Gregory Mendel, Priest of Odin
9th level cleric
AC: 7 Age: 24 HP: 17 (normally 14)
THAC0:15 D: 3d4+1
Melee Adj.: +0 Missile Adj.: +1
Encumbrance: 22 Movement: 20 ft/round

Commanding: Falchon

STR. 6 (-1)
INT. 17 (+2)
WIS. 15 (+1)
DEX. 13 (+1)
CON. 3 (-3)
CHA. 4 (-2)

SAVING THROWS:
Poison/Death: 7
Magic Wands: 8
Stone/Paralysis: 10
Dragon Breath: 12
Spells/Staves: 10

EQUIPPED ITEMS:
Battle Axe +2
Platemail of Black Death +5
Ring of Health (+10 hp)
shield
backpack

BACKPACK:
holy water
6 torches
3 iron spikes
grappling hook
holy symbol
mirror

SPELL BANK: (These are spells you can switch with every morning.) SPELL BANK:
(These are spells you can switch with every morning.)

FIRST LEVEL (You can learn 4 per day):
*Cure Light Wounds: heals 1d6+1 hp by touch; can be reversed to cause 1d6+1 damage
*Detect Evil: causes evilly enchanted items and creatures wishing you harm to glow
*Detect Magic: causes magic items to glow
*Light: creates a temporary globe of light; can be cast on objects or in someone's eyes to blind them; can be reversed to create a globe of darkness
*Protection from Evil: enchanted monsters (from another world) can't harm the cleric unless she attacks them; other creatures get a -1 to hit roll
*Purify Food and Water: Make food or drink unpoisonous
*Remove Fear: removes magical fear; can be reversed to make enemies run away
*Resist Cold: +2 bonus to save vs. cold spells and absorbs 1 point of damage per die rolled

SECOND LEVEL (You can learn 4 per day):
*Bless (+1 hit roll to everyone within 20 ft)
*Find Traps (regular and magic traps glow for 20 min)
*Hold Person (affects 4 people for 1.5 hours; -2 to saving throw if focused on 1 person)
*Know Alignment (learn deity/religion of the target)
*Resist Fire (+2 to save vs. fire; absorbs 1 damage per die rolled)
*Silence 15' Radius (Silences area; follows target if he fials the save)
*Snake Charm (charms 1 HD of snakes for every level you have; Charmed snakes only attack if attacked
*Speak with Animal (Speak to normal animals for an hour)

THIRD LEVEL SPELLS (You can learn 3 per day):
*Continual Light: Creates a permanent globe of light; the reverse of the spell creates a magical darkness that even infravision can't penetrate
*Cure Blindness: Range is by touch; Can be reversed to cause blindness
*Cure Disease: Range is 30 feet; Can be reversed to cause disease (-2 to attack; victim dies in 2-24 days)
*Growth of Animal: Animal inflicts twice as much damage as normal
*Locate Object: gives you the general direction of an object the cleric can recognize if it's within 120 feet
*Remove Curse: Range uis by touch; Can be reversed to create a curse that you decide; if an attempted curse is too powerful, it might rebound on the caster
*Speak with the Dead: Ask 3 questions to a person if their corpse is present
*Striking: adds 1d6 damage to a weapon

FOURTH LEVEL SPELLS (You can learn 2 per day):
*Animate Dead: Animate skeletions or zombies from corpses; the number of hit dice of the dead animated is equal to that of the cleric; All skeletions are 1 hit die (1-8 hp) and all zombies are 2 hit dice (2-16 hp) regardless of what level they were when they were alive
*Create Water: creates 50 gallons of water
*Cure Serious Wounds: heals 2d6+2 hp by touch; can be reversed
*Dispel Magic: Destroys spell effects within a 20x20x20 foot cube; spell effects of a mage or cleric of a higher level have a chance of not being dispelling (5% per level difference)
*Neutralize Poison: cures poison by touch; can be reversed
*Protection from Evil 10 Radius: Same as Protection from Evil only it can also protect nearby companions
*Speak With Plants: Talk to plants or plant-like monsters like treants
*Sticks to Snakes: Turns 2d8 sticks into poisonous snakes that obey your command

FIFTH LEVEL SPELLS (You can learn 1 per day):
*Commune: Ask 3 yes or no questions of your deity; can only be used once per week
*Create Food: Creates enough food to feed 12 people
*Cure Critical Wounds: heals 3d6+3 hp by touch; can be reversed
*Dispel Evil: Dispels summoned, controlled. or animated creatures; even if the creature makes it's saving throw, it must flee the area; also removes curses and charms
*Insect Plague: The caster must concentrate to move the swarml; drives off creatures with 3 hit dice or less; moves 20 feet per round; once the caster is disturbed the spell is lost
*Quest: victim saves vs spells or must go on one quest for the caster; can be reversed to remove a Quest spell
*Raise Dead: Can bring back someone whose been dead for 12 days; the raised must rest 2 weeks; if cast on undead, they must make a save vs. death with a -2 penalty or be destroyed; can be reversed to kill someone by touch (save vs. death)
*Truesight: Can see anything hidden, magical or not; also reveals the religion, experience and power of anyone within sight