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Telal
Telal O'zaraj - Cleric 3 Monk 5
Appearance, Traits And Disadvantages
Tall and gaunt, Telal stands with staff in hand and steel gauntlets ready for close combat. Armed with an ancient black wooden staff and a magic armband, he can change into a giant owl and fly great distances (see TelalOwlForm).
A lifetime of living in the sunshine and a vegeterian diet have made him fast, tough and wiry, his face weathered and squinted.
A student of martial arts, he prefers blunt weapons such as a wooden staff and hand-to-hand combat. His lithe body is adept at acrobatics, jumping and climbing because he is double-jointed, extremely flexible and light on his feet. His quick reflexes are his primary advantage, while his reluctance to speak up has held him back in the past.
        
History
Telal had been living in a quiet mountain sanctuary where he raised sheep and meditated. He lived with a group of monks - the order of the Owl (TheOzaraji?) - that devoted themselves to personal improvement - through excercise, rigorous training, gardening and study in the arcane arts of healing.
One day his entire monastary was ransacked by bandits and he was enslaved. After a month of captivity to the bandits, he managed to break free just as the Ta'im'ielm were conducting a raid. In the ensuing battle he was arrested along with the rest of the surviving bandits.
Authorities laughed at his protestations that he was not part of their group, and he was sent to the gladiator arenas to pay his debt to society.
        
Goals
Telal wishes for nothing more than to clear his name and live in freedom while continuing his studies.
His secondary mission in life is to rebuild the monastary in the mountains and find out if there were any survivors of the raid.

Telal O'zaraj Christer Kaitila The Silk Road
CHARACTER NAME PLAYER CAMPAIGN
3 Cleric / 5 Monk Human Lawful Neutral
CLASS AND LEVEL RACE ALIGNMENT EXPERIENCE POINTS

ABILITY NAME

ABILITY SCORE ABILITY MODIFIER TOTAL WOUNDS/CURRENT HP NONLETHAL DAMAGE SPEED

STR
strength

18 +4

HP
hit points

68 40ft. (Armored: 30ft.)

DEX
dexterity

18 +4

AC
armor class

18 = 10 + 6 + 0 + 0 + 0 + 0 + 0 + 2

CON
constitution

14 +2 TOTAL BASE ARMOR BONUS SHIELD BONUS DEX MODIFIER SIZE MODIFIER NATURAL ARMOR DEFLECT MODIFIER MISC MODIFIER
DAMAGE REDUCTION

INT
intelligence

11 +0

TOUCH
armor class

12

FLAT-FOOTED
armor class

18
SKILLS
SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
(cc)Appraise¤ int 0 = 0 + 0 + 0
Balance¤ dex 6 = 4 + 2 + 0
(cc)Bluff¤ cha 0 = 0 + 0 + 0
Climb¤ str 4 = 4 + 0 + 0
Concentration¤ con 3 = 2 + 1 + 0
Craft¤ int 0 = 0 + 0 + 0
(cc)Decipher Script int 0.5 = 0 + 0.5 + 0
Diplomacy¤ cha 6 = 0 + 6 + 0
(cc)Disable Device int 0 = 0 + 0 + 0
(cc)Disguise¤ cha 0 = 0 + 0 + 0
Escape Artist¤ dex 8 = 4 + 4 + 0
(cc)Forgery¤ int 0.5 = 0 + 0.5 + 0
(cc)Gather Information¤ cha 0 = 0 + 0 + 0
(cc)Handle Animal cha 0 = 0 + 0 + 0
Heal¤ wis 12 = 1 + 11 + 0
Hide¤ dex 4 = 4 + 0 + 0
(cc)Intimidate¤ cha 0 = 0 + 0 + 0
Jump¤ str 8 = 4 + 4 + 0
Knowledge (arcana) int 0 = 0 + 0 + 0
(cc)Knowledge (architecture & engineering) int 0 = 0 + 0 + 0
(cc)Knowledge (dungeoneering) int 0 = 0 + 0 + 0
(cc)Knowledge (geography) int 0 = 0 + 0 + 0
Knowledge (history) int 0 = 0 + 0 + 0
(cc)Knowledge (local) int 0 = 0 + 0 + 0
(cc)Knowledge (nature) int 1 = 0 + 1 + 0
(cc)Knowledge (nobility and royalty) int 0 = 0 + 0 + 0
Knowledge (religion) int 0 = 0 + 0 + 0
Knowledge (the planes) int 0 = 0 + 0 + 0

