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Arlo Tealeaf
Arlo Tealeaf
Halfling Cleric Of Tymora Level 3 (Luckbringer specialty priest from Faiths & Pantheons)
HP: 19
Non Weapon Proficiencies: Gaming (bonus, Cha), Healing (Wis-2), Religion (Wis),
Swimming (Str), Riding (Wis+1), Cooking (Int), Animal Handling (Wis-1), Animal Training
(Wis), Musical Instrument (Dex-1)
Major Access: All, Chaos, Charm, Creation, Divination, Healing, Necromantic, Protection,
Summoning, Travelers
1st level: Cure Light Wounds, Know Direction, Weighty Chest, Detect Evil, Detect Snares &
Pits, Invisibility to Undead, Light, Protection From Evil
2nd level: Favor Of Tymora, Dissension's Feast, Zone Of Truth, Find Traps, Hold Person,
Silence 15’ Radius, Speak With Animals
Spells Memorized:
Other abilities:
▪Turn Undead
▪If in non metal armor, alone or with elves and away at least 90’ from others -> -4 or -2 to
enemy surprise roll
Equipment: holy symbol of Tymora, trained Pony, backpack, blanket, small tent, large chest,
large sack, studded leather armor, chainmail armor, club, sling, slingstone (x30), belt, belt
pouch, pipe, banjo, pot, cooking equipment & utensils, dry rations (7 days), flint & steel,
torch (x3), bandages
Sphere: Protection
Range: Touch
Components: V, S
Duration: Special
Casting Time: 5
single living recipient creature that cannot be ended by dispel magic or other
magical effects. It lasts until the death of the recipient creature or until its
A priest of Tymora must physically touch the spell recipient with a bare
hand to cast this spell, requiring a successful attack roll if the recipient is in
battle or unwilling. The favor of Tymora confers bonuses upon the saving
throws of the recipient it affects. The first saving throw made by the recipi-
ent after the spell is successfully cast is made at a +4 bonus, even if it takes
place later in the same round as the spell took effect. The second saving
throw after the spell takes effect is at a +3 bonus, the next at a +2 bonus,
and the following one at a +1 bonus. After the four enhanced saving throws
Tymora does not allow her favor to be granted to the same creature more
than once in any day unless there are exceptional circumstances, such as a
matically fails.
Creatures faithful to Tymora are looked upon with disfavor if they re-
quest the bestowal of a favor of Tymora more than twice in any tenday; to
rely directly on the goddess is not to trust in her luck. This includes priests
of Tymora, who may have to atone for any use of this spell on themselves
Moment (Divination)
Sphere: Numbers
Range: 0
Components: V, S, M
Duration: 1 round/level
Theoretically, every action has a particular moment at which it will have its greatest
possible effect. Using the arcane mathematics of this spell, the priest can determine the
"ideal moment" for any single action in each round that the spell is in effect. This action
must be performed by a character other than the priest. In practice, another character
informs the priest of an action he wants to undertake in
a round. The priest concentrates on the action, then informs the character when the
"correct moment" has come. The character then gains a bonus of 20% (+4 on a d20) to
the success of his action. The spell can affect only a single action in a given round. When
used in combat, the priest can advise the best moment to initiate an action (affecting
initiative) or what moment offers the greatest success in striking (affecting the chance to
hit).
initiative roll, but only at the cost of -2 on his chance to hit. Characters who seek the best
attack frequently delay their actions. These characters suffer a +1 on their initiative roll
but gain a +4 on their chance to hit. The spell cannot affect the amount of damage caused,
since the act (striking) has already succeeded at that point.
Characters are not obliged to wait for the moment specified by the priest. For
example, a fighter might decide that striking first is more important than gaining +4 to
hit. The character can act normally, based on his or her unmodified initiative. The
character gains no bonus from the moment spell, and the priest can affect no other action
in that round.
Noncombat actions can also benefit from the moment spell. For example, a thief planning
to climb a wall may wait to start her climb until the priest informs her that the moment is
right. If she waits, she gains a bonus of 20% to her Climb Walls roll (in this case, the
While concentrating on this spell, the priest can take no other action. A break in the
instantly.
The material component is a set of three silver dice, which the priest tosses in his
hand while concentrating on the spell. The dice are not consumed in the casting.
Sphere: Travelers
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Know direction allows the caster to instantly know the direction of north. The spell is
The material component is a small scrap of a parchment map that is at least 100 years
old.
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1
This spell enables the caster to enchant a chest, book, package, or any other nonliving
object no larger than a 5'x5'x5' cube. When the enchanted object is touched by anyone
other than the caster, the apparent weight of the object increases, becoming 2-5 (1d4+1)
times the weight of the person or persons touching it. This condition makes the object
extremely difficult to move for anyone but the caster. The caster can move the object
Sphere: Chaos
Range: Touch
Components: V, S
This spell must be cast by a priest during the preparation of food for a meal. The spell
is cast on any one quantity of food; thus, the priest could cast the spell on the batter of a
wedding cake, or he could cast the spell on a quantity of onions as they are diced for both
a salad and a stew. The spell affects 10 pounds of food per level of the caster. Anyone
who eats the affected food (even a character who eats the salad but not the stew) is
The effects of the spell begin five rounds after the food has been eaten. At that time,
creatures who have eaten the affected food are allowed a saving throw; success indicates
that a creature is not affected.
Affected creatures quickly become agitated. Petty events ranging from poor table
manners to loud talking bother everyone. After five minutes, tempers flare, characters
feel compelled to shout at and insult one another, and threats are hurled. Even normally
Creatures maintain no alliances while under the effect of dissension's feast. A king
and his wife who are normally madly in love will find themselves bickering with each other in
a matter of minutes. Members of a diplomatic delegation might come to blows
At the end of the spell duration, characters undergo the sensation of waking up. All
are free to behave as they wish. Characters at the meal will still be angry, although they
Sphere: Wards
Range: 30 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
This spell prevents creatures within the area of effect (or those who enter it) from
speaking any deliberate and knowing lies. Creatures are allowed a saving throw to avoid
the effects; those who fail the save are affected fully. Affected characters are aware of this
enchantment; therefore, they may avoid answering questions to which they would
normally respond with a lie or they may be evasive as long as they remain within the
boundaries of the truth. When a character leaves the area, he is free to speak as he
chooses.
The spell affects a square whose sides are five feet long per level of the caster; thus, a
The material components are the priest's holy symbol and a phony emerald, ruby, or
diamond.