Character Profession: | Cooper (Make of it what you will) |
Strength Stat: | Weight: +50, Doors: 2/6. |
Dexterity Stat: | Missile Bonus is To Hit with Missiles Only (Not to Damage). |
Constitution Stat: | Refer to the Rules for Resurection Survival and Chance of Surviving Resurrection. |
Primary Stat: | Your Primary Stat is 15+, you receive a 10% XP Bonus. |
Cleric: | Because Clerics receive their spells from their dieties, they are considered to know all spells of all levels which they can cast. |
Hit Points: | You Receive 1 die 6 per level plus a constitution bonus of 0. |
Base Movement: | Base Movement is 12 inches per turn when not encumbered (Up to 75 lbs) (plus bonus). |
Base Movement: | Base Movement is 9 inches per turn when carrying up to 150 pounds (plus bonus). |
Base Movement: | Base Movement is 6 inches per turn when carrying up to 300 pounds (plus bonus). |
Spells | Because you are a level 1 Clericy, you May cast 0 spell per Day |
Spells | Cure Light Wounds, Detect Evil, Detect Magic, Light, Protection from Evil, Purify Food and Water |
Turn Skeleton | As a Cleric you may Turn 2d6 Skeleton Undead on a roll of 9. |
Turn Zombie | As a Cleric you may Turn 2d6 Zombie Undead on a roll of 16. |
Turn Ghoul | As a Cleric you may Turn 2d6 Ghoul Undead on a roll of 18. |
Turn Wight | As a Cleric you may Turn 2d6 Wight Undead on a roll of 20. |
Turn Wraith | You may NOT turn the Wraith (N). |
Turn Mummy | You may NOT turn the Mummy (N). |
Turn Specture | You may NOT turn the Spectre (N). |
Turn Vampire | You may NOT turn the Vampire (N). |