Quintus Aurelius IgnatiusMichael Tresca
Cleric 4HumanLawful NeutralIllir ( Protection, War )
CLASS RACE ALIGNMENT DEITY
4Medium; Face 5ft. by 5ft.; Reach 5ft.; 30Male6' 0"212 lbs.BrownBlack
LEVELSIZEAGEGENDERHEIGHTWEIGHTEYESHAIR
923510000
765
Current XPXP for Next LevelXP RemainingIn Game XP Gained
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
14+2

DEX
14+2

CON
14+2

INT
10+0

WIS
17+3

CHA
10+0

TOTAL WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
HP
HIT POINTS
36


20
AC211912=10+5+4+2+0+0+0
75
-12
+4

TOTALFLAT
FOOTED
TOUCH
AC
BASEARMOR
BONUS
SHIELD
BONUS
DEX
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
SPELL
FAILURE %
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
BASE ATTACK
+3

INITIATIVE
MODIFIER
6=2+4
TOTAL DEX
MODIFIER
MISC
MODIFIER
SAVING THROWS TOTAL BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
CONDITIONAL MODIFIERS
Fortitude
Con
7=4+2+1
+0
+
Reflex
Dex
4=1+2+1
+0
+
Will
Wis
8=4+3+1
+0
+
TOTAL BASE
ATTACK BONUS
STR
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
GRAPPLE
MODIFIER
+3=3+2
+0
+-2
+
MELEE
ATTACK BONUS
+3=3+2
+0
+-2
+
RANGED
ATTACK BONUS
+3=3
+2
+0
+-2
+
TOTAL BASE
ATTACK BONUS
DEX
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
+3 LongspearTOTAL ATTACK BONUSDAMAGECRITICAL
+6
1d8+6
x3
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
-
Two-Handed
Piercing
Medium


Gladius, MasterworkTOTAL ATTACK BONUSDAMAGECRITICAL
+5
1d8+2
19-20/x2
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
-
One-Handed
Slashing
Medium


LanceaTOTAL ATTACK BONUSDAMAGECRITICAL
+3
1d8+2
x3
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
25 ft.
One-Handed
Piercing
Medium

25 - 49 ft. 50 - 74 ft. 75 - 99 ft. 100 - 124 ft. 125 - 149 ft.
1-1-3-5-7

Lorica Segmentata, MasterworkARMOR BONUSMAX DEXCHECK PENALTYSPELL FAILURE
+5
4
-2
25%
TYPESPEEDWEIGHTSPECIAL PROPERTIES
Medium
20 ft.
25 lbs.


Shield, scutum
ARMOR BONUSWEIGHTCHECK PENALTYSPELL FAILURE
+4
12 lbs.
-10
50%
SPECIAL PROPERTIES


Wondrous: Cloak of Resistance +1
Resistance
Resistance
Resistance
WEIGHT
+1
+1
+1
1 lb.
SPECIAL PROPERTIES
This cloak grants a +1 resistance bonus to all saving throws (DMG253).
SKILLSMax
Ranks
7/ 3.5


SKILL NAMEKEY
ABILITY
TOTALL
RANKS
ABILITY
MOD

MISC
MOD
n
AppraiseInt
0=
+0
+
n
Balance*Dex
-10=
+2
+-12
n
BluffCha
0=
+0
+
n
Climb*Str
-10=
+2
+-12
n
ConcentrationCon
3=1+2
+
n
Control ShapeWis
3=
+3
+
n
Craft (__________)Int
-2=
+0
+-2
n
DiplomacyCha
7=7+0
+
n
DisguiseCha
0=
+0
+
n
Escape Artist*Dex
-10=
+2
+-12
n
ForgeryInt
0=
+0
+
n
Gather InformationCha
0=
+0
+
n
HealWis
3=
+3
+
n
Hide*Dex
-10=
+2
+-12
n
IntimidateCha
1=1+0
+
n
Jump*Str
-16=
+2
+-18

Knowledge (History)Int
1=1+0
+

Knowledge (Religion)Int
1=1+0
+
n
ListenWis
3=
+3
+
n
Literacy
0=
+0
+
n
Move Silently*Dex
-10=
+2
+-12
n
Perform (Act)Cha
0=
+0
+
n
Perform (Comedy)Cha
0=
+0
+
n
Perform (Dance)Cha
0=
+0
+
n
Perform (Keyboard Instruments)Cha
0=
+0
+
n
Perform (Oratory)Cha
0=
+0
+
n
Perform (Percussion)Cha
0=
+0
+
n
Perform (Sing)Cha
0=
+0
+
n
Perform (String Instruments)Cha
0=
+0
+
n
Perform (Wind Instruments)Cha
0=
+0
+
n
RideDex
2=
+2
+
n
SearchInt
0=
+0
+
n
Sense MotiveWis
6.5=3.5+3
+
n
SpotWis
3=
+3
+
n
SurvivalWis
4=1+3
+
n
Swim*Str
-22=
+2
+-24
n
Use RopeDex
2=
+2
+
Skills marked with n can be used untrained.
* armor check penalty, if any, applies.
** Double armor penalty


