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hafrogman

Adventurer
Amazing Triangle said:
favorite stat starts at 11 and lets go with 40 points for the buy.

Trying to clarify this one before I get farther into character creation.

The stat that starts at 11, effectively gains the 3 extra points after points are spent? So you spend 8 points (enough to make an 8 into a 15) and get an 18? And can that stat be bought past 18? i.e. spending 10 points to make it a 19.
 

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Voadam

Legend
eponymous character concept.

Voadam was born to a viking culture on a world far removed from Toril. He journeyed across his world as a mercenary until he encountered a banished drow noble who he got to take him on as an apprentice in the wizardly arts, later he journeyed to mongolic lands and studied under a wujen who taught him magics and the complimentary martial arts of the lotus petal style. He became a sailor of the void between worlds and visited many realms including Toril. At various points he has been a merchant prince, a mercenary, a wanted outlaw, imperial adviser, and a witch/demon/vampire hunter. He has made deals with demons and fought side by side with paladins. How he came to be on this field with this group is unknown to him, but the fact that he was working with such a varied party does not strike him as odd nor that he would be part of a special military unit.

He has some vague memories of rifting to Toril with a demon nemesis, being stripped of power and items and planning to rebuild himself to confront the demon again.

A big bear of a man over six feet tall, he wears his brown hair long and sports a full beard. His eyes are steel blue, and he bears the many scars of a hard life.

Barbarian 1 wizard 5 (short favored enemy barbarian and military wizard variants from Unearthed arcana).

Str 16 10 (+3)
Dex 14 6 (+2)
Con 16 10 (+3)
int 18 10 (starting 11 +1 advancement)
Wis 8 0 (-1)
Cha 10 2 (+0)

Feats: Improved Unarmed Strike, Deflect Arrows, Blindfight, Combat Reflexes, Craft Wondrous Item

TBC
AT stat block
[sblock]
Voadam, Human Barbarian 1, Wizard 5
Medium Humanoid (Human), NG,
30s, 6'2", 220, male, blue eyes, tanned skin, brown hair, full beard, scars

STR: 16 (+3)
DEX:14 (+2)
CON: 16 (+3)
INT: 20 (+5)
WIS: 8 (-1)
CHA: 10 (+0)

Hit Points: 48 / 48
Hit Dice: 1d12+4 + 5d4+20 (48 hp)
Speed: 40ft
Initative: +3 (+3 DEX, )
AC 12 (+2 DEX); touch 12, flat-footed 10
BAB/Grapple: +3/+6

Fort: +6 (+3 Base, +3 CON)
Ref: +3 (+1 Base, +2 DEX)
Will: +3 (+4 Base, -1 WIS,)

Attacks:
  • unarmed strike +6 melee (1d3+3)
  • +6 melee X+3
  • +5 ranged
  • <Weapon> + ranged, XXX' (XXdXX+XX XXxX)

Special Attacks:
  • favored enemy outsiders [Evil] +2

Special Abilities:
  • Spell casting- wizard
  • Fast Movement +10 ft.

Skills: (XX points, max ranks XX/XX)
  • Climb +7 (4 Ranks, +3 str)
  • intimidate +4 (4 Ranks,)
  • Listen +3 (4 Ranks, -1 Wis)
  • Ride +6 (4 Ranks, +2 Dex)
  • Survival +3 (4 Ranks, -1 Wis)
  • Swim +7 (4 Ranks, +3 Str)
  • Diplomacy +4 (2 Ranks(cross class), +2 <synergy KN>)
  • Bluff +2 (2 Ranks(cross-class))
  • Concentration +8 (5 Ranks, +3 Con)
  • Knowledge Arcana +10 (5 Ranks, +5 Int)
  • Knowledge Dungeoneering +6 (1 Ranks, +5 Int)
  • Knowledge Local +6 (1 Ranks, +5 Int)
  • Knowledge Nature +6 (1 Ranks, +5 Int)
  • Knowledge Nobility +10 (5 Ranks, +5 Int)
  • Knowledge Planar +10 (5 Ranks, +5 Int)
  • Knowledge Religion +10 (5 Ranks, +5 Int)
  • Spellcraft +10 (5 Ranks, +5 Int)


