Clerasil

(uses pre-Unearthed-Arcana 1st Edition rules)

picture of the symbol of Clerasil
Clerasil's holy symbol

Character class: Cleric
Experience Level: 38th
Secondary skill: none
Race: Human
Alignment: neutral-good
Patron Deity: God III
Religion: Clerasilism
Church: his own
Church's influence: he made it, he does the influencing
Place of origin: Central Earth
Birth date: 50 years before the IUDC
Hair color: black
Eye color: gray
Sex: M, and no
Height: 6'1"
Weight: 170 lbs, not including equipment
Appearance: religious-looking, wears the Symbol of Clerasil (his holy symbol) around his neck.
Hatreds/Foes: Creatures from lower planes & undead.
Desires/Loves: He wishes he could say it, but it's a sin.
Place of residence: First Church of Clerasilism, which is a stronghold that cost him half a million gold pieces to build.
City of residence: Town

Base movement base: 12"
Movement base with boots of speed: 24"
Movement base adjustments: x2.5 from permanent potion of speed at 150% effectiveness.
Movement base after adjustments: 60"

Character Abilities
Strength: 25
Intelligence: 18
Wisdom: 21
Dexterity: 19
Constitution: 18
Charisma: 18

Saving Throws

Immunities: (source)

  • cold (V:FF)
  • all forms of mental and psionic attack (V:EE)
  • fire/heat for all creatures within 20' (V:DD)
  • magic missiles (I:TT)
  • cause fear, charm person, command, friends, hypnotism, forget, hold person, ray of enfeeblement, scare, beguiling, domination, and fear spells (21 wisdom)

    Languages: common, neutral good, elvish, orcish, halfling, kobold, goblin, gold dragon, ixitxachitl.

    Psionics
    Attack strength without adjustments: 184
    Defense strength without adjustments: 184
    Adjustments to psionic strength:

  • +40 psionic strength points from helm of telepathy
  • +50 psionic strength points from the 5 dull gray ioun stones
    Total attack strength: 274
    Total defense strength: 274
    Attack modes: all
    Defense modes: all
    +4 to psionic attacks from helm of telepathy
    Major disciplines: ALL
    Minor disciplines: ALL (except expansion and reduction)

    Weapons of proficiency: 9
    Non-proficiency penalty: -3
    Chosen weapons of proficiency: hammer, mace, staff, club, flail,

    Combat
    Armor worn: plate mail + shield
    Base Armor Class: 2
    Base shieldless Armor Class: 3
    Armor Class adjustment due to dexterity: +5
    Armor Class adjustments due to magic:

  • +5 from plate mail's plus
  • +2 from shield's plus
  • +5 from cloak of protection
  • +3 from ring of protection (not factored in below)
  • +2 from the Wand of Orcus (I:GG) (not factored in below)
  • +2 from the Ring of Gaxx (I:GG) (not factored in below)
  • +4 from the Good Orb and Sceptre of Might (I:GG taken twice)
  • +2 from the 27th Tooth of Dahlver-Nar (I:GG)
    Total Armor Class adjustment due to magic: +18
    Rear Armor Class: -11
    Shieldless Armor Class: -18
    Armor Class: -21
    To-hit adjustments: +4 with missiles from dexterity, +7 in melee from strength; +3 with hammer of thunderbolts when hurled (gauntlets of ogre power).
    Damage adjustments: +6 with hammer of thunderbolts when hurled (gauntlets of ogre power); +14 from strength, +38 from II:UU, +3-17 from II:D; total: +52 (+2d8+1).
    Hit point adjustment due to constitution: +5 per level
    Hit die type: d8
    Hit points: 143
    Special adjustments: regenerate 1 h.p. per turn, or ½ melee attack damage.
    Dexterity adjustment for surprise: +4
    Base attacks per round with a melee weapon: 1
    Attacks per round adjustments: x2.5 from permanent potion of speed at 150% effectiveness.

    Total wealth as coins/gems: 3,075,928 g.p.
    Experience points: 6,193,183 / +10% = 6,812,502

    Permanent spells: comprehend langauges, detect evil, detect good, detect invisibility, detect magic, infravision, protection from evil, protection from good, protection from normal missiles, read magic, tongues, and unseen servant.

