Osaze

Cleric of Horon / Kossuth

Description:

Personal Information

Name: Osaze; Player: Dave W;
Race: Human; Gender: Male; Height: 5’4"; Age: 29;
Class: Cleric; Level: 5; Weight: 167 lbs;
XP: 19,118; Alignment: Neutral Good;
Next Level: 27,500; Kit: Horonii;
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Ability Scores

Str:; 16; Weight Allowance: 70 lbs; Bend Bars/Lift Gates: 10%;
; ; Attack Adj.: +0; Damage Adj.: +1; Max. Press: 195 lbs; Open Doors: 9;
Dex:; 10; Missile Adjustment: +0; Pick Pockets: 10%; Open Locks: -5%;
; ; Reaction Adjustment: +0; Armor Class: +0; Move Silently: -15%; Climb Walls: -5%;
Con:; 14; System Shock: 88%; Poison Save: +0;
; ; Hit Point Adjustment: +0; Resurrection Chance: 92%;
Int:; 8; Max. Spell Level: -
; Max. Spells Per Level: 0; Illusion Immunity: None;
; ; Bonus Proficiencies: 1; Chance to Learn New Spell: 0%;
Wis:; 18; Bonus Clerical Spells: 2, 2, 1, 1, 0, 0, 0; Clerical Spell Failure Chance: 0%;
; ; Magic Defense Adjustment: +4; Spell Immunity: None;
Cha:; 12; Loyalty Base: +0; Maximum Number of Henchmen: 5;
; ; Initial Reaction Adjustment: +0;
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Horonii Abilities:

  • + 1 bonus to heat exhaustion check for every three levels of experience
  • All Horonii gain the ability to use infravision at will. When this is done anyone staring into their eyes notices that they appear to be aflame.
  • At fifth level, a Horon specialist cleric can automatically cast a light spell once per day
  • At 10th level they can cause their swords to burst into flame at will, causing an additional ld4 points of damage upon a successful
    hit.
  • If they are insulted, treated rudely, or demeaned in any way, they must make a Wisdom check (at 4) or go berserk for # rnds = Level. They are quick to forgive and forget
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    Saving Throws

Paralyzation: 9; Poison: 9; Death Magic: 9; Petrification: 12; Polymorph: 12;
Rod: 13; Staff: 13; Wand: 13; Breath Weapon: 15; Spell: 14;
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Combat

Hit Points:; 29;
Base THAC0:; 18;
Melee THAC0:; 18;
Missile THAC0:; 18;
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Armor

Natural armor class; 10;
Full armor, plate mail; 7;
Shield, small +1 magic adj.; -1;
Shield, small +1 adj.; -1;
FINAL:; 1;
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Weapon Proficiencies

Mace, footman’s;
Sword, long;
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Non-Weapon Proficiencies

Alertness (CRE); 19;
Religion; 18;
Riding, Land; 21;
Survival; 8;
Native Languages; ;
; Common – Mystara dialect;
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Weapons

; THAC0; Attacks/; Speed; Damage; ; ; Range; (-2); (-5);
Weapon; Melee; Missile; Round; Factor; Sm-Med; Large; Type; Size; Short; Medium; Long;
Sword, long 1; 16; ; 1; 4; 1d84; 1d12+4; S; M; ; ; ;
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Turning Undead

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

  1. = Roll # or greater on a 1d20 to turn 2d6 undead.; D = Automatically destroys 2d6 undead.;
    T = Automatically turns 2d6 undead.; D* = Automatically destroys 2d6+2d4 undead.;
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    Inventory

_ Animals_
Horse, riding
Saddle bags, large
Saddle, riding
_ Items Carried_
Backpack
Dry rations (1 week)
Grappling hook
Torch x3
Wineskin
Flint and steel
Holy item
Mirror, small metal
Oil, lamp (per flask) x5
Rope, hemp (50 ft)
Sack, large
Sack, small
Items Readied
Sword, long +1
Items Worn
Full armor, plate mail
Shield, small +1
Spending Money

  • Copper Pieces x7
  • Gold Pieces x27
  • Silver Pieces
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    Movement and Encumbrance

Encumbrance:; Unencumbered; Light; Moderate; Heavy; Severe;
Weight (lbs):; 0-70; 71-100; 101-130; 131-160; 161-195;
Movement:; 12; 8; 6; 4; 1;
THAC0:; ; ; 1; -2; -4;
AC:; ; ; ; +1; +3;
Currently carrying 87.80 pounds (Light Encumbrance, 8 Movement);
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Spells