Feats:
  • Blindfight
  • Combat Reflexes
  • Craft Wondrous Items
  • Deflect Arrows
  • Extend Spell
  • Improved Unarmed Strike
  • Improved Toughness

Languages:
  • Common
  • Tuigan
  • Orcish
  • Abyssal

Equipment:
  • Black robes (-gp, -lbs.)
  • Blessed Book (6,250 gp 500 xp, 1lbs.)
  • Spellbook (-gp, 1 lbs)
  • Spells scribed into book (all srd 1-6 + lesser acid orb, elemental burst, ice knife, magnetism, steam breath, fire orb, thunderlance, energy buffer (3,000gp, -lbs.)
  • Headband of intellect +2 (2,000gp 80 xp, -lbs.)
  • wand of grease 50 charges (750 gp, -lbs.)
  • Scroll of water breathing (375 gp, -lbs.)
  • Scroll of false life (150 gp, -lbs.)
  • Scroll of rope trick (150gp, -lbs.)
  • Scroll of knock (150gp, -lbs.)
  • Scroll of levitate (150gp, -lbs.)
  • Scroll of see magic (150gp, -lbs.)
  • Scroll of locate object (150gp, -lbs.)
  • Scroll of mirror image (150gp, -lbs.)
  • Scroll of command undead (150gp, -lbs.)
  • Scroll of see invisibility (150gp, -lbs.)
  • Scroll of obscuring mist (25gp, -lbs.)
  • Scroll of comprehend languages (25gp, -lbs.)
  • Scroll of disguise self (25gp, -lbs.)
  • scroll of mount (25 gp, -lbs.)
  • scroll of unseen servant (25gp, -lbs.)
  • scroll of light (12.5 gp, -lbs.)
  • scroll of message (12.5 gp, -lbs.)
  • scroll of ghost sounds (12.5 gp, -lbs.)
  • scroll of mage hand (12.5 gp, -lbs.)
  • scroll of read magic (12.5 gp, -lbs.)
  • scroll of open/close (12.5 gp, -lbs.)
  • backpack, rope, food, alcohol, and sundries (~10gp, 5lbs.) 215 gp
Total weight carried -- 7lbs.
Light load -- 76lbs., medium -- 153lbs., heavy -- 230lbs., lift -- 230/460lbs., push -- 1,150lbs.

Spells:
Class: (4/5/3/2; spell save DC 15 + spell level; <notes>)
  • 0th- detect magic x2, light, prestidigitation,
  • 1st- color spray, enlarge person, lesser acid orb, mage armor x2,
  • 2nd- Extended Mage armor, web, false life
  • 3rd- fireball, magnetism

Spells known:
  • 0th- All in srd
  • 1st- All in srd, lesser acid orb, elemental burst
  • 2nd- All in srd, ice knife
  • 3rd- All in srd, magnetism, steam breath


XP: 16,420 / 21,000

Appearance:
A big bear of a man over six feet tall, he wears his brown hair long and sports a full beard. His eyes are steel blue, and he bears the many scars of a hard life.

http://www.wizards.com/dnd/images/sand_gallery/87591.jpg


[Personality:
Gregarious and friendly but calculating

Background:
Voadam was born to a viking culture on a world far removed from Toril. He journeyed across his world as a mercenary until he encountered a banished drow noble who he got to take him on as an apprentice in the wizardly arts, later he journeyed to mongolic lands and studied under a wujen who taught him magics and the complimentary martial arts of the lotus petal style. He became a sailor of the void between worlds and visited many realms including Toril. At various points he has been a merchant prince, a mercenary, a wanted outlaw, imperial adviser, and a witch/demon/vampire hunter. He has made deals with demons and fought side by side with paladins. How he came to be on this field with this group is unknown to him, but the fact that he was working with such a varied party does not strike him as odd nor that he would be part of a special military unit.

He has some vague memories of rifting to Toril with a demon nemesis, being stripped of power and items and planning to rebuild himself to confront the demon again. He had plans to recover treasure he had left behind, contact the elven armada, and to perform mercenary work to earn money for spell acquisitions.

Notes:
More in-depth stuff [SBLOCK] Viking warrior background, homeland fell to dragon lord fiend army, fled to new lands learned magic from a drow, went to oriental/mongol land, learned martial arts and studied under a wu jen then mongolic shaman, eventually went spelljamming to multiple worlds (including Toril) gated into a dream world where he became a merchant prince, then back to spelljamming, into Ravenloft, then sucked out of there by vampire theurge major ritual on postapocalyptic Greyhawk banewarrens world where he became a witch, demon, and vampire hunter, and now onto current campaign.

FR history spelljammed into Toril at waterdeep, met Blackstaff when arrived, went on adventure across Faerun for Daerlune at request of sister Sune and Lathander priestesses heading into desert defeated blue dragon with elven cleric and knows password to glyphed up hidden treasure hoard he couldn't carry at the time, then agreed to be spy for evermeet elves as spelljammer mercenary, did so, infiltrating scro but never made it back after things went bad there (dream gate and ravenloft intervened). Was on Toril during 2e era (i.e. after Time of Troubles, pre some of the stuff in the 3e FRCS)

FR contacts Khelben Blackstaff Arunsun, met briefly in Watedeep.
Samantha, priestess of Sune in Daerlune, quested for her, briefly trysted.
Aliantha, priestess of Lathander in Daerlune, quested for her, sister of Samantha.
Agrinja, devil summoning desert shaman of shark totem, he was Voadam's guide in desert.
Zwingli, wizard, adventured with him on Daerlune quest, he was revealed as Thayan spy and lost to succubus he summoned.
Azuth temple in Daerlune, Voadam studied magic there after Daerlune quest.


Waterdeep history Arrived at the port on his spelljamming hammer ship years ago.
Was met by Blackstaff briefly.
Toured the city for shore leave and some merchant trading.
Broke up a slaving ring.
Got contacted in the undercity by renegade drow rune mages about possible mercenary work against matriarchy, but Lolth clerics arrived and killed them.
Accepted Daerlune Quest of two sister priestesses to acquire object to protect their city against Red Wizard threat and left city for long time.
Returned much later and accepted elven offer to go to Evermeet for spy mission requiring non elves.

Recent history The green disintegration ray dissipated as it hit the demon's hide. Voadam silently cursed at the spell's failure then cast another green ray of eldritch destruction. As the second one splashed harmlessly against the demon's innate magical defenses Brok scrambled to draw out another scroll and chanted the invocation to pierce Voadam's invisibility. "Plan B" Voadam thought after proving the demon's resistaces to his direct spells. Direct magic was a longshot against demons anyway and Voadam had known Brok was unlikely to fall but it was worth the attempt and would throw him off guard for Plan B. There it was, Brok was drawing Voadam's old enchanted bastard sword and starting to fly around trying to get the wizard in range of his divination. Brok and the warlock had narrowly failed to finish off the bound and stipped wizard after taking care of the elves and Voadam had been hounding them and their minions ever since, killing their undead and witch priestess, now targeting the Bane demon before he planned to go after the warlock. Plan B was to use a magnetism spell to grab back Voadam's blade then teleport away to Ptolus and get the Cuthbert cleric to bless the blade the next day when Voadam would return bursting with war mastery magics and illusions so he could engage Brok in melee and pierce his physical defenses. Once Brok was dead, Voadam would retrieve the items the demon had stolen from him and then leave to prepare an attack against the warlock. Neither could flee the area as they were trying to tap the power of the ancient menhirs and would not leave that prize for Voadam to collect, and neither really cared how many minions Voadam vanquished as long as they continued on their path of power. Voadam's plan for the warlock was to use limited wish to negate the other's magic and then strangle him since without the demon or undead Voadam felt he could overpower the tiefling physically without minions interrupting or the warlock using his dimensional magic to escape. Then the magical menhirs would be Voadam's and he could tap its power like he had the druidic Water Shard Lake. Voadam moved to the side, Waldo and the pixie invisibly accompanying him and prepared to cast the magnetism spell.

Unfortunately it was at that exact moment that the warlock activated the druid Stones again and a huge wave of magical energy washed throughout the town. Voadam had anchored himself through a ley line to the nexus that was the druidic elemental Water Shard far to the North, a fundamental artefact of the world he had been studying with the renegade demon Rhunad. While this gave him some extra power for his magics, it also caused massive interference when the two magics collided. Space and time ripped at the point of contact, directly centered on Voadam, and a black hole erupted around him. "No!" he screamed, "Not now! Not Again! No!".

Favorite Foods 1. a cooked spider delicacy the drow enjoy that non elves sometimes find deathly poison (Voadam doesn't have the common allergy for it) picked up the taste when apprenticed to his first magical mentor.
2. No Lobster, an invisible lobster like crustacean found in the dream realm that he enjoyed on his travels there when he was hosted in a magical component supplying town at "The Second of Three Inns on the First of Three Places".
3. Fried Flumph, he doesn't know what Flumphs are, except that they are good eating and the Melnibonean elven ambassador in the dream realm offered some fine ones when he hosted Voadam and his entourage. The ambassador was impressed that Voadam ate them with relish without hesitation. :heh:

The loves of Voadam's Past a nymph he rescued from some kobolds
mongol princess, Voadam bested every martial artist in her clan, but she bested him
Samantha, priestess of Sune from Daerlune, casual fling
Charon, tiger priestess, short tryst in dream world
Sith lord psion, voadam's political protege in dream world
Sarah, paladin who liked Voadam's pick up line of "If I don't detect as evil, can I buy you a drink?" adventured with him in Banewarrens, but she went deeper on church orders and was turned into a wight that Voadam had to destroy.

Voadam's magical teachers
Karnash, drow knight and wizard
Genji, Wu Jen taught oriental magics and martial arts, heavy into aromatic smokes
Minotaur ice mage, voadam killed him and studied his fell magics
Mongol Shaman, lightning and flight magic
Temple of Azuth in Daerlune FR granted him access to their library after he aided the city.
Ineverted Pyramid, magical secret society that Voadam joined in Ptolus on postapocalyptic Greyhawk world
Various spell tradings.

Prophecy by witches about Voadam[SBLOCK]A prophecy Voadam heard from three witch sisters. One Eye referred to Voadam's orcish henchman while Traveller was Voadam.

The three sisters are standing near a large, gnarled oak tree that borders the small road they are walking on (and which you can now see).

To your left is the one with slightly wild hair, dirty hands, and amusty odor. We'll call her the "Dirty" one for now.

To the right is the one with slender long fingers and bad breath. We'll call her "Fingers" for now.

In the middle is the slightly thicker (though that makes her merely skinny rather than emaciated) one with somewhat graying hair. We'll call her the "Old" one.

Fingers looks agitated but has her hands folded neatly near her stomach. She speaks first, "Thy presence is unwelcome, Traveler."
"Or welcome," corrects Dirty.
"It depends on your intentions," says Old.

Old speaks again, "We knew you would come, though the method by not."
"With or without One Eye," says Dirty.

Fingers suddenly speaks in a clarion voice, "Lo! Behold the Traveler and the One Eye, their destiny is written in thunder and sky!"

The sky is somewhat fairer now, less cloud cover letting more of the setting sunlight through. The fog drifting around in swirls. The air tastes foul.

"Know you your destiny?" asks Dirty.
"Or perhaps should we tell you?" asks Old.

Voadam answers "I would be most interested in your telling, ladies. Destiny is a fast river that carries you along, but how skilled a sailor you are determines whether you enjoy the ride. Which way do you see the river bending? And do you think I should prepare to swim?"

"Draw near and pay heed, One Eye and Traveler!" intones Fingers.
"Your destiny is betwixt that of two great houses."
"Many two great houses."
"One, shackled to life and free in death."
"Two, the heart that rots from within."
"Three, wayward children of a lesser god."

Then they begin speaking so quickly and in such similar monotones that you have trouble following who is saying what....

"The river stretches onward,"
down or up
through or around
in secret or in glory
to share or to save."

Then pause and appear to be trembling and exhausted.

"You will redeem or destroy the House of Vladaam, Traveler" states the Old one.

"You will recall or deny the race denied itself, One Eye" states Fingers.

"Thy destinies are like the vine, twixt trellace and wind, sun and earth, fire and sky, touched by the Earthsong yet comforted by unending unlife," states Dirty.

"Seek thy assistance where you least expect, thy life in thy demise, and thy glory in thou humbled." The old one says with finality.

"When you have made THE CHOICE," emphasizes Fingers.
"Seek us under the black moon of the west," continues Dirty
"And receive thy reward." finishes Old.[/SBLOCK]

Familiar - Waldo After barely defeating a minotaur ice mage, Voadam studied the magics of his spellbook (which had been inscribed on the skin of dead elves) while he recovered from the goring he had suffered on the mage's horns before Voadam snapped the minotaur's neck. One of the magics therein related to calling and binding powerful animal familiars. Once he was strong enough, Voadam left the minotaur's ice maze and cast the spell on the bank of a mighty river. A giant otter answered his call, a spirit that seemed to complement Voadam's own, a clever creature that often found itself in trouble.

Mechanically, Waldo had been done out as a 5HD dire otter, using the 5th level greater familiar spell from Relics and Rituals and using stats for a dire weasel with swim speed replacing blood drain. Magic items for him included a collar that allowed him to learn and speak languages, a ring of protection +1, and a ring of swimming.

The many death's of Voadam[SBLOCK]1 torn apart by gargoyles and on death's door. Natural healing brought him back after a month.
2 poison needle trap nicked him, an elixir of life brought him back.
3 basilisk gaze petrified him, ring of earth elemental command restored him.
4 Bled to death in the jaws of a giant shark commanded by the Whisperer of Impossible Secrets. The world's Great Druid brought him back.
5 The god known as the True Child of Chaos cried out when a party member brought up sad memories in conversation with the god and Voadam's soul was ripped from his body and cast into a spiritual whirlpool/maelstrom. The god later restored him.
6 After being energy drained by wights and spectres at the command of a vampire theurge Voadam used his staff of thunder and lightning to blow up his wand of wonder causing a magical explosion. Cuthbert clerics raised him.
7. Harpy archer tagged him with a crit arrow to the lungs. Coautl healed him up from dying.
[/SBLOCK]

Magic ritual experience 1. Ritual magic from Relics and Rituals, participated in ritual to reseal Banewarrens, did not use new ritual skill, but I forget whether it was concentration, knowledge arcane, or spellcraft that we used instead.
2 ley line stuff from Heroes of High Favor: Elves. (This is online from their website as a web enhancement/preview).

Trapped dragon hoard To the south of Daerlune in the desert Voadam and an elven war priest were ambushed by a blue dragon. Fighting with mighty magics the two vanquished the beast and discovered his hidden underground cave wherein it kept its hoard. Not having sufficient resources on hand to gather and transport the loot they mostly left it intact and warded the cave with magics then left to accomplish their quest for the city. Among the wards were several glyphs that Voadam has the password to, and wizard locks on several of the chests. The hoard consisted of piles of gold, a magical sword that could detect magic, and assorted minor magic items that were not easily portable. The priest joined Voadam on many adventures but did not make it out of the world of Ravenloft as Voadam did.

Goals 1 reconnect with familiar Waldo who got separated in transdimensional rift
2 Go to evermeet to make spy report for elven armada.
3 Recover dragon treasure.
4 Figure out rift, ley line, and ritual knowledge.
[/SBLOCK]
[/sblock]

Old character sheet with some more history, recovered from crash at cache http://www.enworld.org/archive/index.php/t-157908.html

[SBLOCK]Voadam11-29-05, 09:56 AM
Voadam the Traveller

medium human Rgr 1/Wiz 4

36 point buy

Str 10 = 16 (+3)
Dex 6 = 14 (+2)
Con 6 = 14 (+2)
Int 10 +1 = 17 (+3)
Wis 0 = 8 (-1)
Cha 4 = 12 (+2)

AC = 12 (+2 dex) 12, 10
HP = 30

BAB +3
Grapple +6
Initiative +2

Attack +6 unarmed strike d3+3
Ranged +5

F +5, R +5, W +3

Feats: Blindfighting, Deflect Arrows, Education(knowledge planar and arcane), Improved Unarmed Strike, Track

Languages: Common, Mongolic, Orcish, Abyssal

Skills:
Concentration 8 ranks +3 con = +11
Heal 4 ranks -1 wis = +3
Listen 4 ranks -1 wis = +3
Knowledge arcana 8 ranks +3 int +1 educated = +12
Knowledge dungeoneering 1 ranks +3 int = +4
Knowledge nature 1 ranks +3 int = +4
Knowledge nobility 2 rank +3 int = +5
Knowledge planar 8 ranks +3 int +1 educated = +12
Knowledge religion 2 ranks +3 int = +5
Profession Merchant 1 rank -1 wis = +0
Profession Sailor 1 rank -1 wis = +0
Ride 4 ranks +2 dex = +6
Search 4 ranks +3 int = +7
Spot 4 ranks -1 wis = +3
Survival 4 ranks -1 wis = +3
Swim 4 ranks +3 str = +7
Spellcraft 8 ranks +3 int = +11

Spells 4/4/3

Spells prepared
0 - detect magic x2, light, prestigitation,
1 - color spray, enlarge person, [mage armor], magic missile,
2 - knock, web, scorching ray

spell going
Mage armor

Spellbook:
Level 0
Abjur Resistance: Subject gains +1 on saving throws.
Conj Conjurer's Toolbelt: Conjures any small tool for 1 minute/level. (Spells and Spellcraft)
Conj Quill: Creates a writing quill with limitless ink. (Spells and Spellcraft)
Div Detect Magic: Detects spells and magic items within 60 ft.
Div Read Magic: Read scrolls and spellbooks.
Evoc Light: Object shines like a torch.
Illus Ghost Sound: Figment sounds.
Necro Disrupt Undead: Deals 1d6 damage to one undead.
Trans Mage Hand: 5-pound telekinesis.
Trans Prestidigitation: Performs minor tricks.
Trans Summarize: Places a book back on its shelf in the proper place. (Spells and Spellcraft)
Trans Tongue of Angels: Speak Celestial (Complete Book of Eldritch Might)

Level 1
Abjur Alarm: Wards an area for 2 hours/level.
Abjur Endure Elements: Exist comfortably in hot or cold environments.
Abjur Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Abjur Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj Mage Armor: Gives subject +4 armor bonus.
Conj Summon Fish I: Calls fish to you. (Custom)
Conj Summon Monster I: Calls extraplanar creature to fight for you.
Div Anavar’s Anticipated Attack. Next attack against you suffers a –20 penalty. (Complete Book of Eldritch Might)
Div Comprehend Languages: You understand all spoken and written languages.
Div Creature Loresight. Provides detail about a creature touched. (Complete Book of Eldritch Might)
Div Detect Secret Doors: Reveals hidden doors within 60 ft.
Div Identify M: Determines properties of magic item.
Div Object Loresight Provides detail about an object touched. (Complete Book of Eldritch Might)
Ench Charm Person: Makes one person your friend.
Evoc Elemental Burst Target explodes in a burst of pure element (wood, metal, stone, fire, or water). (Oritental Adventures)
Evoc Lesser Acid Orb Ranged touch, 1d8 acod damage; +1 orb/two levels above 1st (max +5). (Tome and Blood)
Evoc Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Illus Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Illus Disguise Self: Changes your appearance.
Illus Silent Image: Creates minor illusion of your design.
Trans Enlarge Person: Humanoid creature doubles in size.
Trans Expeditious Retreat: Your speed increases by 30 ft.
Trans Feather Fall: Objects or creatures fall slowly.
Trans Jump: Subject gets bonus on Jump checks.
Trans Magic Weapon: Weapon gains +1 bonus.
Watery Speech (Into the Blue)
Waterproof (Into the Blue)

Level 2
Abjur Arcane Lock M: Magically locks a portal or chest.
Abjur Protect Book: Target book gains DR 5/- versus elemental damage and slows the book’s aging. (Spells and Spellcraft)
Abjur Protection from Arrows: Subject immune to most ranged attacks.
Abjur Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Conj Glitterdust: Blinds creatures, outlines invisible creatures.
Conj Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div Locate Object: Senses direction toward object (specific or type).
Div See Invisibility: Reveals invisible creatures or objects.
Ench Hideous Laughter: Subject loses actions for 1 round/level.
Evoc Darkness (Shadowy Illumination): 20-ft. radius of supernatural shadow.
Evoc Ice Knife: Dagger made of ice inflicts 1d8 damage plus 1d8 cold plus two Dex damage. (Oriental Adventures/Tome and Blood)
Evoc Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Illus Invisibility: Subject is invisible for 1 min./level or until it attacks.
Illus Magic Mouth M: Speaks once when triggered.
Necro Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Necro False Life: Gain 1d10 temporary hp +1/level (max +10).
Trans Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Trans Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Trans Knock: Opens locked or magically sealed door.

Level 3
Abjur Dispel Magic: Cancels magical spells and effects.
Abjur Jevicca’s Just Reversal Reflects Enchantment back at caster. (Complete Book of Eldritch Might)
Abjur Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Abjur Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj Dragonskin. +4 natural armor plus elemental resistance 10. (Complete Book of Eldritch Might)
Div Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Div War Mastery: Grants Fighter bonus feat. (Quintessential Wizard)
Ench Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Evoc Lightning Bolt: Electricity deals 1d6/level damage.
Evoc Magnetism Draw iron or steel objects to yourself. (Oriental Adventures)
Evoc Steam Breath 1d6 fire damage/level 30 ft. cone. (Oriental Adventures)
Illus Illusory Script M: Only intended reader can decipher.
Illus Invisibility Sphere: Makes everyone within 10 ft. invisible.
Necro Vampiric Touch Touch deals 1d6/two caster levels; caster gains damage as
hp.
Trans Extended Charge Allows the use of a charged item without losing charges. (Complete Book of Eldritch Might)
Trans Fly: Subject flies at speed of 60 ft.
Trans Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Trans Magic Weapon, Greater: +1/four levels (max +5).
Trans Restore Page: Fragments of a single page are restored completely. (Spells and Spellcraft)
Trans Shrink Item: Object shrinks to one-sixteenth size.
Trans Water Breathing: Subjects can breathe underwater.

Level 4
Abjur Stoneskin M: Ignore 10 points of damage per attack.
Div Teleport Coordinates Transfer. Information about destination is transferred. (Complete Book of Eldritch Might)
Ench Charm Monster: Makes monster believe it is your ally.
Evoc Fire Orb Ranged touch, 1d6/level max 15d6) points of fire damage divided as you see fit. (Tome and Blood)
Evoc Greater Mark of Air Subject flies 40, +2 Dex and other power. (Complete Book of Eldritch Might)
Evoc Greater Mark of Earth Subject has DR 10/+1, +2 Strength and other power. (Complete Book of Eldritch Might)
Evoc Greater Mark of Fire Subject has fire resistance 20, +2 Dex and other power. (Complete Book of Eldritch Might)
Evoc Thunderlance Creates force longspear, 20’ reach, dispels force effects. (Forgotten Realms Campaign Setting)
Evoc Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Illus Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Illus Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Trans Mnemonic Enhancer F: Prepares extra spells or retains one just cast.

Level 5
Conj Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Conj Summon Monster V: Calls extraplanar creature to fight for you.
Conj Teleport: Instantly transports you as far as 100 miles/level.
Evoc Cone of Cold: 1d6/level cold damage.
Evoc Energy Buffer Absorbs 1d6/level points of damage from one kind of energy. (Tome and Blood)
Evoc Wall of Force: Wall is immune to damage.
Illus Dream: Sends message to anyone sleeping.
Illus Seeming Changes appearance of one person/two levels.
Illus Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Trans Telekinesis Lifts or moves 25 lb./level at long range.

Level 6
Div Analyze Dweomer F: Reveals magical aspects of subject.
Div Legend Lore M F: Lets you learn tales about a person, place, or thing.
Div Teleport Tracer. Destination of teleport is discovered. (Complete Book of Eldritch Might)
Evoc Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Evoc Contingency F: Sets trigger condition for another spell.
Illus Mislead: Turns you invisible and creates illusory double.
Illus Shadow Walk: Step into shadow to travel rapidly.
Trans Control Water: Raises or lowers bodies of water.
Trans Disintegrate: Makes one creature or object vanish.
Trans Transformation M: You gain combat bonuses.

Level 7
Conj Mage’s Magnificent Mansion F: Door leads to extradimensional mansion.
Conj Summon Monster VII: Calls extraplanar creature to fight for you.
Conj Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Univ Limited Wish X: Alters reality—within spell limits.


Favored Enemy Outsider (Evil) +2 bluff, listen, sense motive, spot, survival and weapon damage.
Wild Empathy +2

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Equipment:
Spellbook
Black Robe



Appearance: Tall (6'2'') bearded norseman well muscled and hefty (220 pounds). Piercing cold blue eyes, Brown hair, Shoulder length long hair and thick beard and mustache. Multiple scars from blades, claws, arrows, and other.

Currently wearing a black robe and holding a spellbook.

Here's a pretty good portrait, when he was higher level Voadam used to use a lot of spells that put magic runes on his face and hands (greater mark spells)

http://images.epilogue.net/users/mcarnahan/Sorcerer.jpg

And here's one that represents well Voadam's last foray into Faerun when he went into the desert.

http://www.wizards.com/dnd/images/sand_gallery/87591.jpg


History overview [SBLOCK] Viking warrior background, homeland fell to dragon lord fiend army, fled to new lands learned magic from a drow, went to oriental/mongol land, learned martial arts and studied under a wu jen then mongolic shaman, eventually went spelljamming to multiple worlds (including Toril) gated into a dream world where he became a merchant prince, then back to spelljamming, into Ravenloft, then sucked out of there by vampire theurge major ritual on postapocalyptic Greyhawk banewarrens world where he became a witch, demon, and vampire hunter, and now onto current campaign.

FR history spelljammed into Toril at waterdeep, met Blackstaff when arrived, went on adventure across Faerun for Daerlune at request of sister Sune and Lathander priestesses heading into desert defeated blue dragon with elven cleric and knows password to glyphed up hidden treasure hoard he couldn't carry at the time, then agreed to be spy for evermeet elves as spelljammer mercenary, did so, infiltrating scro but never made it back after things went bad there (dream gate and ravenloft intervened). Was on Toril during 2e era (i.e. after Time of Troubles, pre some of the stuff in the 3e FRCS)

FR contacts Khelben Blackstaff Arunsun, met briefly in Watedeep.
Samantha, priestess of Sune in Daerlune, quested for her, briefly trysted.
Aliantha, priestess of Lathander in Daerlune, quested for her, sister of Samantha.
Agrinja, devil summoning desert shaman of shark totem, he was Voadam's guide in desert.
Zwingli, wizard, adventured with him on Daerlune quest, he was revealed as Thayan spy and lost to succubus he summoned.
Azuth temple in Daerlune, Voadam studied magic there after Daerlune quest.


Waterdeep history Arrived at the port on his spelljamming hammer ship years ago.
Was met by Blackstaff briefly.
Toured the city for shore leave and some merchant trading.
Broke up a slaving ring.
Got contacted in the undercity by renegade drow rune mages about possible mercenary work against matriarchy, but Lolth clerics arrived and killed them.
Accepted Daerlune Quest of two sister priestesses to acquire object to protect their city against Red Wizard threat and left city for long time.
Returned much later and accepted elven offer to go to Evermeet for spy mission requiring non elves.

Recent history The green disintegration ray dissipated as it hit the demon's hide. Voadam silently cursed at the spell's failure then cast another green ray of eldritch destruction. As the second one splashed harmlessly against the demon's innate magical defenses Brok scrambled to draw out another scroll and chanted the invocation to pierce Voadam's invisibility. "Plan B" Voadam thought after proving the demon's resistaces to his direct spells. