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Inamsu (2E)
Personal Information
Name: Inamsu Goldwind
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Player: John Ayers
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Race: High elf
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Gender: Male
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Height: 4'11"
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Age: 146
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Class: Cleric
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Level: 33
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Weight: 87 lbs
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XP: 5,810,000
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Alignment: Neutral Good
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Next Level:
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Kit: None
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Ability Scores
Str:
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17
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Weight Allowance: 85 lbs
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Bend Bars/Lift Gates: 13%
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Attack Adj.: +1
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Damage Adj.: +1
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Max. Press: 220 lbs
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Open Doors: 10
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Dex:
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18
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Missile Adjustment: +2
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Pick Pockets: +10%
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Open Locks: +15%
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Reaction Adjustment: +2
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Armor Class: -4
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Move Silently: +10%
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Climb Walls: +10%
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Con:
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18
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System Shock: 99%
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Poison Save: +0
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Hit Point Adjustment: +2(+4)
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Resurrection Chance: 100%
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Int:
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16
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Max. Spell Level: 8th
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Max. Spells Per Level: 11
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Illusion Immunity: None
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Bonus Proficiencies: 5
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Chance to Learn New Spell: 70%
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Wis:
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23
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Bonus Clerical Spells: 4, 3, 3, 3, 2, 1, 0
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Clerical Spell Failure Chance: 0%
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Magic Defense Adjustment: +4
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Spell Immunity: Class 5
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Cha:
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24
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Loyalty Base: +20
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Maximum Number of Henchmen: 45
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Initial Reaction Adjustment: +13
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Saving Throws
Paralyzation: 2
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Poison: 2
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Death Magic: 2
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Petrification: 5
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Polymorph: 5
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Rod: 6
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Staff: 6
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Wand: 6
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Breath Weapon: 8
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Spell: 7
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Combat
Hit Points:
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134
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Base THAC0:
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-10
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Melee THAC0:
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-11
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Missile THAC0:
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-12
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Armor
Natural armor class
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10
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Full armor, plate mail of blending +5
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-7
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Magic Armor adj.
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-5
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DEX Defensive adj.
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-4
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FINAL:
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-6
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Weapon Proficiencies
Mace, footman's
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Maul
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Sling
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Warhammer
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Throwing
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Non-Weapon Proficiencies
Ancient History
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15
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Ancient Languages
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16
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Astrology
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16
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Lore (Undead)
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14
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Reading/Writing
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17
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Religion
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23
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Riding, Land
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26
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Spellcraft
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14
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Swimming
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17
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Weapons
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THAC0
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Attacks/
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Speed
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Damage
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Range
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(-2)
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(-5)
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Weapon
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Melee
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Missile
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Round
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Factor
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Sm-Med
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Large
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Type
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Size
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Short
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Medium
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Long
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Hammer of Tyr
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-6
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1
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0
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3d10+6
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3d10+6
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B
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L
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Staff of Curing
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2
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1
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4
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1d6+1
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1d6+1
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B
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M
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Racial Abilities
Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.
Class Abilities
Cleric
Followers - Allows followers after building a stronghold and becoming name level.
Turn undead - Allows the cleric to turn undead.
Minor Spheres of Magic - Elemental, All
Major Spheres of Magic - All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun
Spells
Class
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1st
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2nd
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3rd
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4th
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5th
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6th
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7th
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8th
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9th
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Cleric
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10
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10
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10
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10
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9
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9
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9
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5
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Cleric Spell Failure Rate: 0%
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Maximum Wizard Spells Per Level: 11
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Wizard Chance to Learn New Spell: 70%
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Maximum Wizard Spell Level: 8th
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Turning Undead
Skeleton or 1 HD:
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D*
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Wight or 5 HD:
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D*
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Mummy or 7 HD:
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T
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Ghost or 10 HD:
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7
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Zombie:
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D*
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Ghast:
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D
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Spectre or 8 HD:
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T
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Lich or 11+ HD:
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10
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Ghoul or 2 HD:
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D*
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Wraith or 6 HD:
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D
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Vampire or 9 HD:
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4
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Special:
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13
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Shadow or 3-4 HD:
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D*
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# = Roll # or greater on a 1d20 to turn 2d6 undead.
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D = Automatically destroys 2d6 undead.
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T = Automatically turns 2d6 undead.
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D* = Automatically destroys 2d6+2d4 undead.
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Movement and Encumbrance
Encumbrance:
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Unencumbered
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Light
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Moderate
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Heavy
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Severe
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Weight (lbs):
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0-85
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86-121
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122-157
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158-193
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194-220
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Movement:
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12
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8
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6
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4
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1
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THAC0:
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-1
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-2
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-4
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AC:
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+1
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+3
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Currently carrying 4.20 pounds (None Encumbrance, 12 Movement)
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Inventory
 Items Carried
 Necklace of Mind Shielding
 Pearl of Wisdom
 Staff of Curing
 Talisman of Pure Good
 Items Readied
 Hammer of Tyr
 Items Worn
 Full armor, plate mail of blending +5
MAGIC ITEMS
Hammer of Tyr
Inamsu possesses the Hammer of Tyr, a powerful artifact that can only be used by a priest of the deity Tyr. The hammer causes 3-30 points of damage on a successful strike (1-10 points of damage from the hammer, and an additional 2-20 pointys of damage from magic). The weapon causes blunt damage, and is speed 3.
Special abilities:
The Hammer of Tyr telepots itself back to it's weilder at will. In addition, the Hammer can cast a Quest spell once per year (DMs approval on whether or not the Quest spell is allowed by Tyr).
