Eeler1


Level KXP Priest
123 456 7
1 0 1-- --- -
2 5 10- --- -
3 10 111 --- -
4 15 211 1-- -
5 25 221 11- -
6 50 222 111 -
7 100 322 211 1
8 200 332 221 1
9 300 333 222 1
10 400 433 322 2
11 500 443 332 2
12 600 444 333 2
13 700 544 433 3
14 800 554 443 3
15 900 555 444 3
16 1000 655 544 4
17 1100 665 554 4
18 1200 666 555 4
19 1300 766 655 5
20 1400 776 665 5
21 1500 777 666 5
22 1600 877 766 6
23 1700 887 776 6
24 1800 888 777 6
25 1900 988 877 7
26 2000 998 887 7
27 2100 999 888 7
28 2200 A99 988 8
29 2300 AA9 998 8
30 2400 AAA 999 8
31 2500 BAA A99 9
32 2600 BBA AA9 9
33 2700 BBB AAA 9
34 2800 CBB BAA A
35 2900 CCB BBA A
36 3000 CCC BBB A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 15, Dex 15, Wis 15
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: Pri
Reference: DM {Mirror Healer1}
Groups: Priest, Mirror
 
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
Level 1: May weapon specialize using the "Non-War" column.
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
Level 4: Detect Leeches and Eels 40' cont.
Level 8: 1M: Identify Magical Pool.
Level 8: Gain four 1st level Eelemental Wizard spells in your memorization per day.
Level 9: Mental link with your Leeches and Eels.
Level 10: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!