Quintus Aurelius Ignatius
CAMPAIGNCHARACTER
EQUIPMENT
ItemValue (ea.)#Wt. (lbs)ItemValue (ea.)#Wt. (lbs)
Armor: Lorica Segmentata, Masterwork
450 gp125.00
Weapon: Alchemist`s fire (1d6)
20 gp33.00
Goods: Backpack
2 gp12.00
Weapon: Gladius, Masterwork (1d8)
320 gp15.00
Goods: Waterskin (full)
1 gp14.00
Weapon: Lancea (1d8)
2 gp412.00
Potion: Cure Light Wounds (CL 1)
50 gp4
Weapon: Silver, Alchemical Dagger, Masterwork (1d4)
302 gp11.00
Scroll: Remove Paralysis (CL 3)
150 gp1
Wondrous: Cloak of Resistance +1
1000 gp11.00
Scroll: Restoration, Lesser (CL 3)
150 gp1
Goods: Coin: gp (2375)
2375 gp1(47.50)
Shield: Shield, scutum
30 gp112.00
Goods: Coin: sp (2)
2 sp1(.04)
Weapon: +1 Gladius: Brilliant Energy, Bane (1d8)
72320 gp15.00
Goods: Tent
10 gp1(20.00)
Weapon: +3 Longspear (1d8)
18305 gp19.00
Goods: Traveler`s outfit
1 gp1(5.00)
1 - 58 lbs. 59 - 116 lbs. 117 - 175 lbs.
LIGHT LOAD• MEDIUM LOAD •HEAVY LOAD
TOTAL WEIGHT CARRIED 79.00 lbs.

MONEY
COINQTYGAINED IN PLAY
Copper0 
Silver2 
Gold2,375 
Platinum0 

LANGUAGES
Common




FEATS
Armor Proficiency: heavy
Armor Proficiency: light
Armor Proficiency: medium
Combat Casting
Improved Initiative
Legionnaire
Martial Weapon Proficiency: Gladius
Shield Proficiency
Simple Weapon Proficiency
Tower Shield Proficiency
Weapon Focus: Gladius
SPECIAL ABILITIES
Cleric Class Features
Domain Access (2)
Proficiency: Armor, Heavy
Proficiency: Armor, Light
Proficiency: Armor, Medium
Proficiency: Shields
Proficiency: Simple Weapons: All
Spells
Spontaneous casting
Turn or rebuke undead (3+Cha.Mod/day)
Domain Powers
Protection: Create a protective ward 1/day
War: Free Martial proficiency and focus
TURN/REBUKE UNDEAD

Turn Check
Result
Max HD
Affected
0 or less
1-3
4-6
7-9
10-12
13-15
16-18
19-21
22 or more
level - 4
level - 3
level - 2
level - 1
level
level + 1
level + 2
level + 3
level + 4


No. of turns per day: 3
Turn check: 1d20+0



Quintus Aurelius Ignatius's Cleric Spells
Level:0123456789
Known:AllAllAll--------------
Per Day:54 + 13 + 1--------------

Domains:ProtectionWar

PrepSchoolSpell NameDCCast TimeRangeDurationSaveSRVSMDescription
0 LEVEL

Conj
Create Water
13
1 Action

25 ft.+5 ft./2 levels

Instantaneous
None
No
V,S
This spell generates wholesome, drinkable water, just like clean rain water (PH215)

Conj
Cure Minor Wounds
13
1 Action

Touch

Instantaneous
Will Half
Yes:h
V,S
Cures 1 point of damage (PH216)
1
Div
Detect Magic
13
1 Action

60 ft.

Concentration, up to 1 minute/level (D)
None
No
V,S
Detects spells and magic items within 60 ft (PH219)

Div
Detect Poison
13
1 Action

25 ft.+5 ft./2 levels

Instantaneous
None
No
V,S
You determine whether a creature, object, or area has been poisoned or is poisonous (PH219)
1
Div
Guidance
13
1 Action

Touch

1 minute or until discharged
Will Negates (Harmless)
Yes
V,S
Imbues the subject with divine guidance, granting a +1 competence bonus on a single attack, save, or skill check (PH237)

Necro
Inflict Minor Wounds
13
1 Action

Touch

Instantaneous
Will Negates
Yes
V,S
Touch attack, 1 point of damage (PH217).
1
Evoc
Light
13
1 Action

Touch

10 minutes/level (D)
None
No
V,M/DF
Object shines like a torch (PH248).

Trans
Mending
13
1 Action

10 ft.

Instantaneous
Will Negates (Harmless, Object)
Yes (Harmless, Object)
V,S
Makes minor repairs on an object (PH253).

Trans
Purify Food and Drink
13
1 Action

10 ft.

Instantaneous
Will Negates (Object)
Yes (object)
V,S
Purifies 1 cu. Ft. /level of food or water (PH267).

Div
Read Magic
13
1 Action

Personal

10 minutes/level

-
V,S,F
Read scrolls and spellbooks (PH269).
1
Abjur
Resistance
13
1 Action

Touch

1 minute
Will Negates (Harmless)
Yes:h
V,S,M/DF
Subject gains +1 on saving throws (PH272).
1
Trans
Virtue
13
1 Action

Touch

1 minute
Fortitude Negates; See Text
Yes:h
V,S,DF
Subject gains 1 temporary hp (PH298).
1st LEVEL

Ench
Bane
14
1 Action

50 ft.

