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CYRIC

by Unknown Player (Friday, Sep 1, 2023)


HUMAN ABILITIES
Humans get NO SPECIAL RACIAL ABILITIES as they are established as the norm upon which the abilities of
other races are based upon. However, humans have class options not allowed to other races, and they also have far
greater potential as they do not suffer from the class level limits that are applicable to the other races.

CLERIC ABILITIES
TURN OR DESTROY UNDEAD AND DEMONS DEVOTED RELIGIOUS FOLLOWERS will flock to
is a divine ability granted to clerics to turn away the Cyric's cause, should he ever reaches the level of
unholy (PHB, p104) . Cyric can attempt this once per Patriach of his holy order, and he build a place of
undead-type, but if he fails against any of them, he may worship. (PHB, p20) .
not try against the rest. (As a CHAOTIC EVIL cleric,
Cyric may attempt to command the undead instead of
turning them.)
RELIGIOUS STRONGHOLD CONSTRUCTION , at half usual cost due to religious help, is an option for Cyric,
should he become a High Priest of his holy order. (PHB, p20) .
Canon CYRIC

MALE HUMAN CLASS: Cleric


Alignment: Neutral Evil Level: 6

Age: 40 (mature) Experience Points: 40000

1500 +200 APPEARANCE


Weight Allowance:
STR: 14 2-in-6 to break doors Height: 5'5" / 165 cm.
Strength rolled: 14
7% to bend bars/lift gates Weight: 187 lbs. / 85 kg.
Physical description:
+3
INT: 12 Max. additional languages:
(depends on both race and intelligence,
Intelligence rolled: 12 must be learned)

+4
WIS: 18 saving throw bonus
Applies to magic attacks involving will
Wisdom force, e.g. charm (PHB, p11).
rolled: 18

+0 reaction bonus when surprised

DEX: 12 +0 missile weapon bonus


Dexterity
rolled: 12
+0 defensive adjustment (PHB, p11)

+2
Hit-Points Bonus: PERSONALITY
CON: 16 95% to survive system shock Personality traits, motivations, etc.
Constitution
rolled: 16
96% to survive resurrection

Max Henchmen: 6
CHR: 14 50% +5% loyalty
Charisma
rolled: 14
+10% reaction bonus

LANGUAGES
Languages spoken:

Common-tongue, Neutral Evil (codified language)

Cyric is able to speak the above languages. Note that a character's "alignment tongue" is a special kind of codified
language that only other characters of the same alignment can understand. It is considered socially repulsive to
communicate using one's alignment tongue in public places.
COMBAT - DEFENCE

HIT-POINTS: 55 /
55
(current) (maximum)
Hit-points are an abstract measure of how much damage Cyric can sustain before being killed. Hit points do not only
measure physical health, but also Cyric's luck, combat skill and other intangible factors (PHB, p34) .

ARMOUR ARMOUR MODIFIERS


All armour & shields are allowed Note, lower is better in regards to the below!

Armour Class (AC): CIRCUMSTANCE BONUS


Measures effectiveness of armour. Lower is better! 25% cover -2
Armour Worn: 50% cover -4
Update your AC (above) if you change your armour type 75% cover -7
90% cover -10
AC Dexterity Adjustment: 0 25% concealed -1
Applied to AC when attacked from the front in melee 50% concealed -2
75% concealed -3
AC Shield Adjustment: 90% concealed -4
Applied to AC when attacked from the front or shield-side in melee charging no dexterity bonus / +1

Armour Bulk: +1 applies to charging characters who do not


Update 'Max. Movement' if armour bulkiness changes! have a dexterity bonus (see left). Those that do
have a dexterity bonus, lose that bonus when
charging.
great helm AC = 1 (head)
Applies only to blows directed at the head (usually
1-in-6). Restricts vision to front 60° (DMG, p28) .

SAVING THROWS
Petrification /
Paralyzation / Poison Polymorph Rod, Staff or Wand Breath Weapon Spells

9 12 13 15 14

Saving throws allow a heroic chance of survival against fearsome odds. A saving throw will mitigate part or all of the
effect of various attacks if you roll equal or over to the number specified on a d20.
COMBAT - OFFENCE
BASE TO-HIT MATRIX
10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 BELOW -5
ROLL TO-HIT: 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 +1 per AC under -5
When Cyric attacks an opponent, look up the opponent's armour class on this table. If you call roll equal-to or over the
roll-to-hit number, then Cyric hits! Don't forget to apply any to-hit modifiers listed below.