The Hammer can be used to repel spells cast at the weilder back at the caster of the spell. This only affects non-area spells that fire some type of attack at the weilder (magic missle, lightning bolt, etc). The weilder must strike the incoming spell. To detirmine a spells "armor class", start with the number 1 and subtract the spell level cast (an eighth level spell would have an armor class of -7, for example). If the attempt is successful, the spell can be thrown back at the caster, who must make normal saving throws, if any.
Mind-Necklace
The Mind Necklace allows the wearer 75% resistance to all mind-affecting powers and effects.
SPELLS
Tyr offers his followers many spells to aid themn in their battle for justice. They include the following:
Priest Spells
Players Handbook:
1st Level
Bless
Combine
Command
Create Water
Cure Light Wounds
Detect Evil
Detect Magic
Detect Poison
Detect Snares & Pits
Endure Heat/Endure Cold
Invisibility to Undead
Light
Locate Animals or Plants
Magical Stone
Protection From Evil
Purify Food & Drink
Remove Fear
Sanctuary
Shillelagh
2nd Level
Aid
Augury
Barkskin
Chant
Detect Charm
Dust Devil
Enthrall
Find Traps
Fire Trap
Flame Blade
Heat Metal
Hold Person
Know Alignment
Produce Flame
Resist Fire/Resist Cold
Silence, 15[FM] Radius
Slow Poison
Speak With Animals
Spiritual Hammer
Withdraw
Wyvern Watch
3rd Level
Animate Dead
Continual Light
Create Food & Water
Cure Blindness or Deafness
Cure Disease
Dispel Magic
Feign Death
Flame Walk
Glyph of Warding
Locate Object
Magical Vestment
Negative Plane Protection
Prayer
Protection From Fire
Pyrotechnics
Remove Curse
Remove Paralysis
Speak With Dead
Starshine
Stone Shape
Water Breathing
Water Walk
4th Level
Abjure
Animal Summoning I
Call Woodland Beings
Cloak of Bravery
Cure Serious Wounds
Detect Lie
Divination
Free Action
Imbue With Spell Ability
Neutralize Poison
Protection From Evil, 10' Radius
Protection From Lightning
Reflecting Pool
Repel Insects
Spell Immunity
Tongues
5th Level
Animal Summoning II
Antiplant Shell
Atonement
Commune
Commune With Nature
Cure Critical Wounds
Dispel Evil
Flame Strike
Insect Plague
Magic Font
Moonbeam
Plane Shift
Quest
Rainbow
Raise Dead
True Seeing
6th Level
Aerial Servant
Animal Summoning III
Animate Object
Antianimal Shell
Blade Barrier
Conjure Animals
Find the Path
Forbiddance
Heal
Heroes' Feast
Speak With Monsters
Wall of Thorns
Weather Summoning
Word of Recall
7th Level
Astral Spell
Changestaff
Chariot of Sustarre
Confusion
Conjure Earth Elemental
Creeping Doom
Earthquake
Exaction
Gate
Holy Word
Regenerate
Reincarnate
Restoration
Resurrection
Succor
Sunray
Symbol
* Italicized spells are reversible.
Priest Spells
Tome of Magic:
1st Level
Analyze Balance
Call Upon Faith
Courage
Emotion Read
Log of Everburning
Morale
Ring of Hands*
Sacred Guardian
Speak With Astral Traveler
Thought Capture
2nd Level
Calm Chaos
Create Holy Symbol
Draw Upon Holy Might
Emotion Perception
Idea
Mind Read
Music of the Spheres
Mystic Transfer*
Rally
3rd Level
Adaptation
Astral Window
Caltrops
Emotion Control
Extradimensional Detection
Memory Read
Rigid Thinking
Strength of One
Telepathy
Unearthly Choir*
4th Level
Addition
Blessed Warmth
Compulsive Order
Defensive Harmony
Dimensional Folding
Fire Purge
Focus*
Fortify*
Genius
Join With Astral Traveler
Mental Domination
Rapport
Solipsism
Thought Broadcast
Uplift*
5th Level
Blessed Abundance
Champion's Strength
Consequence
Impeding Permission
Meld*
Memory Wrack
Mindshatter
Thoughtwave*
Unceasing Vigilance of the Holy Sentinel
6th Level
Disbelief
The Great Circle *
Group Mind
Legal Thoughts
Sol's Searing Orb
Spiritual Wrath*
7th Level
Divine Inspiration
Mind Tracker
Spirit of Power*
Quest Spells
Abundance
Animal Horde
Circle of Sunmotes
Conformance
Elemental Swarm
Etherwalk
Fear Contagion
Health Blessing
Imago Interrogation
Implosion/Inversion
Interdiction
Mindnet
Planar Quest
Revelation
Robe of Healing
Siege Wall
Shooting Stars
Sphere of Security
Spiral of Degeneration
Stalker
Storm of Vengeance
Undead Plague
Warband Quest
Wolf Spirits
Italicized spells are reversible.
An asterisk (*) indicates a cooperative magic spell.
In addition, Inamsu has been granted the following spells after much praying to the god Tyr for a more direct way to smite his foes in combat:
Thunderstroke - Old Empire
(Evocation)
Sphere: Combat, Weather
Level:4
Range: 40 yds + 10 yds/level
Components: V,S,M
Casting time: 7
Duration: Instantaneous
Area of Effect: 1 creature
Saving Throw: 1/2
This spell enables the priest to call upon the wrath of Anhur and summon
a bolt of lightning to strike a single creature. This bolt causes 1d4 points
of damage plus 2 points of damage per level of the caster, to a maximum of
44 points. If the creature rolls a successful saving throw vs. spell, the
damage is halved.
The material component is the priest's holy symbol.
Notes: Granted by the Mulhorandi god Anhur of the FORGOTTEN REALMS setting, granted to Inamsu by the god Tyr for great service to him.
Thundering Fist of Justice (description coming soon)
Greater Flame Strike (description coming soon)
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