1 minute/level
Will Negates
Yes
V,S,DF
Enemies are filled with fear and doubt; suffer -1 on attacks and saves against fear. Counters and dispels bless (PH203)

Ench
Bless
14
1 Action

50 ft.

1 minute/level
None
Yes:h
V,S,DF
Allies are filled with courage; gain +1 morale bonus on attacks and saves against fear. Counters and dispels bane(PH205)

Trans
Bless Water
14
1 Minute

Touch

Instantaneous
Will Negates
Yes (object)
V,S,M
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water (See PH128) (PH205)

Necro
Cause Fear
14
1 Action

25 ft.+5 ft./2 levels

1d4 rounds or 1 round; See Text
Will Partial
Yes
V,S
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. (PH208)

Ench
Command
14
1 Action

25 ft.+5 ft./2 levels

1 round
Will Negates
Yes
V
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity (PH211)

Div
Comprehend Languages
14
1 Action

Personal

10 minutes/level
None
-
V,S,M/DF
You can understand the spoken words of creatures or read otherwise incomprehensible written messages (PH212)

Abjur
Conviction
14
1 Action

Touch

1 minute/level
Will Negates (Harmless)
Yes:h
V,S,M
Subject gains +2 or higher save bonus. (MHB34)

Conj
Cure Light Wounds
14
1 Action

Touch

Instantaneous
Will Half
Yes:h
V,S
Cures 1d8+1/level damage [max +5] (PH215)

Necro
Curse Water
14
1 Minute

Touch

Instantaneous
Will Negates
Yes (object)
V,S,M
Imbues a flask (1 pint) of water with negative energy, turning it into unholy water (PH216)

Necro
Deathwatch
14
1 Action

30 ft.

10 minutes/level
None
No
V,S
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death (PH217)

Div
Detect Chaos
14
1 Action

60 ft.

Concentration, up to 10 minutes/level (D)
None
No
V,S,DF
Reveals creatures, spells, or objects (PH218)

Div
Detect Evil
14
1 Action

60 ft.

Concentration, up to 10 minutes/level (D)
None
No
V,S,DF
Reveals creatures, spells, or objects (PH218)

Div
Detect Good
14
1 Action

60 ft.

Concentration, up to 10 minutes/level (D)
None
No
V,S,DF
Reveals creatures, spells, or objects (PH219)

Div
Detect Law
14
1 Action

60 ft.

Concentration, up to 10 minutes/level (D)
None
No
V,S,DF
Reveals creatures, spells, or objects (PH219)

Div
Detect Undead
14
1 Action

60 ft.

Concentration, up to 1 minute/level (D)
None
No
V,S,M/DF
You can detect the aura that surrounds undead creatures (PH220)

Evoc
Divine Favor
14
1 Action

Personal

1 minute
None
-
V,S,DF
Calling upon the strength of a deity, you gain a luck bonus on attack and damage, equal to +1/3 caster levels (PHB224)

Div
Divine Inspiration
14
1 Action

Touch

1d4 rounds
None
Yes:h
Sacrifice
Target gains +3 sacred bonus on attack rolls against evil creatures (BoED96).

Necro
Doom
14
1 Action

100 ft.+10 ft./level

1 minute/level
Will Negates
Yes
V,S,DF
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken (PH225)
1
Abjur
Endure Elements
14
1 Action

Touch

24 hours
Will Negates (Harmless)
Yes
V,S
Target can exist comfortably in conditions between -50 and 140 degrees without ill effects (PH226)

Abjur
Entropic Shield
14
1 Action

Personal

1 minute/level (D)
Will Negates
-
V,S
A magical field appears around you, deflecting incoming arrows, rays, and other ranged attacks (20% miss chance) (PH227)

Trans
Eyes of the Avoral
14
1 Action

Touch

10 minutes/level
Will Negates (Harmless)
Yes:h
S
Subject gets +8 on spot check (BoED 99).

Abjur
Favorable Sacrifice
14
1 Action

Touch

1 hour/level
Will Negates (Harmless)
Yes:h
V,S,M
Subject gains better protection the more gems you sacrifice. (MHB35)

Ench
Frozen Tracks
14
1 Action

100 ft.+10 ft./level

1 round/level (D); See Text
Will Negates; See Text
Yes
V,S
Humanoid cannot move or be moved from spot (but can still take upper body actions).

Div
Grave Strike
14
1 Swift Action

Personal

1 round
None
No
V,DF
Swift. You can sneak attack undead for 1 round (CAdv150).

Evoc
Guiding Light
14
1 Action

400 ft.+40 ft./level

1 minute/level
None
Yes
V,S
+1 on ranged attacks against creatures in illuminated area. (MHB36)

Abjur
Hide from Undead
14
1 Action

Touch

10 minutes/level (D)
Will Negates (Harmless); See Text
Yes
V,S,DF
Undead cannot see, hear, or smell the warded creatures. Nonintelligent undead creatures receive no save (PH241)

Ench
Incite
14
1 Action

25 ft.+5 ft./2 levels

1 minute/level
Will Negates
Yes
V,S
Subject can`t ready actions or delay. (MHB36)

Necro
Inflict Light Wounds
14
1 Action

Touch

Instantaneous
Will Half
Yes
V,S
Touch, 1d8 +1/level damage (max +5) (PH244).

