Cyril    (Commoner Male Priest of Azathoth)
Character Information   
Name: Cyril XP/Next lvl: 4484 / 8000
Class: Priest of Azathoth HP:curr/max 12 / 12
Alignment: Chaotic Good AC:reg/rear/no shield 8 / /
Race: Commoner Level: 3
Age: Adult Height: 6'
Weight: 165 Gender: Male
Encumbrance: Movement: 60'
Languages: The Common Tongue
Ability Scores   
STR: 11 (Test of Strength:2:6; Extraordinary Feat:4%)
INT: 10 (Completely literate)
WIS: 18 (Willpower: +2; Spells/day: 1 each levels 1-4; New Spells: 95%)
DEX: 13 (Missile to hit: +1; Defense Adj: +1; Test of Dex: 3:6; Extraordianry Feat: +8%)
CON: 13 (HP Adj: +1; Poison Adj: +0; Trauma Survival: 80%; Test of Con: 3:6; Extraordinary Feat: 8%)
CHR: 15 (Reaction/Loyalty Adj: +1; Max Henchmen: 6; Undead Turning: +1)

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

Notes: +2 Death (death magic, death ray, paralysis, poison, radiation), +2 Sorcery (spells, scroll spells, innate/supernatural/ spell-like abilities), +4 Mind affecting sorcery, +2 Willpower

Description and Background   
Description:
Cyril is on the tall side but thin, almost to the extent of being gaunt. He is fastidious in his dress even if he only ever wears tight, black leather clothes. He keeps his head shaved to a shiny polish. His skin is surprisingly pale. On his left hand is the start of tattooed writing in tiny, undecipherable script.

Background:
Cyril's tie to Azathoth has waxed and waned over the years. Those changes manifest in sometimes large gaps in his memory. He remembers a happy childhood in a small fishing village. He remembers falling into a well and first feeling the tentacles of Azathoth...tentacles that he could not see but could feel wrapping around him. He remembers life as a beggar in a sandy town that ended when he sent a noble running from him in fear. He remembers awaking in a dark room, surrounded by the bodies of armed men and women and with gaping wounds on his own body. Lastly he remembers working for years in an orphanage, teaching and caring for children and staring in wonder at surrounding mountain peaks. Strangely he does not know where any of these places are or what they are called. Maintaining his memory and his sanity is his purpose, even while serving his Lord Azathoth.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Quarterstaff 1d6/ n n 19 +1 AC while wielded
Sling 1d4/ n n 19 20 50/100/150
Equipment
Qty Item Location
1 Leather Backpack, Black Worn
1 Riding Boots, Black leather Worn
1 Tight Leather Clothes, Black Worn
1 Silver Holy Symbol of Azathoth Worn
1 Tinderbox Backpack
2 Torches Backpack
1 Ivory Prayer Beads Backpack
1 Sacred scrolls of Azathoth, Bound Backpack
1 Tattoo Kit (needles and ink) Backpack
1 Amulet of Disguise (taken off snake priests) Backpack
5 days of rations Backpack
1 a small statue of Xathoqqua Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 29 0 20 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
**Cause Fear
*Cure Light Wounds
Command
Detect Magic

Level 2
Darkness
Hold Person
^Cure Moderate Wounds


Spell Book


Level 1
**Cause Fear
**Remove Fear
*Cure Light Wounds
*Inflict Light Wounds
Command
Create Water
Detect Magic
Light
Omen
Protection from Evil

Level 2
Augury
Darkness
Hold Person
^Cure Moderate Wounds
^Inflict Moderate Wounds


Notes
Read Cleric Scrolls
To decipher and invoke spells on cleric scrolls (see Vol. II, p. 139: Spells, spell casting)
Scribe Scrolls
To write from one to five known spells onto a scroll, creating a single-use magical device, at a cost of 500 gp + 100 gp per spell level. Materials vary: Some priests engrave thin tablets of stone, whereas others use vellum or parchment, a fine quill, and sorcerer’s ink, such as sepia. This involved process requires one week per spell level and must be completed on consecrated grounds, such as a shrine, fane, or temple.
Sorcery
-Learn 4 spells per level
-Casting Ability = Level
-Spells/day:
---Level 2: 3 + 1 from wisdom = 4
Turn Undead
Turn Ability = Level
All priests can exert control over the undead and some dæmonic beings, causing them to flee and/or cower. The priest must stand before the undead and boldly speak the
commandments of his faith, displaying his holy symbol whilst so doing (see Vol. III, p. 252: Combat Actions, magic). This ability can be used a number of times per day equal to the character’s turning ability; however, a priest can make but one attempt per encounter.
Equipment Restrictions
Favored Weapons: Dagger, dart, quarterstaff, sling, whip

Armor and Shields: NONE!
Priest Abilities
Insanity: Delusion
+4 saves vs. mind-affecting sorcery (included in saves)
Amulet of Disguise
it will function up to three separate times each day, but still can only be used in a total of one hour sessions. Each new look he attempts, appears less and less convincing