    Permanent potions: all animal control#, clairaudience#, clairvoyance#, climbing, evil dragon control#, flying#, humanoid control#, elf half-elf & human control#, levitation#, oil of slipperiness, philter of persuasiveness#, polymorph (self), speed#, and water breathing.
    (# = at 150% effectiveness)

    Spells Memorized by level
    CLASS1st2nd3rd4th5th 6th7th
    cleric1313 121311 1010


    Clerasil's Items



    Rings: x-ray vision, warmth, vampiric regeneration, shooting stars, spell turning, 8 wishes, swimming, air elemental command, earth elemental command, water elemental command, protection +3 (5 foot radius), telekinesis (400 lbs. maximum), free action, and shocking grasp.



    Scrolls:

  • gate, resurrection/destruction, holy word, heal/harm, flame strike, raise dead/slay living, and plane shift
  • regenerate, symbol, wind walk, astral spell, control weather, earthquake, and restoration
  • cure/cause serious wounds, protection from evil 10' radius, neutralize poison, and dispel magic
  • destruction, destruction, and destruction
  • protection from petrification
  • protection from undead
  • protection from posession
  • protection from devils
  • protection from elementals.



    MJOLNIR: hammer of thunderbolts.  Intelligence 17, ego 18 (personality 35), speech and telepathy, read languages, read magic, neutral-good alignment.
    Languages Spoken: Neutral-Good, Elvish, Common, Thieves' Cant, and Druidic.

    Primary Abilities:
    detect secret doors in a ½" radius
    locate object in a 36" radius
    Extraordinary Power:
    "illusion" twice per day, 12", as the wand



    Other Magic Weapons: mace of disruption, +4 mace, +1 flail, +1 flail, staff of striking (25 charges), +1 luck blade shortsword (5 wishes) (which clerics can't wield).



    Artifacts:

    Yeenoghu's Flail

    The Wand of Orcus:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers: FF Possessor need neither eat nor drink for up to 1 week
     S Fly when held and ordered — 1 time/day
    GGProtection +2 when held or worn
    QQWater breathing upon command
    Table II: Major benign powers: UU x2 Weapon damage is +2 hit points each, total +4
    Table III: Minor malevolent effects:  J Possessor's hair turns white
     T Wart appears on possessor's nose
    Table IV: Major malevolent effects:  I Item releases gas, all within 20' motionless for 5-20 rounds
    Table VI: Side effects:  L Limited omniscience: may ask DM 1 question per game day

    The Ring of Gaxx:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers: UU Web — 1 time/day
    HHRemove fear by touch
    GGProtection +2 when held or worn
    Table II: Major benign powers: KK Stone to flesh — 1 time/day
    UUWeapon damage is +2 hit points
    Table III: Minor malevolent effects:  O Small items of wood rot from possessor's touch (any item up to normal door size, 1-7 days time)
    Table IV: Major malevolent effects:  V User becomes berserk and attacks creatures within 20' randomly (check each round) for 5-20 rounds
    Table V: Prime powers:  F Death ray equal to a finger of death with no saving throw — 1 time/day
    Table VI: Side effects:  P Whenever the prime power is used the possessor must save versus magic or lose 1 level of experience

    Heward's Mystical Organ:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers:  I Create food and water — 1 time/day
     J Cure light wounds — 7 times/week
     GColor spray — 3 times/day
     Q x2 Feather fall when grasped and ordered (twice?)
     ZMind blank — 3 times/day
    LLSpeak with dead — 1 time/day
    Table II: Major benign powers: UU x5 Weapon damage is +2 hit points each, total +10
    EEPhantasmal killer — 1 time/day
     DCause serious wounds by touch
    Table III: Minor malevolent effects:  D Deafness for 1-4 turns when first used against an enemy
     CBody odor noticeable at 10' distance
     UWeight gain of 10-40 pounds
    Table IV: Major malevolent effects:  N Lose 1 point of intelligence permanently
    EE User transformed into a very powerful but minor being from another plane (demon, devil, godling) by creator of item and is carried off to serve this new master (start a new character)
     ZUser loses 1 level of experience
     U Sacrifice 10,000-60,000 g.p. worth of gems and/or jewelry to activate item for 1 day
     A Body rot is 10% cumulative likely whwnever a primary power is used, and part of the body is lost permanently
    FF User withers and ages 3-30 years each time the primary power is used, eventually turning the possessor into a deathless withered zombie guardian of the item
     H Item is powerless against and hates 1-3 species of creatures, and when within 10" of any such creatures it forces its possessor to attack
    Table V: Prime powers:  X Summon 1 of each type of elemental, 16 hit dice each, no need for control — 1 time/week
     B All of possessor's ability totals raised to 18 each upon pronouncement of a command word
    DD Total fire/heat resistance for all creatures within 20' of the item
     Z Super sleep spell affects double the number of creatures plus up to 2 5th or 6th level and 1 7th or 8th level creature
     Y Summon djinn or efreet lord (8 h.p./die, +2 "to hit" and +4 damage) for 1 day of service
     E Creeping doom callable — 1 time/day
     O Polymorph any object — 1 time/day
    Table VI: Side effects:  A Alignment of possessor permanently changed to that of item
     L Limited omniscience: may ask DM 1 question per game day
     C Fear reaction possible in any creature within 20' of the item whenever a major or primary power is used; all, including possessor, must save versus magic or flee in panic