Ench
Inhibit
14
1 Action

100 ft.+10 ft./level

Instantaneous
Will Negates
Yes
V,S
Subject delays until next round. (MHB36)

Evoc
Lantern Light
14
1 Action

25 ft.+5 ft./2 levels

1 round/level
None
Yes
S,Abstinence
Ranged touch attacks deal 1d6 points of damage (BoED 101).

Trans
Magic Stone
14
1 Action

Touch

30 minutes or until discharged
Will Negates (Harmless, Object)
Yes (Harmless, Object)
V,S,DF
Three stones become +1 projectiles, 1d6+1 damage (PH251).
+ 1
Trans
Magic Weapon
14
1 Action

Touch

1 minute/level
Will Negates (Harmless, Object)
Yes (Harmless, Object)
V,S,DF
Weapon gains +1 bonus (PH251).

Necro
Necrotic Awareness
14
1 Action

60 ft.

Concentration, up to 1 minute/level (D)
None
No
V,S,F
Sense encysted subjects (LM67).

Evoc
Nimbus of Light
14
1 Action

Personal

1 minute/level (D)
None
-
V,S,DF
A glittering corona of sunlight surrounds your body - until discharged as focused blast of divine energy. (CD170)

Conj
Obscuring Mist
14
1 Action

20 ft.

1 minute/level
None
No
V,S
Fog surrounds you (PH258).

Div
Omen of Peril
14
1 Round

Personal

Instantaneous
None
-
V,F
A brief supplication gives you a vision that hints at how dangerous the immediate future is likely to be. (CD171)

Abjur
Protection from Chaos
14
1 Action

Touch

1 minute/level (D)
Will Negates (Harmless)
Spec
V,S,M/DF
+2 AC and saves, counter mind control, hedge out elementals and outsiders (PH266).
1
Abjur
Protection from Evil
14
1 Action

Touch

1 minute/level (D)
Will Negates (Harmless)
Spec
V,S,M/DF
+2 AC and saves, counter mind control, hedge out elementals and outsiders (PH266).

Abjur
Protection from Good
14
1 Action

Touch

1 minute/level (D)
Will Negates (Harmless)
Spec
V,S,M/DF
+2 AC and saves, counter mind control, hedge out elementals and outsiders (PH266).

Abjur
Protection from Law
14
1 Action

Touch

1 minute/level (D)
Will Negates (Harmless)
Spec
V,S,M/DF
+2 AC and saves, counter mind control, hedge out elementals and outsiders (PH266).

Ench
Ray of Hope
14
1 Action

25 ft.+5 ft./2 levels

1 round/level
Will Negates (Harmless)
Yes:h
V,S
Subject gains +2 bonus on attacks, saves, and checks (BoED 105).
1
Abjur
Remove Fear
14
1 Action

25 ft.+5 ft./2 levels

10 minutes; See Text
Will Negates (Harmless)
Yes:h
V,S
+4 on saves against fear for one subject +1/four levels (PH271).

Abjur
Resurgence
14
1 Action

Touch

Instantaneous
Will Negates (Harmless)
Yes:h
V,S,DF
By laying on hands and a brief prayer, you convince a higher power to grant a second chance to an ally. (CD177)
1
Abjur
Sanctuary
14
1 Action

Touch

1 round/level
Will Negates
No
V,S,DF
Opponents can`t attack you, and you can`t attack (PH274).

Abjur
Shield of Faith
14
1 Action

Touch

1 minute/level
Will Negates (Harmless)
Yes:h
V,S,M
Aura grants +2 or higher deflection bonus (PH278).

Ench
Sign
14
1 Action

Personal

1 minute/level
None
-
V,S,M
Your initiative check result improves and you know enemies` initiative check results. (MHB39)

Trans
Spell Flower
14
1 Action

Personal

1 round/level
None
-
V,S
Hold the charge on one touch spell per forelimb (SS70)

Conj
Summon Monster I
14
1 Round

25 ft.+5 ft./2 levels

1 round/level (D)
None
No
V,S,F/DF
Calls outsider to fight for you.(PH285).

Conj
Summon Undead I
14
1 Round

25 ft.+5 ft./2 levels

1 round/level
None
No
V,S,F/DF
Summons undead to fight for you (LM71).

Abjur
Twilight Luck
14
1 Action

Touch

1 minute/level
None
Yes:h
V,Abstinence
Target gains +1 luck bonus on all saving throws (BoED110).