WIS
wisdom

12 +1 TOTAL DEX MODIFIER MISC MODIFIER

CHA
charisma

10 +0

INITIATIVE
modifier

+8 = 4 + 4
SAVING THROWS TOTAL BASE SAVE ABILITY MODIFIER MAGIC MODIFIER MISC MODIFIER TEMP. MODIFIER

FORT
constitution

9 = 7 + 2 + 0 + 0 +

REFLEX
dexterity

9 = 5 + 4 + 0 + 0 +

WILL
wisdom

8 = 7 + 1 + 0 + 0 +
BASE ATTACK BONUS 5 SPELL RESISTANCE 0

GRAPPLE
modifier

9 = 5 + 4 + 0 + 0
TOTAL BASE ATT BONUS STRENGTH MODIFIER SIZE MODIFIER MISC MODIFIER
ATTACK ATTACK DAMAGE CRITICAL
Gauntlet (masterwork) 4 1d6+4 20/x2
RANGE TYPE NOTES
- 2lb, Med, dual wielding,
ATTACK ATTACK DAMAGE CRITICAL
Quarterstaff -1 1d6+2 20/x2
RANGE TYPE NOTES
- 4lb, Med, dual wielding, (cc) crossclass skill
¤ can be used untrained
POSSESSIONS SKILLS
ITEM PG. LB. ITEM PG. LB.
Gauntlet (masterwork) 2 Caltrops 2
Chalk, 1 piece 0 Cleric's vestments 6
Climber's kit 5 Fishhook 0
Flint and steel 0 Grappling hook 4
Healer's kit 1 Lock, Good 1
Morningstar 6 Nunchaku 2
Pouch, belt 3 Quarterstaff 4
Rope, silk (50 ft.) 5 Shuriken 0
Signal Whistle 0 Sling 0
Splint mail 45 Whip 2
SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
Listen¤ wis 1 = 1 + 0 + 0
Move Silently¤ dex 4 = 4 + 0 + 0
(cc)Open Lock dex 4 = 4 + 0 + 0
Perform¤ cha 0 = 0 + 0 + 0
Profession wis 1 = 1 + 0 + 0
(cc)Ride¤ dex 4.5 = 4 + 0.5 + 0
(cc)Search¤ int 0 = 0 + 0 + 0
Sense Motive¤ wis 1 = 1 + 0 + 0
(cc)Sleight of Hand dex 6 = 4 + 2 + 0
(cc)Speak Language int 0 = 0 + 0 + 0
Spellcraft int 1 = 0 + 1 + 0
Spot¤ wis 1 = 1 + 0 + 0
(cc)Survival¤ wis 2 = 1 + 1 + 0
Swim¤ str 5 = 4 + 1 + 0
Tumble dex 8 = 4 + 4 + 0
(cc)Use Magic Device cha 0 = 0 + 0 + 0
= + +
= + +
= + +
= + +
= + +
1-100lb. 101-200lb. 201-300lb. 300lb. 600lb. 600lb. PLATINUM 2625
GOLD 6
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD

LIFT OVER HEAD
EQUALS MAX LOAD

LIFT OFF GROUND
2x MAX LOAD

PUSH OR DRAG
5x MAX LOAD

SILVER 0
COPPER 9
FEATS, LANGUAGES & ABILITIES
Improved Grapple Ki strike (magic)
Feats Still mind
Blind-Fight Languages Evasion
Combat-Reflexes Dwarven Unarmed Strike
Acrobatic Common Flurry of blows
Improved Initiative
Armor Proficiency (heavy) Cleric abilities
Armor Proficiency (light) Turn or rebuke undead
Armor Proficiency (medium)
Improved Unarmed Strike Monk abilities
Shield Proficiency Purity of body
Deflect Arrows Slow fall (20 ft.)
Cleric spells Doom Shield Other
Spell Save DC LEVEL SPELLS PER DAY BONUS SPELLS Endure Elements Silence
11 0 4 +1 Entropic Shield Sound Burst
12 1st 2 +1 Hide from Undead Spiritual Weapon
13 2nd 1 +1 Inflict Light Wounds Status
- 3rd - - Magic Stone Summon Monster II
- 4th - - Magic Weapon Undetectable Alignment
- 5th - - Obscuring Mist Zone of Truth
- 6th - - Protection from Chaos
- 7th - - Protection from Evil
- 8th - - Protection from Good
- 9th - - Protection from Law
Remove Fear
Create Water Sanctuary
Cure Minor Wounds Shield of Faith
Detect Magic Summon Monster I
Detect Poison
Guidance Level 2
Inflict Minor Wounds Aid
Light Augury
Mending Bear’s Endurance
Purify Food and Drink Bull.s Strength
Read Magic Calm Emotions
Resistance Consecrate
Virtue Cure Moderate Wounds
Darkness
Level 1 Death Knell
Bane Delay Poison
Bless Desecrate
Bless Water Eagle's Splendor
Cause Fear Enthrall
Command Find Traps
Comprehend Languages Gentle Repose
Cure Light Wounds Hold Person
Curse Water Inflict Moderate Wounds
Deathwatch Lesser Restoration
Detect Chaos Make Whole
Detect Evil Owl's Wisdom
Detect Good Remove Paralysis
Detect Law Resist Energy
Detect Undead Restoration, Lesser
Divine Favor Shatter





Spells Prepared And Feats Available


------------------------------------------------------------
Cleric: 4x level0 2x level1 1x level2 1x domain1 1x domain2
------------------------------------------------------------

Cleric0: Create Water: Creates 2 gallons/level of pure water.

Cleric0: Light: Object shines like a torch. (10 min./level) (20'light + 20'dim)

Cleric0: Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

Cleric0: Mending: Makes minor repairs on an object.

Cleric1: Comprehend Languages: You understand all spoken and written languages.

Cleric1: Command: One subject obeys command for 1 round. (25 ft. + 5 ft./2 levels) (Will save negates) (Approach, Drop, Fall, Flee, Halt)

Cleric2: Hold Person: Paralyzes one humanoid for 1 round/level (=3). (100 ft. + 10 ft./level).

Clericdomain1: Entangle: Plants entangle everyone in 40-ft.-radius.

Clericdomain2: Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).



------------------------------------------------------------
Monk: Level 5 feats plus 2 bonus Monk feats as listed
------------------------------------------------------------

Monk1: flurry of blows - When unarmored, one extra attack (-1) using Monk weapons only (at lvl5 BAtk = +2/+2)

Monk1: Unarmed strike - normal damage not subdual, no AOOs

Monk1b: Stunning Fist - declare before rolling, foe takes Fort Save (DC 13 = 10+2+1)

Monk2: Evasion - Reflex saving throw against an attack with 1/2 damage save = 0 damage

Monk2b: Deflect Arrows - if one hand free (holding nothing) aware of attack and flatfooted, once per round no damage from a ranged weapon that hits. Doesn't count as an action.

Monk3: Still mind - +2 bonus on saving throws against Enchantment spells and effects

Monk4: Ki strike (magic) - attacks are empowered with ki, hands = magic weapons

Monk4: slow fall 20 ft. - arm's reach of a wall, 20 feet shorter than it actually is

Monk5: Purity of body - gains immunity to all diseases except for supernatural and magical diseases


------------------------------------------------------------
Experience gained feats:
------------------------------------------------------------

BLIND-FIGHT: If you miss due to concealment, you can reroll. Retain Dexterity bonus to AC, attacker doesn't get +2 bonus for being invisible.

COMBAT REFLEXES: additional attacks of opportunity equal to your Dexterity bonus

ACROBATIC: +2 bonus on all Jump checks and Tumble checks.

IMPROVED INITIATIVE: +4 bonus on initiative check

IMPROVED UNARMED STRIKE: considered to be armed even when unarmed (no AOOs), lethal or nonlethal damage.

IMPROVED GRAPPLE: do not provoke AOO, +4 bonus on all grapple checks

FLURRY OF BLOWS: Extra attacks, at lvl 5 base attack is +2/+2

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