    The good Crown, Orb, and Sceptre of Might
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers:  Q Feather fall when grasped and ordered
    (from crown)  R Find traps — 3 times/day
    (from orb) BB Pass without trace — 1 time/day
    (from orb & sceptre) GG x2 Protection +2 when held or worn each, total +4
    (from 2)  S Fly when held and ordered — 1 time/day
    (from all 3)  C Audible glamer upon command — 3 times/day
    Table II: Major benign powers: UU x4 Weapon damage is +2 hit points each, total +8
    Table III: Minor malevolent effects:  M Sense of smell lost for 2-8 hours when first used against an enemy
    (from orb)  A Acne on possessor's face
    Table IV: Major malevolent effects:  M Lose 1 point from hit points permanently
    Table V: Prime powers:  Z Super sleep spell affects double the number of creatures plus up to 2 5th or 6th level and 1 7th or 8th level creature
    Table VI: Side effects:  M User has short-duration super charismatic effect upon creatures of the same basic alignment — evil, good, neutral (chaotic, lawful, true) — so that they will willingly join and serve the character for 1-4, 2-8, or 3-12 turns (depending on how exact the alignment match is); thereafter the effect of the dweomer wears off and the creature(s) will no longer server due to realization of the enchantment and fear of it (and hostility is possible)
    (from sceptre) L User has limited omniscience and may request the DM to answer 1 question per game day (answer is given with limitations set by the DM's discretion, with overall campaign factors and knowledge of player vs. player character overriding considerations)

    The Rod of Seven Parts:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers:  E Clairaudience (when touched to the ear)
    (from parts 2-3)  F Clairvoyance (when touched to the eyes)
    (from parts 3-4) TT Wearer immune to magic missiles
    Table II: Major benign powers: UU x2 Weapon damage is +2 hit points each, total +4
    Table III: Minor malevolent effects:  S x2 User's sex changes twice
    (from parts 1-2)  X Yelling becomes necessary to invoke spells with verbal components
    Table IV: Major malevolent effects: EE User transformed into a very powerful but minor being from another plane (demon, devil, godling) by creator of item and is carried off to serve this new master (start a new character)
    Table V: Prime powers: FF Total immunity from all forms of cold
    ??
    Table VI: Side effects:  R Whenever this item is used as a weapon to strike the enemy, it does double normal damage to the opponent but the wielder takes (normal) damage just as if he or she had been struck by the item
    (from parts 6-7)  M User has short-duration super charismatic effect upon creatures of the same basic alignment — evil, good, neutral (chaotic, lawful, true) — so that they will willingly join and serve the character for 1-4, 2-8, or 3-12 turns (depending on how exact the alignment match is); thereafter the effect of the dweomer wears off and the creature(s) will no longer server due to realization of the enchantment and fear of it (and hostility is possible)

    All 32 Teeth of Dahlver-Nar:
    Artifact Powers and Effects: entry description
    Table I: Minor benign powers: PP Ventriloquism upon command — 3 times/day
    (tooth #4)  P ESP (30', 40', 50', or 60' range) — 3 times/day
    (tooth #5) XX Zombie animation — 1 time/week
    (tooth #6)  O Detect magic — 3 times/day
    (tooth #8) II Sanctuary when held or worn — 1 time/day
    (tooth #10)  T Hypnotic pattern (when moved) — 3 times/day
    (tooth #11) WW Write — 1 time/day
    (tooth #12) FF Possessor need neither eat nor drink for up to 1 week
    (tooth #13)  X Levitate when held and ordered — 3 times/day
    (tooth #15) EE Possessor immune to gas of any type
    (tooth #17) DD Possessor immune to fear
    (tooth #18) OO Ultravision when held or worn
    (tooth #19) CC Possessor immune to disease
    (tooth #20) EE Possessor immune to gas of any type (wow, double immunity!)
    (tooth #22) VV Wizard lock — 7 times/week
    (tooth #23) CC Possessor immune to disease (wow, double immunity!)
    (tooth #25)  Z Mind blank — 3 times/day
    (tooth #27) GG Protection +2 when held or worn
    (tooth #30)  E Clairaudience (when touched to the ear)
    (tooth #31)  K Darkness (5', 10', or 15' radius) — 3 times/day
    (tooth #32) AA Obscurement — 1 time/day
    Table II: Major benign powers: UU Weapon damage is +2 hit points
    (tooth #16)  N Dispel magic upon command — 2 times/day
    (tooth #24) UU Weapon damage is +2 hit points
    (tooth #28) UU Weapon damage is +2 hit points
    (set of 1-8) EE Phantasmal killer — 1 time/day
    (set of 9-16) UU Weapon damage is +2 hit points
    (set of 17-24) UU Weapon damage is +2 hit points
    (set of 25-32) NN Teleport (no error) — 2 times/day
    Table III: Minor malevolent effects:  I Possessor has satyriasis
    (tooth #9)  L Saving throws versus poison are at -2
    (tooth #26)  C Body odor noticeable at 10' distance
    (tooth #29)  I Possessor has satyriasis
    (set of 17-24)  B Blindness for 1-4 rounds when first used against an enemy
    (set of 25-32)  T Wart appears on possessor's nose
    Table IV: Major malevolent effects:  Q Magic drained from the most powerful magic item (other than an artifact or relic) within 20' of user
    (set of 9-16)  W User goes insane for 1-4 days
    Table V: Prime powers:  L Meteor swarm — 1 time/day
    (set of 17-32) HH(4) Cast 1st, 2nd, and 3rd level spells simultaneously
    (set of 1-32) EE Total immunity from all forms of mental and psionic attacks
    Table VI: Side effects:  A Alignment of possessor permanently changed to that of item
    (tooth #14)  R Whenever this item is used as a weapon to strike the enemy, it does double normal damage to the opponent but the wielder takes (normal) damage just as if he or she had been struck by the item
    (set of 1-8)  P Whenever the prime power is used the possessor must save versus magic or lose 1 level of experience



    Other Magic Items:

    cube of force (36 charges)         +5 plate mail
    girdle of titan strength           +2 shield
    helm of brilliance                 5 dull gray ioun stones
    helm of telepathy                  carpet of flying (36")
    pearl of wisdom (DONE)             wand of secret door and trap location (100 ch.)
    scarab of protection               wand of magic detection (100 charges)
    stone of good luck                 wand of negation (100 charges)
    Daern's instant fortress           wand of magic missiles (100 charges)
    periapt of proof vs. poison +4     wand of fear (100 charges)
    chime of opening                   pipes of the sewers
    incense of meditation (8 pieces)   cloak of the manta ray
    book of infinite spells            boots of elvenkind
    horn of the Tritons                cubic gate
    candle of invocation               necklace of 30 prayer beads
    portable hole                      rod of resurrection
    Bucknard's everfull purse          net of entrapment
    reverse eyes of petrification      plate mail of etherealness
    periapt of health                  Quaal's feather token (whip)
    gauntlets of dexterity (55%/52%)   horn of blasting
    medallion of ESP with empathy      Keoghtom's Ointment (3 jars)
    boots of speed                     robe of scintillating colors
    boots of striding and springing    bag of holding
    +5 cloak of protection             gauntlets of swimming and climbing
    rope of climbing                   boots of levitation
    dust of appearance (1 container)
    dust of disappearence (50 containers)
    dust of sneezing and choking (50 containers)
    gauntlets of ogre power (for the hammer of thunderbolts)
    amulet of proof against detection and location
    


    Mundane Items:

    bullseye lantern                   large galley
    war ship                           500,000 g.p. stronghold
    small keep                         helmet
    club                               leather back pack
    tinder box                         5 flasks of oil
    hooded lantern                     vial of holy water
    100 feet of rope                   silver holy symbol
    prayer beads                       incense
    belt                               robe
    cloak                              water skin w/ 1 quart of water
    another silver holy symbol         iron rations
    

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