Spelljammer
Lanita Stanmore
Player:Marty Player Email:mghaught@gmail.com 
Experience Points
Name:Lanita StanmoreHome City/Region: Starting Points:34000
Race:HumanBirth Date: Earned EXP:167,535
Class:ClericNative Language(s):Aerdi Total EXP:201,535
Religion:Pelor (LG) Characteristics:00
Sex:FemaleFlaw:Tithe 10%Skills and Spells:193,794
Alignment:Lawful Good Flaw:Total Cost:193,794
Description:Natural linguistics - 6 Midani, 6 Chung

Lanita is a female human cleric of Pelor, the good god of sun and agriculture. She has pale, luminous skin with refined features. Her eyes are large and slightly wide-set, glowing with quiet intelligence and empathy. He has high cheekbones and a slender nose. Her hair falls in soft waves around her face, a light golden-blonde with subtle warmth, catching light like spun silk. She wears leather armor, wields a medium-sized flanged mace, equips a small round shield, and has a simple magical crown of silver. She is wearing a cloak of displacement and her vestments of yellow with gold trim overlay her armor. Finally, she proudly wears her holy symbol of Pelor, a circle of gold with six points that radiate outwards. 
Available EXP:7,741
Overall Level:8
Money:1642 Silver Pieces
 
Characteristic
Start
Points Bought
EXP
Cost
Cost for
+1 to stat
Other Modifiers
GM
Modifiers
Value
Miscellaneous Information
STR
13
0
0
2000
0
1
14
Encum:
32 lbs
TMR:
55
DEX
16
0
0
4000
0
1
17
IM:
0
DEF:
27
CON
18
0
0
2000
0
0
18
Hit Points:
61
Heal Rate:
1/day
INT
24
0
0
3000
0
0
24
Bend Bars:
2%
Open Doors:
28%
KNOW
16
0
0
3000
0
2
18
Insight:
25 (1)
Attune:
61
WP
23
0
0
2000
0
0
23
Remember:
60
EveryLore:
3
MA
15
0
0
3000
0
1
16
Service:
99
Info:
49
LUCK
17
0
0
4000
0
0
17
Luck Pts:
1
Fate Pts:
0
CHA
21
0
0
1000
1
0
22
Secret Door:
36/5
Subtle PER:
5
PER
17
0
0
1000
0
1
18
Saving Throws
TOTAL:
0
Normal 53Magic 48
Weapon Specialization
Single Specialist: Weapon Mace
Luck 50Mental 67
Disbelieve 61
 
Ranged Weapon
Applicable Skill
Strike Chance
Damage
Attacks Per Rnd
Initiative
Min Range
PB Range
Ranged
Master
----------
 
 
 
 
 
 
 
 
----------
 
 
 
 
 
 
 
 
----------
 
 
 
 
 
 
 
 
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Melee Weapon
Applicable Skill
Strike Chance
Damage
Attacks Per Rnd
Initiative
Master
+3 MaceWeapon Mace
122 
1d10 + 5 
2 
0 
 
----------
 
 
 
 
 
----------
 
 
 
 
 
----------
 
 
 
 
 
----------
 
 
 
 
 

ComboArmorShieldHelm
Protection
LOW
Defense
DEX Mod
Current
No ArmorNo ShieldNo Helm
2
0
27
0
1
1 Human-+3 Reinforced Leather Armor+1 Small Round ShieldBorno Crown
8 
3 
59 
0 
2
 
 
 
 
3
 
 
 
 
4
 
 
 
 
5
 
 
 
 
 
