Kazadok the dwarf cleric

Prophet Priest kit
An insecure desk priest. He used to ask Koryis for advice all the time, praying often. Eventually he received a vision from Koryis himself! He was told to stop asking for free wisdom and instead seek it from the stinky place where the sun don't bloody shine. Clearly He meant the sewers! Right at the time where the city is looking to bury adventurers in there! After asking for confirmation several times and being struck by lighting twice, Kazadok eventually looked into getting down there.


XP 135000
lvl 8
STR 10 40lb weight, 6 open doors, 2% bars/gates
DEX 7 -
CON 11 70% shock, 75% res
INT 13 +3 NWPs
WIS 19 +4 magical defense adj, 0% chance of failure, bonus spells: 3*1st, 2*2nd, 2*3rd, 1*4th, +10% XP
CHA 9 -

Treant Warhammer 0, 1d4+3/1d4+2
Digging Pick (Warhammer) 0, 1d4+1/1d4
Sling 0, 1d4+1/1d6+1 (10 bullets, stones are just on the ground, for sure)
THAC0 16
Armor Class 4
HP 63/64
Base Move 6
Weapon Proficiencies Warhammer, Sling, (one left)
NWP (9, +2 per 3lvl, * to mark extra levels) Cooking (Int+1*), Reading/Writing (Int+1), Healing (Wis-2), Language: Read/Write Ancient Dwarf (Int), Ancient History (Int-1), Language: Dwarf (Int), Herbalism (Int-2), Musical Instruments (Dex-1) +4 points
Free language: Common
Free from kit: Weather Sense (Wis-1), power of Prophecy (can meditate once a day to receive vision, or anytime, from god)

Paralysis/Poison/Death Magic 7 (+3 poison)
Rod/Wand/Staff 11 (+3)
Petrify/Polymorph 10
Breath Weapon 13
Spell 12 (+3)

Turn undead:
D* Skeleton or 1HD
D Zombie
D Ghould or 2HD
T Shadow or 3-4HD
T Wight or 5HD
4 Ghast
7 Wraith or 6HD
10 Mummy or 7HD
13 Spectre or 8HD
16 Vampire or 9HD
19 Ghost or 10HD
20 Lich or 11+ HD

*An additional 2d4 creatures are turned


Cleric with high wisdom have a bonus to saving throws vs magical spells that attack the mind: beguiling, charm, fear, hypnosis, illusions, possession, suggestion, etc. +4
People are a little edgy around prophets of gods whose sphere isn't Prophecy. -2 to reaction adjustment, can never be worse than Cautious.
Dwarves gain a bonus to the saving throw vs magical wands, staves, rods and spells. +3
Dwarves gain a bonus to the saving throw vs poison. +3
Non-priestly magical items have a 20% chance to malfunction once per use no matter how long "one" use is.
In melee dwarves add +1 to their dice rolls to hit orcs, half-orcs, goblins and hobgoblins.
Ogres, trolls, ogres magi, giants or titans have -4 to attack dwarves.
Dwarves can see up to 60 ft in the dark with their infravision.
Dwarves can, within 10 feet:
-Detect grade or slope in passage 1–5 on 1d6
-Detect new tunnel/passage construction 1–5 on 1d6
-Detect sliding/shifting walls or rooms 1–4 on 1d6
-Detect stonework traps, pits, and deadfalls 1–3 on 1d6
Dwarves can determine approximate depth underground 1–3 on 1d6


Personnal, carried, 29.9 lbs out of 40
Warhammer 2 6 Medium, Bludgeoning, speed 4, 1d4+1 S/M, 1d4 L. It's a pick for digging.
Sling 0.05 0.1 Small, Bludgeoning, speed 6, rate of fire 1, sling bullet (1cp) 1d4+1 S/M damage, 1d6+1 L - sling stone (free )1d4
Mastework Splint Mail 330 20 AC 4
Basilisk cloak
Holy Symbols 25 0.1
Holy Water*2 50 0.2
Rhythmic Drums 95 ???
Sml Belt Pouch 0.7 0.5
Chalk 0.01 0.1
Writing Ink 8 0.1
Wineskin 0.8 1
Flint&Steel 0.5 0.1
Flute 10 0.5
Paper Sheet*8 16 0
Sling Bullets 0.1 1
Stock certificate of 999.999.999 shares in the Y'all's Caster Supremacy adventuring company, headquartered on Bermuda.
Baggage Carrier 10GP ? 10 days worth
Carried by ^, 27 lbs out of 40
Iron Pot 0.5 2
Rations, iron 5 ? 5/7 days worth
Rations, std 6 ? 8/14 days worth
Soap 0.5 1
Rope, Hemp, 5ft 0.1 2
Small Tent 5 10
Blanket 0.5 3
Candlex10 0.1 1
Firewood 0.1 ? 9 days worth
Herbs 0.05 1
Nuts 1 1
Salt 0.1 1
Spice, rare 2 1
Butter 0.8 4
56.9+the weight of a hireling
GP lbs
A coin purse with 323GP, one copper coins and some gems.
A flying carpet.
A bottle containing the FIFTH kind of elemental.
Loot, Kazadok:
- Some gems
- Two scrolls of Cure Light Wounds
- One scroll of Altruism
Loot, hireling:
- Some fancy herbs
- Five bullshit crystal comm balls

20:40:20 <~PurpleXVI> Also, Issyl, Lobralla ID's the gems' values as follows: Topaz(300GP), Amber(500GP), 2x Azurites(25 GP each), Bloodstone(100 GP)
-Handed to Blair for her evil capitalist ventu-I mean, for her worker-owned small business.

