Kaknad WEAPONS: Club, Club (obsidian), Crossbow, Dagger, Dagger (obsidian), Longsword,
Mace, Staff, Warhammer; ARMOR: All armor and shields
www.shadowdarklings.net LANGUAGES: Common, Diabolic, Goblin
Goblin: KEEN SENSES: Can't be surprised.
Priest: PRIEST SPELLCASTING: To cast a Priest spell, roll 1d20+3 vs a DC equal to 10 +
11 +0 11 +0 Goblin
the spell's tier.
Priest-1: CASTING: +1 to Priest spell casting rolls (inc. above)
SPELLS: Cure Wounds, Shield of Faith, Turn Undead
10 +0 15 +2 Priest
10 +0 8 -1 1 0 10
25 1 9
Acolyte
3 11 Leather armor
Club (obsidian) Backpack
Holy symbol
Warhammer
Lawful Caltrops (one bag)
Bag of coins (35)
Flask or bottle
CLUB (OBSIDIAN): +0, 1d6 (BREAKABLE) Flint and steel
Torch
WARHAMMER: +0, 1d10 (2H)
Jeweler
SPELLS: To cast a Priest spell, roll 1d20+3 vs a DC Torch
equal to 10 + the spell's tier.
Torch
Saint Terragnis
Kaknad 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.
SHIELD OF FAITH (Tier 1, Priest), DC 11 to cast
Duration: 5 rounds, Range: Self
A protective force wrought of your holy conviction surrounds you. You gain a +2 bonus to your armor class 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.
Kaknad p.2