Class; 1st; 2nd; 3rd; 4th; 5th; 6th; 7th; 8th; 9th;
Cleric; 5; 5; 2; ; ; ; ; ; ;
Cleric Spell Failure Rate: 0%; Maximum Wizard Spells Per Level: 0;
Wizard Chance to Learn New Spell: 0%; Maximum Wizard Spell Level: 0th;
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Spells Memorized

Cleric 1st Level Bless Cure Light Wounds x3 Light 2nd Level Flame Blade Hold Person Resist Fire/Resist Cold Silence, 15-foot Radius

Cleric Spells Granted

Spell; Time; Range; Area of Effect; Components;
1st Level;
Analyze Balance; 1 rd; 80 yds; 1 creature, object, or 10’ sq; V, S, M;
Astral Celerity; 4; 0; The caster; V, S;
Bless; 1 rd; 60 yds; 50-ft cube; V, S, M;
Blessed Watchfulness; 4; Touch; Creature touched; V, S;
Call Upon Faith; 1; 0; The caster; V, S, M;
Cause Fear; 1; 10 yds; 1 creature/4 lvls; V, S, M;
Cause Light Wounds; 5; Touch; Creature touched; V, S, M;
Combine; 1 rd; Touch; Circle of priests; V, S;
Command; 1; 30 yds; 1 creature; V;
Create Water; 1 rd; 30 yds; Up to 27 cubic ft; V, S, M;
Cure Light Wounds; 5; Touch; Creature touched; V, S, M;
Curse; 1 rd; 60 yds; 50-ft cube; V, S, M;
Darkness; 4; 120 yds; 20-ft radius globe; V, S, M;
Destroy Water; 1 rd; 30 yds; Up to 27 cubic ft; V, S, M;
Detect Evil; 1 rd; 0; 10 ft x 120 yds; V, S, M;
Detect Good; 1 rd; 0; 10 ft x 120 yds; V, S, M;
Detect Magic; 1 rd; 0; 10 ft x 30 yds; V, S, M;
Detect Poison; 4; 0; Special; V, S, M;
Detect Snares & Pits; 4; 0; 10 × 40 ft; V, S, M;
Dispel Fatigue; 4; 30 yds; 1 creature; V, S, M;
Endure Cold/Endure Heat; 1 rd; Touch; Creature touched; V, S, M;
Firelight; 4; Touch; 1 object; V, S, M;
Invisibility to Undead; 4; Touch; 1 creature; V, S, M;
Light; 4; 120 yds; 20-ft radius globe; V, S, M;
Locate Animals or Plants; 1 rd; 100 yds + 20 yds/lvl; 20 yds/lvl x 20 ft; V, S, M;
Log of Everburning; 1; Touch; Special; V, S, M;
Magical Stone; 4; Touch; 3 pebbles; V, S, M;
Orison; 4; 10 yds; Varies; V, S;
Protection From Evil; 4; Touch; 1 creature; V, S, M;
Protection From Good; 4; Touch; 1 creature; V, S, M;
Purify Food & Drink; 1 rd; 30 yds; 1 cubic ft/lvl, in 10 sq ft; V, S, M;
Putrefy Food and Drink; 1 rd; 30 yds; 1 cubic ft/lvl, in 10 sq ft; V, S, M;
Remove Fear; 1; 10 yds; 1 creature/4 lvls; V, S, M;
Ring of Hands/Ring of Woe*; 5; 0; Special; V, S, M;
Sacred Guardian; 1; Touch; Creature touched; V, S, M;
Sanctuary; 4; Touch; 1 creature; V, S, M;
Shillelagh; 2; Touch; 1 oak club; V, S, M;
Speak With Astral Traveler; 1 rd; Touch; 1 creature; V, S, M;
Strength of Stone; 4; Touch; 1 creature; V, S, M;
Sunscorch; 4; 40 yds; 1 creature; V, S;
Wind Column; 1; o; The caster; S;
2nd Level;
Aid; 5; Touch; 1 creature; V, S, M;
Astral Awareness; 5; 0; The caster; V, S;
Augury; 2 rds; 0; Special; V, S, M;
Barkskin; 5; Touch; 1 creature; V, S, M;
Chant; 2 rds; 0; 30-ft radius; V, S, M;
Chill Metal; 5; 40 yds; Special; V, S, M;
Create Holy Symbol; 2; 0; The caster; V;
Cure Moderate Wounds; 5; Touch; Creature touched; V, S;
Detect Charm; 1 rd; 30 yds; 1 creature/rd; V, S, M;
Draw Upon Holy Might; 2; 0; The caster; V, S, M;
Dust Devil; 2 rds; 30 yds; 5 × 4 ft cone; V, S, M;
Enthrall; 1 rd; 0; 90-ft radius; V, S, M;
Ethereal Barrier; 1 turn; 120 yds; Two 10-ft sqs/lvl; V, S, M;
Find Traps; 5; 0; 10 ft x 30 yds; V, S, M;
Fire Trap; 1 turn; Touch; Object touched; V, S, M;
