Elber WEAPONS: Club, Club (obsidian), Crossbow, Dagger, Dagger (obsidian), Longsword,
Mace, Staff, Warhammer; ARMOR: All armor and shields
www.shadowdarklings.net LANGUAGES: Common, Elvish, Primordial, Sylvan
Priest: PRIEST SPELLCASTING: To cast a Priest spell, roll 1d20+4 vs a DC equal to 10 +
the spell's tier.
11 +0 12 +1 Elf
Elf-1: FARSIGHT: +1 to spellcasting rolls (inc. above)
Priest-1: CASTING: +1 to Priest spell casting rolls (inc. above)
SPELLS: Cure Wounds, Holy Weapon, Turn Undead
10 +0 15 +2 Priest
10 +0 4 -3 1 0 10
6 2
Seeker
4 13 Leather armor
Shield
Torch
Backpack
Holy symbol
Dagger (obsidian)
Neutral Crowbar
Bag of coins (8)
Flask or bottle
DAGGER (OBSIDIAN): +0 (N), 1d6 (BREAKABLE, Flint and steel
FIN)
Rations
SPELLS: To cast a Priest spell, roll 1d20+4 vs a DC Minstrel
equal to 10 + the spell's tier. Rations
Torch
Torch
Lythia
Elber p.1
Spells Known
CURE WOUNDS (Tier 1, Priest), DC 11 to cast
Duration: Instant, Range: Close
Your touch restores ebbing life.
Roll a number of d6s equal to 1 + half your level (rounded down). One target you touch regains that many hit points.
HOLY WEAPON (Tier 1, Priest), DC 11 to cast
Duration: 5 rounds, Range: Close
One weapon you touch is imbued with a sacred blessing. The weapon becomes magical and has +1 to attack and damage rolls for the
duration.
TURN UNDEAD (Tier 1, Priest), DC 11 to cast
Duration: Instant, Range: Near
You rebuke undead creatures, forcing them to flee. You must present a holy symbol to cast this spell.
Undead creatures within near of you must make a CHA check opposed by your spellcasting check. If a creature fails by 10+ points and is
equal to or less than your level, it is destroyed. Otherwise, on a fail, it flees from you for 5 rounds.
Elber p.2