TO-HIT MODIFIERS DAMAGE MODIFIERS


CIRCUMSTANCE TO-HIT MODIFIER CIRCUMSTANCE DAMAGE MODIFIER

Strength Bonus +0 Strength Bonus +0


Attacking Rear +2 Hatred +1
Charging +2 Ranger vs giant-class + Ranger Level
Hatred +2 Thief backstabbing x2 - x5
Rage +1 Opponent immobile maximum
Slightly drunk -1 Hatred +1
Drunk -5 Rage +1
Opponent off-balance +1
Opponent stunned +2
MELEE ATTACKS
Opponent partially immobile +2 1 per round 1 per round
Opponent completely immobile automatic (vs weak opponents) (vs strong opponents)

"Weak opponents" are everyday people and weak


monsters with below a 1d8 hit-die. "Strong opponenents"
are everything with over a 1d8 hit-die. (PHB, p25) .

WEAPONS DAMAGE RANGE


VS S/M VS L SPACE LENGTH FIRE RATE SHORT MEDIUM LONG

Flail, Footman’s 2-7 2-8 6' ~4' - - - -


Flail, Horseman’s 2-5 2-5 4' ~2' - - - -
Hammer 2-5 1-4 2' ~1½' - - - -
- hurled 2-5 1-4 - - 1 1 2 3
EQUIPMENT & MOVEMENT
Encumbrance is used to represent both weight and bulkiness of carried items (PHB, p101) .

WORN & CARRIED


This is equipment that Cyric is either directly carrying or wearing.
A separate section for bags & containers is on the next page.

Item Name Location Encum.

TOTAL ENCUMBRANCE: 0

MOVEMENT
Max. Movement Rate: 12
Depends on armour (PHB, p101) . 0 - 550 551 - 900 901 - 1250 1251 - 1700
12" movement 9" movement 6" movement 3" movement
Current Movement Rate: 12 (no great bulk) (fairly bulky) (very heavy) (encumbered)
Use this table to find Cyric's movement according to his total encumbrance.
Day Trek, Outdoors: 24 miles These numbers are dependant on Cyric's STRENGTH ability. Stronger
(Movement x 2, in UK miles) characters can carry more weight (PHB, p9) .

PER SEGMENT (6 SECONDS): PER ROUND (1 MIN): PER TURN (10 MINS):

Searching/Mapping: 1.2' Searching/Mapping: 12' Searching/Mapping: 120'


(Movement, in feet / 10) (Movement, in feet) (Movement x 10, in feet)
Known route: 6' Known route: 60' Known route: 600'
(Movement, in feet / 2) (Movement x 5, in feet) (Movement x 50, in feet)
Fleeing/Running: 12' Fleeing/Running: 120' Fleeing/Running: 1200'
(Movement, in feet) (Movement x 10, in feet) (Movement x 100, in feet)
BAGS, SACKS, POUCHES & OTHER CONTAINERS
These spaces are intended for containers: equipment packed into anything from a backpack to a small coin pouch that
is being carried. Note that each container's encumbrance must be added to the total encumbrance field on the previous
page.

Container: Encumbrance limit:

Item Name Encumbrance

TOTAL: 0

Container: Encumbrance limit:

Item Name Encumbrance

TOTAL: 0

Container: Encumbrance limit:

Item Name Encumbrance

TOTAL: 0
CLERICAL MAGIC
This section is a space to reference the clerical spells that are available to Cyric to memorize by way of divine prayer
and meditation, as well as the number of times (if any) each spell is currently held in memory.

BONUS SPELLS SPELL FAILURE


Level 1: 2 Level 3: 1 Chance of spell failure: 0%
Level 2: 2 Level 4: 1 The Gods are fickle. This is the likelihood that a
clerical spellCyric attempts to cast will fail. It is based
Bonus spells Cyric may memorize per spell level are based upon upon his WISDOM ability (PHB, p11) .
his WISDOM ability of 18 (PHB, p11)

CLERIC SPELL LEVEL


# SPELLS 1 2 3 4 5 6 7
MEMORIZEABLE
5 5 3 - - - -
This table shows the number of spells that Cyric is able to hold in memory at any one time.
Note: the above bonus spells have already been applied! Don't add them again.

No. Times Cast


Spell Name Spell Level Components Book Ref.
Memorized Time

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