Flame Blade; 4; 0; 3-ft long blade; V, S, M;
Heat Metal; 5; 40 yds; Special; V, S, M;
Hold Person; 5; 120 yds; 1d4 persons in 20-ft cube; V, S, M;
Iron Vigil; 1 turn; 0; The caster; V, S;
Know Alignment; 1 rd; 10 yds; 1 creature or object; V, S, M;
Music of the Spheres; 4; 50 yds; 20-ft diameter circle; V, S, M;
Mystic Transfer*; 1 rd; 0; The caster; V, S, M;
Obscure Alignment; 1 rd; 10 yds; 1 creature or object; V, S, M;
Produce Flame; 5; 0; Special; V, S, M;
Resist Acid and Corrosion; 5; Touch; Creature touched; V, S;
Resist Fire/Resist Cold; 5; Touch; 1 creature; V, S, M;
Restore Strength; 5; Touch; Creature touched; V, S;
Sanctify; 1 turn; 10 yds; 10 yd x 10 yd sq/priest; V, S, M;
Silence, 15-foot Radius; 5; 120 yds; 15-ft radius; V, S, M;
Slow Poison; 1; Touch; 1 creature; V, S, M;
Soften Earth and Stone; 5; 10 yds/lvl; 10-ft sq/lvl; V, S, M;
Speak With Animals; 5; 0; 1 animal within 30 ft; V, S, M;
Spiritual Hammer; 5; 10 yds/lvl; Special; V, S, M;
Undetectable Charm; 1 rd; 30 yds; 1 creature/rd; V, S, M;
Watery Fist; 5; 60 yds; Special; V, S, M;
Withdraw; 5; 0; The caster; V, S, M;
Wyvern Watch; 5; 30 yds; 10-ft radius; V, S, M;
3rd Level;
Air Breathing; 6; Touch; 1 creature; V, S, M;
Animate Dead; 1 rd; 10 yds; Special; V, S, M;
Astral Window; 3; 5 yds; 10′ × 10′ area; V, S, M;
Bestow Curse; 6; Touch; Special; V, S, M;
Blindness/Deafness; 1 rd; Touch; 1 creature; V, S, M;
Continual Darkness; 6; 120 yds; 60-ft radius; V, S, M;
Continual Light; 6; 120 yds; 60-ft radius; V, S, M;
Create Food & Water; 1 turn; 10 yds; 1 cubic ft/lvl; V, S, M;
Cure Blindness or Deafness; 1 rd; Touch; 1 creature; V, S, M;
Cure Disease; 1 rd; Touch; 1 creature; V, S, M;
Detect Spirits; 6; 0; 10 × 60 ft path; V, S, M;
Dictate; 6; 30 yds; Up to 6 creatures in a 20-ft cube; V;
Disease; 1 rd; Touch; 1 creature; V, S, M;
Dispel Magic; 6; 60 yds; 30-ft cube or 1 item; V, S, M;
Emotion Control; 5; 10 yds; 1 creature/5 lvls of the caster within a 20’ cube; V, S, M;
Extradimensional Detection; 3; 0; One 10’-wide path, 60 ft long; V, S, M;
Feign Death; 1/2; Touch; Person touched; V;
Flame Walk; 5; Touch; Creature(s) touched; V, S, M;
Glyph of Warding; Special; Touch; Special; V, S, M;
Hold Poison; 1; Touch; Creature touched; V, S, M;
Line of Protection; 1 rd; 0; 30-yd line; V, S, M;
Locate Object; 1 turn; 60 yds + 10 yds/lvl; 1 object; V, S, M;
Magical Vestment; 1 rd; 0; The caster; V, S, M;
Meld Into Stone; 6; 0; The caster; V, S, M;
Negative Plane Protection; 1 rd; Touch; 1 creature; V, S, M;
Obscure Object; 1 turn; 60 yds + 10 yds/lvl; 1 object; V, S, M;
Prayer; 6; 0; 60-ft radius; V, S, M;
Protection From Fire; 6; Touch; 1 creature; V, S, M;
Pyrotechnics; 6; 160 yds; 10 or 100 x fire; V, S, M;
Remove Curse; 6; Touch; Special; V, S, M;
Remove Paralysis; 6; 10 yds/lvl; 1d4 creatures in 20-ft cube; V, S, M;
Repair Injury; 1 turn; Touch; Creature touched; V, S;
Speak With Dead; 1 turn; 1; 1 creature; V, S, M;
Starshine; 6; 10 yds/lvl; 10-ft sq/lvl; V, S, M;
Stone Shape; 1 rd; Touch; 9 cubic ft + 1 cubic ft/lvl; V, S, M;
Summon Animal Spirits; 6; 10 yds/lvl; Special; V, S, M;
Unearthly Choir*; 5; 0; Special; V;
Water Breathing; 6; Touch; 1 creature; V, S, M;
Water Walk; 6; Touch; Special; V, S, M;
Wind Servant; 6; 20 yds/lvl; Special; V, S;