Conj
Vigor, Lesser
14
1 Action

Touch

Special; See Text
Will Negates (Harmless)
Yes:h
V,S
Boost subject`s life energy. (CD186)

Ench
Vision of Heaven
14
1 Action

25 ft.+5 ft./2 levels

1 round
Will Negates
Yes
V
Evil creature is dazed for one round (BoED111).
2nd LEVEL

Ench
Aid
15
1 Action

Touch

1 minute/level
None
Yes:h
V,S,DF
+1 morale bonus on attacks and saves against fear, 1d8 +1/caster level temporary hit points (PH196)

Trans
Align Weapon
15
1 Action

Touch

1 minute/level
Will Negates (Harmless, Object)
Yes (Harmless, Object)
V,S,DF
Align weapon makes a weapon good, evil, lawful or chaotic as you choose (PH197)

Div
Augury
15
1 Minute

Personal

Instantaneous
None
-
V,S,M,F
Tells you whether a particular action will bring good or bad results for you in the immediate future (PH202)

Evoc
Ayailla`s Radiant Burst
15
1 Action

60 ft.

Instantaneous
Fortitude Negates, Reflex Half; See Text
Yes:h
V,S,Sacrifice
Evil creatures are blinded for 1 round and take 1d6 damage/2 levels (BoED91).

Trans
Bear`s Endurance
15
1 Action

Touch

1 minute/level
Will Negates
Yes
V,S,DF
The affected creature gains greater vitality and stamina; the spell grants a +4 enhancement bonus to Constitution(PH203)

Evoc
Blade of Pain and Fear
15
1 Action

0 ft.

1 minute/level (D)
Will Partial
Yes
V,S,DF
Creates blade of gnashing teeth (LM63).

Evoc
Blood Wind
15
1 Action

25 ft.+5 ft./2 levels

1 round/level
Will Negates
Yes:h
V,S
Subject uses natural weapon as thrown weapon (SS63)

Trans
Brambles
15
1 Action

Touch

1 round/level
None
No
V,S,M
Small magical thorns or spikes protrude from the surface of a wooden weapon. Becomes +1 enh bonus attacks/damage (CD156)

Trans
Bull`s Strength
15
1 Action

Touch

1 minute/level
Will Negates
Yes:h
V,S,M/DF
The subject becomes stronger. the spell grants a +4 enhancement bonus to Strength (PH207)

Ench
Calm Emotions
15
1 Action

100 ft.+10 ft./level

Concentration, up to 1 round/level (D)
Will Negates
Yes
V,S,DF
This spell calms agitated creatures, and can stop raging creatures from fighting or joyous ones from reveling (PH207)

Evoc
Consecrate
15
1 Action

25 ft.+5 ft./2 levels

2 hours/level
None
No
V,S,M,DF
Blesses an area with positive energy, making undead weaker. Counters and dispels Desecrate (PH212)

Necro
Consume Likeness
15
1 Action

Personal

10 minutes/level (D)
None
-
V,S
Assume form of freshly dead creature (takes 1d3 days). Assume form at will: +/- 2 limbs, 50% weight, +10 Disguise.

Conj
Cure Moderate Wounds
15
1 Action

Touch

Instantaneous
Will Half
Yes:h
V,S
Cures 2d8+1/level damage [max +10] (PH216)

Trans
Curse of Ill Fortune
15
1 Action

100 ft.+10 ft./level

1 minute/level
Will Negates
Yes
V,S,DF
You place a temporary curse upon the subject, giving -3 on attacks, saves, ability checks & skill checks. (CD160)

Evoc
Darkbolt
15
1 Action

25 ft.+5 ft./2 levels

Instantaneous
Fortitude Partial
Yes
V,S
Deals 1d8 damage/2 levels (max 5d8) and stuns 1 round (LoM210).

Evoc
Darkness
15
1 Action

Touch

10 minutes/level (D)
None
No
V,M/DF
Causes an object to radiate shadowy illumination out to a 20-foot radius (PH216))

Necro
Death Knell
15
1 Action

Touch

Special; See Text
Will Negates
Yes
V,S
You draw forth the ebbing life force of a creature and use it to fuel your own power (PH217)

Conj
Deific Vengeance
15
1 Action

25 ft.+5 ft./2 levels

Instantaneous
Will Half
Yes
V,S,DF
Call out to deity urging the deity to punish the miscreant. (CD161)

Conj
Delay Poison
15
1 Action

Touch

1 hour/level
Fortitude Negates
Yes:h
V,S,DF
The subject becomes immune to poison in its system or any to which it is exposed during the spells duration (PH217)

Evoc
Desecrate
15
1 Action

25 ft.+5 ft./2 levels

2 hours/level
None
Yes
V,S,M,DF
Imbues area with negative energy, making undead stronger (PH218)

Div
Detect Aberration (LoM)
15
1 Action

60 ft.

Concentration, up to 1 minute/level (D)
None
No
V,S
Detect the presence of aberrations (LoM210).

Div
Divine Insight
15
1 Action

Personal

1 hour/level or until discharged (D)
None
No
V,S,DF
You gain insight bonus of 5 + caster level on one single skill check (CAdv147).

Ench
Divine Protection
15
1 Action

100 ft.+10 ft./level

1 minute/level
Will Negates (Harmless)
Yes:h
V,S,DF
Allies gain a +1 morale bonus to their Armor Class and on saving throws. (MHB35)

Trans
Eagle`s Splendor
15
1 Action

Touch

1 minute/level
Will Negates (Harmless)
Yes
V,S,M/DF
The transmuted creature becomes more poised, articulate, and personally forceful. +4 to Charisma (PH225)

Conj
Ease Pain
15
1 Action

Touch

Instantaneous
Will Negates (Harmless)
Yes:h
S,DF
Remove lingering effects of pain (BoED97).

Ench
Elation
15
1 Action

80 ft.

1 round/level
Will Negates (Harmless)
Yes:h
V,S
Allies gain +2 to Strength and Dexterity, +5 ft. to speed (BoED98).

Ench
Enthrall
15
1 Round

100 ft.+10 ft./level

Up to 1 hour
Will Negates
Yes
V,S
If you have the attention of a group of creatures, you can use this spell to hold them spellbound (PH227)

Conj
Estanna`s Stew
15
1 Round

0 ft.

Instantaneous; See Text
Will Half (Harmless); See Text
Yes:h
V,S,F
Conjures stew that heals 1d6+1 per serving/2 levels (BoED 99).

Div
Find Traps
15
1 Action

Personal

1 minute/level
None
-
V,S
You gain intuitive insight into the workings of traps (PH230)

Trans
Fins to Feet
15
1 Action

Touch

10 minutes/level
Fortitude Negates
Yes:h
V,S
Transformations tails and finds into legs and feet(SS66)

Trans
Fox`s Cunning
15
1 Action

Touch

1 minute/level
Will Negates (Harmless)
Yes
V,S,M/DF
The transmuted creature becomes smarter. +4 enhancement bonus to Intelligence (PH233).

Necro
Gentle Repose
15
1 Action

Touch

1 day/level
Will Negates (Object)
Yes (object)
V,S,M/DF
You preserve the remains of a dead creature so that they do not decay (PH235)

Trans
Ghost Touch Armor
15
1 Action

Touch

1 minute/level
Will Negates (Harmless)
Yes:h
V,S,M
Subject`s armor gains the ghost touch property (LM65).

Div
Healing Lorecall
15
1 Action

Personal

1 minute/level
None
No
V,S,M
If you have 5 or more ranks in Heal, you can remove remove harmful conditions with conjuration (healing) spells (CAdv151

Ench
Hold Person
15
1 Action

100 ft.+10 ft./level

1 round/level (D); See Text
Will Negates; See Text
Yes
V,S,F/DF
The target humanoid becomes paralyzed, but may attempt a new saving throw each round to end the effect (PH241)

Necro
Inflict Moderate Wounds
15
1 Action

Touch

Instantaneous
Will Half
Yes
V,S
Touch attack, 2d8 +1/level damage (max +10) (PH217).

Conj
Inky Cloud
15
1 Action

30 ft.

10 minutes/level
None
No
V,S,M
Obscures sight underwater beyond 5 ft. (SS68)

Trans
Iron Silence
15
1 Action

Touch

1 hour/level (D)
Will Negates (Harmless, Object)
Yes (Harmless, Object)
V,S,DF
Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level (CAdv153).

Ench
Lastai`s Caress
15
1 Action

Touch

1 round/level
None
Yes
V,S,M
Intense feelings of good leave evil subject cowering, frightened, nauseated or shaken (BoED 102).

Necro
Living Undeath
15
1 Action

Touch

1 minute/level
Fortitude Negates (Harmless)
Yes:h
V,S,DF
Subject becomes immune to critical hits and sneak attacks. (MHB37)

Abjur
Luminous Armor
15
1 Action

Touch

1 hour/level (D)
None
Yes:h
Sacrifice
Light around target grants +5 armor bonus, dispels magical darkness, and gives a -4 penalty on opponent`s melee attacks.

Abjur
Major Resistance
15
1 Action

Touch

1 hour/level
Will Negates
Yes:h
V,S,M/DF
Subject gains +3 on saving throws (SS68)

Trans
Make Whole
15
1 Action

25 ft.+5 ft./2 levels

Instantaneous
Will Negates (Harmless, Object)
Yes (Harmless, Object)
V,S
Repairs an object (PH252).

Necro
Necrotic Cyst
15
1 Action

Touch

Instantaneous
Fortitude Negates
Yes
V,S,F
Encyst undead sac of tissue in subject (LM68).

Necro
Necrotic Scrying
15
1 Action

Unlimited

1 minute/level (D)
None
No
V,S,F
Hear or see encysted subject at a distance (LM69).

Trans
Owl`s Wisdom
15
1 Action

Touch

1 minute/level
Will Negates (Harmless)
Yes
V,S,M/DF
The transmuted creature becomes wiser. +4 enhancement bonus to Wisdom (PH259)

Trans
Quick March
15
1 Action

100 ft.+10 ft./level

1 round
Will Negates (Harmless)
Yes:h
V,S,DF
Allies` speed increases by 30 ft. for 1 round. (MHB37)

Trans
Rapid Burrowing
15
1 Action

Touch

1 minute/level
Fortitude Negates
Yes:h
V,S,F/DF
+20 ft. to subjects burrow speed (SS69)

Conj
Remove Addiction
15
1 Action

Touch

Instantaneous
Fortitude Negates (Harmless)
Yes:h
V,S
Cures target of drug addictions (BoED 105).
1
Conj
Remove Paralysis
15
1 Action

25 ft.+5 ft./2 levels

Instantaneous
Will Negates (Harmless)
Yes:h
V,S
Frees one or more creatures from paralysis, hold, or slow (PH271).

Abjur
Resist Energy
15
1 Action

Touch

10 minutes/level
Fortitude Negates (Harmless)
Yes:h
V,S,DF
Ignores first 10 damage from one energy type each round (PH272).
1
Conj
Restoration, Lesser
15
3 Rounds

Touch

Instantaneous
Will Negates (Harmless)
Yes:h
V,S
Dispels magic ability penalty or repairs 1d4 ability damage (PH272).

Evoc
Shatter
15
1 Action

25 ft.+5 ft./2 levels

Instantaneous
Special; See Text
Yes (object)
V,S,M/DF
Sonic vibration damages objects or crystalline creatures (PH278).
1
Abjur
Shield Other
15
1 Action

25 ft.+5 ft./2 levels

1 hour/level (D)
Will Negates (Harmless)
Yes:h
V,S,F
You suffer half of subject`s damage (PH278).

Ill
Silence
15
1 Action

400 ft.+40 ft./level

1 minute/level (D)
Special; See Text
Spec
V,S
Negates sound in 20-ft. radius (PH279).

Evoc
Sound Burst
15
1 Action

25 ft.+5 ft./2 levels

Instantaneous
Fortitude Partial
Yes
V,S,F/DF
Inflicts 1d8 sonic damage on subjects; may stun them (PH281).

Necro
Spawn Screen
15
1 Action

Touch

1 hour/level
Will Negates (Harmless)
Yes:h
V,S,DF
You resist being transformed into an undead spawn if slain (LM71).
+ 1
Evoc
Spiritual Weapon
15
1 Action

100 ft.+10 ft./level

1 round/level (D)
None
Yes
V,S,DF
Magical weapon attacks on its own (PH283).

Div
Status
15
1 Action

Touch

1 hour/level
Will Negates (Harmless)
Yes:h
V,S
Monitors condition, position of allies (PH284).

Conj
Summon Monster II
15
1 Round

25 ft.+5 ft./2 levels

1 round/level (D)
None
No
V,S,F/DF
Calls outsider to fight for you (PH286).

Conj
Summon Undead II
15
1 Round

25 ft.+5 ft./2 levels

1 round/level
None
No
V,S,F/DF
Summons undead to fight for you (LM71).

Abjur
Undetectable Alignment
15
1 Action

25 ft.+5 ft./2 levels

24 hours
Will Negates (Object)
Yes (object)
V,S
Conceals subject`s alignment for 24 hours (PH297).

Evoc
Veil of Shadow
15
1 Action

Personal

1 minute/level
None
-
V,S
Darkness grants you concealment (20% miss chance). (MHB40)

Ench
Wave of Grief
15
1 Action

25 ft.+5 ft./2 levels

1 round/level
Will Negates
Yes
S,M
All within the cone are overcome with sorrow and grief (CD188)

Trans
Wings of the Sea
15
1 Action

Touch

1 minute/level
Fortitude Negates
Yes:h
S,M
+30 ft. to subjects swim speed (SS72)

Ench
Zone of Truth
15
1 Action

25 ft.+5 ft./2 levels

1 minute/level
Will Negates
Yes
V,S,DF
Subjects within range cannot lie (PH303).

Description

Quintus wields a gladius Salanteinsis. It has a low-carbon steel core with high-carbon steel edges. The blade is 26 onches long and 2 inches wide. It has a bone grip and hilt, and a pommel made of dark-grained flintwood. The scabbard is made of brass, black dyed leather, and flintwood to match the sword. Master Titus Eom of Talbith crafted this blade.


Personal History

Quintus is a member of the Legion of the Triumphant Rays of the Invisible Sun.


Campaign Notes

A legion is a division of 3,000 - 6,000 men, mostly hoplites (heavy infantry) supported by velites (light mobile infantry.) The maniple (manipulus) consists of 120 to 160 men (two centuries).

In battle the hoplites are drawn up into three lines. With the younger soldiers hastati forming the first line, veterans principes in the second, and the last line consisting of triarii (the most experienced soldiers.) These ranks are supported and reinforced by velites (light mobile infantry.) In numbers, each line is made up of ten maniples (of two centuries each) yielding 1,200 - 1,600 men or a total of some 3,600 - 4,800 for the whole formation.

The cohort, made up of of six to ten centuries, is a very flexible and useful formation. Ten cohorts (averaging 480 men each) make up a legion. A legion forms up for battle in three lines, the first with four cohorts, the second and third with three cohorts each. Most legions consist of ten cohorts, one of which has a strength of ten full centuries (800 men) the remaining cohorts being of 6 or 7 centuries (480 to 560 men.) Each century is further divided into ten contubernium. The contubernium is the smallest unit of a legion being made up of just eight men who shared a tent and traveled together when on campaign.

Above the miles (common soldiers) are the centurions, 60 per legion. Each centurion selects an aide optio to assist him. The primus pilus (primipilus) is the head of the first century of the first cohort. Beneath him are the primi ordines, all in the first cohorts, followed by the centurions of the remaining cohorts serving as: pilus prior, pilus posterior, princeps prior, princeps posterior, hastatus prior, and hastatus posterior.