General Skills
Area Lores, Cultural Lores & Languages
A to IJ to RS to ZAll
Administration (8):
--Deal With Bureaucrat: 61%
--General Administrative Knowledge: 49%
--Knowledge of Laws and Statutes: 49%
--Understand Government Records: 58%
Anatomy (3):
--Anatomical Knowledge: 24%
--Cause of Death: 33%
--Dissect Target: 21%
--Surgery: 22%
Body Speak (4):
--Skill Bonus: 38%
Character Judgment (8):
--Character Judgment: 55%
--Determine Outlook: 31% chance
Cleric (9):
--1st Level Spells: 6
--2nd Level Spells: 6
--3rd Level Spells: 4
--4th Level Spells: 2
--5th Level Spells: 1
--Cleric Pool: 23 points
--Divine Insight: Twice per month
--Turn Undead: 69%
Conversation (8):
--Information Please: 49%
--Pantomime: 64%
--Persuasion: 61%
--Subtle Extraction: 61%
Courtesan (3):
--Aristocratic Interaction: 24%
--General Courtesan Knowledge: 24%
--Seduction: 36%
Dance (3):
--Dance Knowledge: 24%
--Dancing: 21%
Demon/Devil Lore (4):
--Skill Roll: 29%
Diplomacy (4):
--Deceive: 44%
--Negotiate: 41%
--Understand Protocol: 39%
Diving (1):
--High Dive Height: 48 ft
--High Dive Roll: 11%
--Hold Breath: 2.1/3 minutes
--Max Safe Depth: 58 feet
--Stay Afloat: 19 hrs
--Subsurface TMR: 14
--Surface TMR: 18
Engineering (1):
--Construct Building: 23%
--Knowledge of Building Techniques: 14%
First Aid (3):
--Points Healed: 1d6 points
--Skill Roll: 39%
Giant Lore (4):
--Lore Roll: 29%
Hit Points (5): (No tasks)
Maneuver in Armor (3): (No tasks)
Military Scientist (2):
--Direct Force Size: 107 men
--Initiative Bonus: 0 (only if leading)
--Magic Save Bonus: 2 (only if leading)
--Personal Guard: 30 men
--Tactics: 30%
Monster Lore (2):
--Common Monster: 31%
--Rare Monster: 11%
--Recognize Monster Noise: 19%
--Uncommon Monster: 21%
--Very Rare Monster: 1%
Natural Linguist (6):
--Additional Languages: +2
Pattern Recognition (3):
--Pattern Recognition: 24%
Public Speaking (8):
--Deliver Interesting Speech: 64%
--Incite Action: 45%
--Rouse Public Sentiment: 53%
Religious Lore (8):
--Skill Roll: 49%
Research (3):
--Analyze Book: 30%
--Research: 42%
Running (3):
--Bonus: 22%
--TMR Bonus: 3 bonus
Shield Small (8): (No tasks)
Storytelling (2):
--Recognize Legend: 17%
--Tell Interesting Tale: 33%
Undead Lore (8):
--Skill Roll: 49%
Weapon Mace (8): (No tasks)
Language Brodignagian (2): (No tasks)
Language Enochian (2): (No tasks)
Language Wenzhounese (2): (No tasks)
Religious Language High Eirenay (8):
--Read 1st Level Scroll: 99%
--Read 2nd Level Scroll: 94%
--Read 3rd Level Scroll: 89%
--Read 4th Level Scroll: 79%
--Read 5th Level Scroll: 69%
--Read 6th Level Scroll: 64%
 
All Skills
Skill RankNext RankEXP Cost
Administration 811794716
Anatomy 3600900
Body Speak 4375750
Character Judgment 813505400
Cleric 92000090000
Conversation 822509000
Courtesan 310001500
Dance 37001050
Demon/Devil Lore 4375750
Diplomacy 49401880
Diving 1800400
Engineering 1800400
First Aid 316002400
Giant Lore 410002000
Hit Points 536009000
Language Brodignagian 2600600
Language Enochian 2900900
Skill RankNext RankEXP Cost
Language Wenzhounese 2900900
Maneuver in Armor 324003600
Military Scientist 212001200
Monster Lore 2900900
Natural Linguist 628008400
Pattern Recognition 310001500
Public Speaking 811254500
Religious Language High Eirenay 811794716
Religious Lore 84501800
Research 3600900
Running 38001200
Shield Small 8292511700
Storytelling 2600600
Undead Lore 810084032
Weapon Mace 8405016200
 193794
 

Psionic Attack Mode
Initiative
# of Attacks
Psionic Strike Chance
Damage
Range
Notes
Ego Whip
2d6+
ft
Id Insinuation
2d6+
ft
Non-lethal Damage, Duration
Mind Thrust
2d6+
ft
Non-lethal Damage, Armor Piercing
Psionic Blast
2d8+
ft
Non-lethal Damage, Area Effect
Psychic Crush
2d6+
ft
Lethal Damage

