San Chal

Mercantile Cleric

Description:

Name: San Chal
Race: Human
Class: Cleric (God of the 2-Sided Coins)
Alignment: Neutral
Level: 4/14 (Curate)
XP: 7,659/12,000( + 5%)
STR: 12 (0)
INT: 09 (0)
WIS: 13 ( + 1)*
DEX: 11 (0)
CON: 11 (0)
CHA: 11 (0)
Hit Dice: 4d6 HP: 015/17
AC: 7 (0 + Plate Armor + Shield)
Move: 20’ per Round
Explore: 60’ per Turn
Run: 60’ per Round
Special Abilities:
Divine Spells
Turn Undead
Weapons: Blunt Weapons (Warhammers, Maces, Clubs, Quarterstaffs, Slings)
Armor: Any
Style: 1 Hand, 2 Hand, Shield
Attack: 9+
Saving Throws:
Petrification & Paralysis: 12+
Poison & Disease: 9+
Blast & Breath: 15+
Staffs & Wands: 12+
Spells: 14+
+ 1 to throw vs Spells and Magic Items
Max Henchmen: 4
Proficiencies:
Adventuring (G):
The character is well-equipped for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry. All player characters are assumed to have Adventuring for purposes of the proficiency throws of standard adventuring tasks.
Bargaining (G):
The character gets the best deals available for goods, services, and information. Any items the character purchases costs 10% less than the listed price and any items he sells go for 10% more than the listed price. If both the buyer and seller have the Bargaining proficiency, the opposed Bargainers should make reaction rolls. Whichever character scores the higher result gets the discount. A character may select Bargaining multiple times if desired. Each time the proficiency is selected, the character receives a + 2 bonus on his reaction roll when negotiating with other bargainers.
Diplomacy:
The character is smooth tongued and familiar with protocol. He receives a + 2 bonus on all reaction rolls when he attempts to parley.
Laying on Hands: The character can heal himself or another by laying on hands once per day. The character can restore 2 hit points per experience level. A character may take this proficiency multiple times. Each time it is taken, the character may lay on hands an additional time per day.
Languages: Common
Weapons:
Mace (9+ ) 1d6/1d8
Tetsubo (9+ ) 1d10 (- 1 Initiative)
Sling (9+ ) 1d4 45’/90’/180’
Spell Repertoire:
1st
Command Word (Range: 10’ / Duration:1 Round / Give a one word command in a language the target understands, must obey)
Cure Light Wounds (Range: Touch / Duration: Instant / Heal 1d6+ 1 damage OR cure paralysis OR provide a + 1 bonus on the Mortal Wounds table)
Detect Evil (Range: 60’ / Duration: 1 hour / Detect evil items, evil places, undead, demons or people with evil intent you can see)
Detect Magic (Range: 60’ / Duration: 20 minues / Detect magic you can see)
Light (Range: 120’ / Area: 30’ radius / Duration: 1 hour + 10 minutes per level / Create light like a torch)
Protection From Evil (Range: Self / Area: 10’ / Duration: Concentration / + 1 AC and Saves vs evil creatures and blocks “enchanted” creatues if they aren’t attacked)
Purify Food and Water (Range: 10’ / Duration: Instant / Decontaminates 1 ration OR 6 skins of water OR enough normal food for 12 people)
Remove Fear (Range: Touch / Duration: Instant / Removes all fear)
Fellowship (Range: Self / Duration: 10 minutes per level / Intelligent target is impressed by you and friendly in social interactions)
Sanctuary (Range: Touch / Duration: 2 rounds + 1 per level / Attackers must save or can’t attack you anymore, as long as you don’t attack anything)
2nd
Augury (Range: Self / Duration: None / Find out if a certain course of action will have good or bad results no more than 30 minutes into the future. True answer 74% of the time.)
Bless (Range: 0’ / Duration: 6 Turns / When cast BEFORE battle, caster and allies within 50’ get + 1 to hit, damage, morale and saves vs. magical fear. At 7th level, can create holy water.)
Delay Poison (Range: Touch / Duration: 1 Turn/Level / Makes target temporarily immune to poison, but the poison will take effect when the spell expires.)
Find Traps (Range 30’ / Duration: 3 Turns / See traps within 30 feet.)
Hold Person (Range: 180’ / Duration: 2d8 Turns / Paralyzes 1 target (-2 save) or 1d4 targets for 2d8 rounds. Save negates.)
Resist Fire (Range: Touch / Duration: 6 Turns / Makes target immune to normal fires and grants + 2 save and – 1 damage per die rolled (min 1 damage per die) vs. magical or intense fires and heat.)
Silence 15’ Radius (Range: 180’ / Duration: 12 Turns / Creates a sphere of silence around an area, object or creature. Unwilling creatures (and their possessions) can save to negate.)
Snake Charm (Range: 60’ / Duration: 1d4+ 1 Turns/Rounds / Makes snakes (with total HD = caster level) indifferent to everybody for 1d4+ 1 turns. If snakes are already in combat, the effect lasts for only 1d4+ 1 rounds.)
Speak with Animals (Range: Special / Duration: 1 Round/Level / Communicate with any one normal/giant animal in sight that can hear the caster. This doesn’t make the animal friendly.)
Golden Servitor (Range: 10’ / Duration: 6 Turns / Summons a Servant of the Two-Sided Coin. Takes 10 minutes to cast. The golem will obey simple commands, and the caster does not have to concentrate to control it. The caster must sacrifice 600 gold coins. The golem appears in place of the pile.)
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Servant of the Two-Sided Coin
Movement: 90’ (30’)
Armor Class: 3
Hit Dice: 6*
Attacks: 1 (Slam)
Damage: 3d6
Save: F6
Morale: N/A
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Spells Per Day:
1st: 2/2
2nd: 0/1
Turn Undead: (2d6 HD)
Skeleton: T
Zombie: 4+
Ghoul: 7+
Wight: 10+
Wraith: 13+
Mummy: 16+
Spectre: 19+
Equipment:
Sling (-)
Sling Bullets (x8) (1/6)
Plate Armor (5)
Blood-Forged Shield(+ 1) (1)
Holy Symbol, Wooden (-)
Priest’s Cassock (-)
Shoes (-)
Backpack (0 Stone, Holding 2/4)
- Waterskin (1/6)
- Iron Rations (7 Days) (Dried meat and salted biscuits)(1/6)
- Oil, Military, Flask, 1 Pint (x3) (3/6)
- Torch (3) (1/6)
- Silk Rope, 100’ (1/6)
- Flask, Empty, 1 Pint, Glass x2 (1/6)
- 2491(2)
Encumbrance: 8 3/6 Stone
Henchmen:

