Asterius (Eternal of Thought) Alignment: NG AD&D Plane: The Outlands Race: Human (Blackmoor) Sex: Male Clerics Alignment: Any (if aspect of thieves, any non-Lawful) Followers Alignment: Any Ability Requirements: Wisdom 12 Dexterity 9 Weapons Allowed: Any weapon useable by Thieves Granted Spells: All (Major) Divination (Major) Guardian (Major) Numbers (Major) Protection (Major) Sun (Major) Thought (Major) Travellers (Major) Wards (Major) Granted Powers: Move Silently, this ability starts at an 8% chance modified for Dexterity and Race. It increases by 4% for every level after first. Hide in Shadows, this ability starts at an 8% chance modified for Dexterity and Race. It increases by 4% for every level after first. Clerics of Asterius may cast any spells learnable by members of the Merchant class as if they were normal priest spells. (q.v. Merchant Spells, Gaz 11 Republic of Darokin pp. 14-20) Bonus Proficiencies: Bargaining and Appraising Know Alignment once per day, in addition to the clerics normal spells. Clerics of Asterius have no power over Undead. Symbol: The Moon Interests: Trade, Merchants and Thieves Worshipped in: Any country containing Merchants or Thieves _________________________ |] |] |]ruce | ierpont