The tribunes, six per legion, rarely see combat as they are from the Equestrian class and only serve in the legion to further their political careers. The senior tribune tribunus laticlavius from the senatorial class is often a necessary stepping stone to power in the government bureaucracy Cursus Hononrum.

But the praefectus castrorum prefect of the camp spends years as a primus pilus before rising to his position and heading the entire legion in the absence of a legate (commanding general) or senior tribune. This veteran also command the respect of every soldier in the legion.


Quick Reference Notes

To claim total cover from a tower shield, you must use a standard action. Since you can only take one standard action each round, you cannot also attack, cast a spell, activate a magic item (except for some use-activated items), use a special ability, use total defense, or start or complete a full-round action during the same round you claim total cover from the shield. You can, however, take a move action before or after you claim cover from the shield.

Like other kinds of cover, the shield has to have a location relative to you on the battlefield. When you use the shield for cover, choose one edge of your space (not a corner). You have total cover against any attack’s line of effect that passes through that side of your space. If an attack’s line of effect goes through the corner of the side of your space that the shield blocks, you get cover from the shield (+4 AC, +2 on Reflex saves) instead of total cover. If an attack’s line of effect passes through a side of your space that the shield does not block, you get no cover from the shield at all. To determine where the line of effect enters your space, draw a line from the attacker’s center to your center. Or, in the case of a magical effect, from the effect’s point of origin and your center.

Once you claim cover from the shield, the shield keeps blocking the side of your space that you chose until the beginning of your next turn, when you can again decide whether you’ll use the shield for cover. Once you choose the side of your space that the shield blocks, you cannot change it until your next turn.

You continue to threaten the area around you while you use the shield for cover; however, it provides your opponents with the same benefits you get. You cannot make attacks through the side of your space that the shield blocks, and should you attack through the corners of that space, your foe gets cover against your attack. Since cover of any kind prevents attacks of opportunity, the shield keeps you from making attacks of opportunity in a pretty wide swath.

Total cover or cover from a tower shield has the following effects in different situations:

• Magical Attacks: A tower shield’s effects on magical attacks depend on the kind of magical attack. Any attack aimed at your equipment is aimed at you. If a magical attack has you as a specific target (that is it does not merely affect the area that contains you but is aimed right at you), the shield has no effect. All rays fall into this category, as does any spell that has a Target entry in its header and any spell that has an Effect entry and affects creatures (provided, of course, that the attacker can and does choose the shield user as a target). Magical attacks that fill areas (bursts, cones, cylinders, lines, emanations, and spreads) are subject to all the rules for cover on page 151 of the Player’s Handbook. Such attacks are completely blocked if line of effect between you and the attack’s point of origin passes through the side of your space the shield blocks. You get cover (+4 AC, +2 on Reflex saves) if the magical attack’s line of effect passes through the corner of the blocked side. Spread effects reach around the shield if they normally would extend into your space, but you still get a Reflex save bonus for cover when they do. A gaze attack is blocked if the shield would give you total cover against attacks from the creature with the gaze attack. If the shield gives you cover only, you’re still subject to the gaze attack (although you could avert or close your eyes to avoid the attack).

• Attacks of Opportunity: As noted earlier, cover or total cover prevents attacks of opportunity. So you could, for example, hunker down behind a tower shield and pick up a weapon or rummage around in a backpack and avoid attacks of opportunity against you. If you’re moving while using the shield for cover, things get a little more complicated. You must determine whether the shield gives you cover (or total cover) at the point during your movement when you’d normally provoke an attack of opportunity. Remember that attacks of opportunity are usually resolved before the actions that provoke them. In many cases, the shield won’t be positioned correctly to protect you during your whole move.

• Charging and Bull Rushing: Opponents can charge you while you claim cover from the shield. An opponent moves as normal when charging you, moving to the closest square from which a melee attack normally would be possible. If the shield gives you total cover from the attack, the attack automatically fails. Foes can bull rush you normally, moving right into your space in spite of the shield. You normally get an attack of opportunity against someone entering your space, but not if the shield gives your foe cover or total cover.

• Grapple and Snatch Attacks: Total cover from a tower shield blocks such attacks (the foe just can’t get hold of you). The foe could, however grab the shield. Conduct such attacks just like any other grapple or snatch attack. Your foe can’t damage you unless he pins you first. You can escape the foe’s hold simply by dropping the shield (a standard action since its strapped to your arm), so long as the foe has not pinned you.

• Traps: Cover or total cover from a tower shield is just as effective against a trap as it is against any other attack.


Miscellaneous Notes

BATTLECASTER

=================

0: detect magic, guidance, light, read magic, resistance

1: command, magic weapon, nimbus of light, protection from evil, shield of faith

2: deific vengeance, hold person, silence, spiritual weapon

MASTER HEALER

=================

0: detect magic, guidance, light, resistance, virtue

1: endure elements, magic weapon, protetion from evil, remove fear, sanctuary

2: remove paralysis, restoration (lesser), shield other, spiritual weapon

COMBAT MONSTER

=================

0: detect magic, guidance, light, read magic, resistance

1: divine favor, entropic shield, magic weapon, shield of faith, vigor (lesser)

2: aid, bear's endurance, bull strength, spiritual weapon