Jian (F2, Male, Imperial) XP:3,767/4,000
- Level 2 Fighter
- Lame Leg (-30’ movement [- 10 combat move], 1/3 DEX for AC 4)
- S:8 I:8 W:10 D:13 C:14 Ch:6
- AC:6 (Lamellar + Shield – 1/3DEX) HP:15/15 Move:30’ Morale:2
- Blood-Forged Scimitar 1d6/1d8 (9+ )
- Short Bow: 1d6+1 (8+ )
- Quiver w/17 Arrows
- ATK:09+ PP:14+ PD:13+ BB:15+ SW:15+ Sp:16+
- Backpack [3 Waterskins, 7 Days Iron Rations, Blanket, 40’ Hemp Rope, 1 Flask Military Oil, 1 Torches, Tinder Box ], Purse [0 GP] (Enc:5.4 Stone)
- Riding, Endurance, Military Strategy, Theology
- + 1 Damage, 2 Cleave per Round
- Terms: 50 GP/Month + 15% Treasure

Yanmei (T1, Female, Imperial) XP:478/1250
- Level 1 Thief
- S:11 I:12 W:09 D:14(+ 1) C:12 Ch:12
- AC:3 (Leather + DEX) HP:4/4 Move:40’ Morale:0
- Short Sword 1d6 (9+ )
- Dagger 1d4 (9+ )
- S. Sword & Dagger 1d6 (8+ )
- ATK:10+ PP:13+ PD:13+ BB:16+ SW:14+ Sp:15+
- Backpack [50’ Hemp Rope, Thief’s Tools, 1 Flask Military Oil]
- Adventuring, Art(Painting), Weapon Finesse
- OL:18+ FaRT:18+ PP:17+ MS:17+ CW:6+ HiS:19+ HN:14+
- Encumbrance: 3 3/6
- Terms: 25 GP/Month + 15% Treasure

Mei (F1, Female, Imperial) XP:478/1000
- Level 1 Fighter
- S:13(+ 1) I:10 W:10 D:08(- 1 ) C:09 Ch:11
- AC:3 (Chain – DEX) HP:8/8 Move:30’ Morale:1 (Grudging)
- Short Sword 1d6+2 (19+ )
- Short Bow 1d6+1 (11+ )
- Quiver of 17 Arrows
- ATK:10+ PP:15+ PD:14+ BB:16+ SW:16+ Sp:17+
- Backpack [1 Flask Military Oil]
- Profession(Scribe), Knowledge(Mathematics), Riding, Animal Training, Fighting Style(Weapon & Shield)
- Encumbrance: 5 3/6
- Terms: 25 GP/Month + 20% Treasure

Yadida (H0, Female, Half-Shou) XP:478/1000
- Level 1 Fighter
- S:17(+ 2) I:05(-2) W:13(+ 1) D:08(- 1) C:06(- 1 ) Ch:11
- AC:4 (Lamellar – DEX) HP:7/7 Move:30’ Morale:1 (Grudging)
- Short Sword 1d6+ 3 (8+ )
- Short Bow 1d6+ 1 (11+ )
- Quiver of 16 Arrows
- ATK:10+ PP:15+ PD:14+ BB:16+ SW:16+ Sp:17+
- Backpack [1 Flask Military Oil]
- Endurance, Labor(Mining), Intimidate, Caving
- Encumbrance: 6 3/6
- Terms: 25 GP/Month + 15% Treasure
6 Light Infantry(H0, Human)
- Level 0 Human
- AC:3 (Leather & Shield) HP: 4/4 Move: 30’ Morale: 0
- Short Sword 1d6 (11+ )
- Spear 1d6/1d8 (11+ )

Bio:

Worship the god of the 2 sides coins born into a trading family he left the family business in order to follow his heart and that lead him to the God of the 2-sided Coins. One side is to trade, the other is to obtain and to help others gain prosperity.

He dreams of founding a temple so that he might attract others into his beliefs.

Deity of the 2 sided Coin (Trade and Prosperity)

Goal create a temple for those who worship the trade.

San Chal

Red Tide Ludanto Ludanto