonus.


Toolkit: He has a set of artisan tools (as thieves tools) which he uses to investigate, fix, bodge, repair or create gadgets and mechanical trinkets. He has a clockwork mouse in his pocket for example.
Spells at 5th level: 5 1st, 5 2nd, 2 3rd.