Prefect Alrrem

(Generated 6 times)
Namelist None
Classic fantasy
Rank Veteran
Race Human
Cult rank None
Notes Rank 2 cleric First level: command, cure light wounds, light, resist cold, sanctuary Second level: holdperson, know alignment, resist fire, silence 15' radius, spiritual hammer Third level: cause blindness, prayer +1 to +5: This shield has been reinforced through magical enchantment, with each point of magic bonus granting a +5% bonus to Combat Style when parrying. In addition, for every odd numbered magic bonus, +1, +3, and +5, increases the shield’s size by one category for the purposes of parrying damage: Large to Huge, Huge to Enormous, and Enormous to Colossal. Magic shields increased beyond Colossal may parry any amount of damage. This shield possesses +5 Armour Points and +2 Hit Points per magic bonus for a shield of its type. +1 to +5: This weapon has been enchanted to do more damage. For each +1 bonus, add an additional +1 point of damage when a hit is achieved. Also, weapons with a +3 or +4 bonus increase the weapon’s size by one category for the purposes of bypassing defences, weapons with a +5 bonus or greater increase size two categories. Size categories go from Large to Huge, Huge to Enormous, and Enormous to Colossal. Magic weapons possess +5 Armour Points and +2 Hit Points per magic bonus for a weapon of its type. Chain Armor +2: +1 to +4: This armour has been enchanted to offer greater protection, with each +1 bonus adding an additional +1 to the total Armour Points of the armour. In addition, each point adds +5% to the following Resistance Rolls; Endurance, Willpower, and Evade. Finally, magic armour has its final Initiative Penalty reduced by the armour’s magic bonus. In the case of a character wearing piecemeal armour with differing bonuses, only the lowest applies. For example, a character wearing a suit of +2 plate mail and a +4 helm (normal Initiative Penalty of 9) will have their Initiative Penalty reduced by 2, the bonus of the plate mail, giving the wearer a Initiative Penalty of 7. +5 armour is detailed in the ClassiC Fantasy Unearthed Companion.
STR 10+2d4
CON 10+2d4
SIZ 16
DEX 16
INT 12+1d6
POW 12+1d6
CHA 12+1d6
D20Hit locationArmor
01-03 Right leg 7
04-06 Left leg 7
07-09 Abdomen 7
10-12 Chest 7
13-15 Right arm 7
16-18 Left arm 7
19-20 Head 7
Movement 6
Natural armor No

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+40 Endurance CON+CON+40
Evade DEX+DEX+40 Perception INT+POW+40 Unarmed STR+DEX+40
Willpower POW+POW+40

Magic skills

Devotion POW+CHA+40 Invocation INT+CHA+40

Professional skills

Healing INT+POW+40

Combat styles

Primary Combat StyleSTR+DEX+40

Weapon options

1-handed weapons

Amount: 1
Hammer +2 (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 1
Shield +1 (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Hammer +2 1h-melee 1d8+3 M M - Stun Location Y N 3 8
Shield +1 shield 1d4+1 H S - Bash, Stun Location Y N 9 17