Psionic Defense Mode
Area
MDef
MProt
CostNotes
Intellect Fortress
ft radius
1 NL/END per round
Mental Barrier
Self
NoneHardened
Mind Blank
Self
NonePersistent
Thought Shield
1 target
1 NL/END per 3 rounds
Tower of Iron Will
ft diameter
2 NL/END per round

Magic Items With Bonuses
List of magic items and effects that provide bonuses to hit points, saving throws and DEF. Bonuses listed here will be reflected in the appropriate totals above. Let the GM know if you have items you need listed here (the GM must add them).
Bonus To:Item(s):Bonus:
Hit PointsCleric
Public Speaking
Religious Language High Eirenay
Religious Lore
Undead Lore
Weapon Morning Star
TMR:
Normal Save
Mental Save
Magic Save
Luck Save
Disbelieve Illusions
Everything Lore
Attunement
DefenseCloak of Displacement10
Protection
Melee Dmg
All Combat SC
All Combat Dmg
Unarmed Conbat SC
Unarmed Combat Dmg
Luck Points:
Fate Points:
Psionic SC:
Psionic Dmg:
Mental DEF:
Mental PROT:

Equipment
Worn or Carried
In Pouches
In Backpack
Healing Charm
Ring of Tranquility [1/day silence 10']
Waist pouch of Potion Storing
Borno Crown
Cloak of Displacement
Jade Stone
Mace of Life
Armor of the Desert Evening
Backpack
Bedroll
Flint & steel
Hooded lantern
Lamp Oil
Mess kit
Change of clothes
Field rations for 5 days
50 feet of rope
50 feet of twine
1 vials of holy water
Large sack
Toilet kit
Whetstone
Journal
Quill
Ink
Staff of Curing
Elsewhere
Elsewhere
Elsewhere

Character Notes
Background InfoJade Stone - Can only be used by a cleric. Each of the following spells can be cast once per day: Invisibility to Undead. Invisibility to Undead 10' radius, Negative Plane Protection.
Mace of Life+3 Mace
2x per day Pulse per Life - 20ft radius 1d4+2 heal/harm
1x per day Greater Pulse of Life - 20ft rad - 2d4+4 heal/harm
Armor of the DesertArmor of the Desert
+3 Reinforced Leather Armor
Cooling of the Endless Sands
+10 save vs heat effects, not fire
Only need half water consumption in desert settings
Sunset Renewal (At sunset it will cure serious, renew NL, alleviate thirst)
Healing CharmThis magical charm, which is usually worn on a necklace or thong around the neck, grants varying levels of abilities depending on who is wearing it.

Anyone wearing the charm who is attuned to it, may call out "Heal Me" once per day and be healed as if a Cure Light Wounds spell had been cast on him. This may be done at any time as long as the wearer is conscious and able to speak.

If the wearer is a cleric who can cast healing spells, then all "cure" spells cast by him, including the once per day effect of the charm, have an improved ability to heal. The eight sided dice of the cure spell is replaced by a d6+2. Thus, if the cure spell normally heals 2d8, it would instead heal 2d6+4. If the cleric has a Staff of Healing, then this charm will also enhance the curing ability of the staff.
OtherBorno Crown, +1 CHA, +1 Prot
OtherRing of Tranquility: Although this ring seems to be made of a ring of thorns, the wearer of the ring suffers no damage wearing it. While wearing the ring, the player always has a sense of calmness that grants a +10 bonus to all save’s vs fear and charming effects. Once per day, the wearer may cast a silence 10’ radius around themselves that lasts for 10 minutes. Anyone inside the radius while the silence is active, also gains the bonuses of the ring wearer. If someone other than the wearer attempts to remove the ring, they take 1d4+2 points of damage (no protection).

Waist pouch of Potion Storing: The pouch contains a small inter-dimensional area that can hold up to 6 potions. While in the pouch, the potions are immune to damage. If the wearer of the pouch knows what potions the pouch contains, the wearer may reach into the pouch and retrieve the desired potion.
Staff of CuringThis device can Cure Disease, Cure Blindness, Cure Insanity or Cure Serious Wounds. Each function uses 1 charge. The staff can be used but once per day on any one person and no function can be employed more than twice per day.

A fully charged staff can hold 25 charges. The staff can be recharged by a shaper.
Other