-The Treant Warhammer costs 500gp, has a +2 to damage over a normal warhammer, but no bonuses to hit. Also allows the owner to talk to living plants, though most plants won't necessarily have anything important or interesting to say.
-A cloak made out of basilisk hide(looking very cool and stripey), the basilisk hide cloak is capable of turning aside attacks from ethereal creatures, which means that it protects from any stat or level-draining abilities that incorporeal undead might bring to the table.
-A +1 sling stone, re-usable(though it has to be re-found after fights, perhaps dug out of someone's head if someone scores a good shot with it). On critical hits, for 1d4 rounds, it flips the effect of gravity by 90 degrees for the target, causing them to hurtle towards the nearest wall or, in an open area, suddenly fly away horizontally until they impact something or the effect ends.
For LAB:
-A proper mage's staff, carved out of a frost giant's femur. It's permanently icy, great for chilling your drinks or surviving in desert biomes, does +1 damage over a normal quarterstaff and double damage to any fiery creatures it lands a hit on(fire elementals, salamanders, fire giants) as well as adding an extra die of damage(or +5 damage if extra dice is inapplicable) to any ice-themed damaging spells cast.
-One bottled tsunami

Some Spells


  • 1/ Sanctuary
  • 1/ Detect Evil
  • 1/ Detect Evil
  • 1/ Remove Fear
  • 1/ Cure Light Wounds
  • 1/ Faerie Fire
  • 2/ Cure Moderate Wounds
  • 2/ Cure Moderate Wounds
  • 2/ Hold Person
  • 2/ Hold Person
  • 2/ Silence, 15' Radius
  • 3/ Prayer
  • 3/ Prayer
  • 3/ Dispel Magic
  • 3/ Remove Curse
  • 3/ Continual Light
  • 4/ Cure Serious Wounds
  • 4/ Protection from Evil, 10' radius
  • 4/ Free Action
  • Special/ Sanctuary once per day
1st level

Bless [Duration 6 rds, components V S M, casting time 1rd, M=holy water] (+1 to saving throws vs Fear, +1 to attack rolls for friends not in melee yet, affects pfriends within 50ft cube with center at up to 60ft from caster, can bless single item (one pound/level caster) until first use, requires Holy Water)
Detect Evil [Duration 10rds+5rds/lvl, AoE 10ft x120 yds, components V S M, casting time 1rd, M=holy symbol] (this is too annoying to summarized I'm sure Purple knows)
Purify Food & Drink [range 30 yds, 1cu ft/level in 10 sq ft, component V S, casting time 1rd]
Remove Fear [range 10yds, duration special, affects 1 creature/4lvl, component V S, casting time 1rd] (raise saving throw vs fear of target by +4, if target already has failed a throw, spell grants one new roll at +4)
Cure Light Wounds [Range:touch, component V S, casting time: 5] (Heal 1d8 of wounds)
Sanctuary [range:touch, duration 2rds+1/lvl, affects 1 creature, component V S M, cast time 4, M=holy symbol or small silver mirror] (Any opponent attacking a creature protected by the spell must roll a saving throw vs spell, if success: attack, if not:opponent ignores target for duration of spell)
Protection from Evil [Range:touch, duration 3 rds/lvl, affects 1 creature, component V S M, casting time 4, M=circle of holy water or burning incense] (Creates barrier around target, evil creature are at -2 to attack, and saving throw from those creatures at +2, blocks mental control attempts, but not non-magical charm attempts, prevents contact with extraplanar/conjured creatures)
Faerie Fire [Range 80 yds, duration 4rds/lvl, 10 sq ft/lvl, component V M, casting time 4] (Highlights targets, making them visible in the dark. +2 to attack highlighted targets in darkness, +1 to attack highlighted targets in twilight or better)

2nd level

Cure Moderate Wounds [Range:touch, component V S, casting time:6] (Heal 1d10+1 of wounds)
Hold Person [Range:120yds, duration 2rds/lvl, components: V S M, casting time: 5, AoE:1d4 persons in 20-ft cube, M=small straight piece of iron] (Holds 1d4 humans/demihumans/humanoids (full list p261) immobile for min. 6 rounds, centered on point targeted by caster. Normal saving throw for three/four targets, -1 for only two targets, -2 for one target, adjusted for wisdom. Held creatures cannot move/speak/do anything, but can still get hurt.)
Silence, 15' Radius [Range:120yds, duration:2rds/lvl, components: V S, AoE:15ft radius] (Complete silence in affected area. Can affect a mobile target that will then move the silence zone. Unwilling creature get a saving throw, if success center is 1ft behind creature rather than creature itself. Defends against sound-based attacks)

3rd level

Prayer [Range: 60 ft aoe, duration: 1rd/lvl, components: V S M, casting time: 6] (+1 to attack and damage rolls to allies, enemies suffer -1 to attack and damage rolls.)

4th level

Cure Serious Wounds [Range:touch, component V S, casting time:7] (Heal 2d8+1 of wounds)
Protection from Evil, 10' Radius [Range: touch, duration 1rd/lvl, aoe 10 feet radius, components V S M, cating time 7] (Same protection from evil, except in a radius. Creatures too big to fit in the sphere may be partially exposed and suffer penalties)
Free Action [Range: touch, duration: 1rd/lvl, affects 1 creature, components V S M, casting time 7] (Allows a creature to move and attack normally even if affected by "slow", "paralysis", "spider webs" or even spells like "hold person"

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