Bio:

Osaze mother was the slave of a wainwright, in a town that was a hive of scum and villainy. His father was unknown, but his master was not bad as masters go, for he respected Osaze’s skill at fixing wagons. It did seam that whatever Osaze tried, he excelled at.

When Osaze was young, a cleric of Horon, Jon Joe came to his masters shop. The cleric had been escorting a princess who was fleeing some evil clerics of Ranivorus. Their caravan was attacked by the evil clerics, but Jon Joe and his initiate, Yobi Han, fended off the attackers. The attackers did manage to destroy the axle of the wagon before they fled. Jon Joe came to Osaze’s masters shop to try to get a new axle but he was short on funds.

When Osaze was around 5, he saw a Camel herder about to destroy a newborn, because it was deformed to small and would probably die. He saved the camel, and nursed it to health, where it grew big and strong. Osaze saw that Jon Joe was good, and he wanted to help him. He knew his master was a notorious gambler, and betted frequently on the camel races. He knew if he could get Jon Joe to enter his camel, with him being the jockey, that he would win. Jon Joe agreed, putting up the broken wagon, against a new axle. He also convinced the master to give him Osaze if he won. Osaze won the race, winning him him is freedom. Jon Joe saw how powerful Osaze was, and wanted him to become a cleric of Horon. He made his initiate promise him that if anything ever happened to him, that he would train Osaze in the ways of Horon.

When Jon Joe reached the main temple of Horon, the church leaders saw the Osaze’s power, and feared that he would one day unseat him, and rejected Osaze’s candidatecy. Jon Joe ignored the leaders orders, and decided to teach him anyhow. He was killed though trying to help the Princess when back her thrown. Yobi Han kept his promise to his master, and taught Osaze the ways of Horon.

Osaze was an up and comer in the Church of Horon, and the leaders of the church saw that, and feared his power.
His first assignment was to stamp out an evil cult of Ranivorus followers. The church leaders thought that that would be the death of him, and that he would be destroyed in the attempt. Osaze with the help of some powerful friends stamped out the cult. They even tracked down the leader in the adjoining region, and crushed them also.

After his triumphant, return, much praise was given to Osaze, for it could be seen that Horon and truly blessed him. He had been given powers and abilities that were not normal in the Basic D & D rules ;)

Soon after Osaze’s return, he went to bed one night, then woke up in Mystara, about 30 days ago. It is unknown exactly how he woke up in the strange land, most likely, the church leaders paid a powerful wizard to have him teleported there. They would not want to receive Horon’s wrath by outright killing his obvious chosen one. It is not important how he got there, what is important is why Osaze thinks he is there. He sees the evil in this part of the world, and he feels that Horon sent him here to stamp it out, also to gather followers to spread the word of Horon.

Osaze

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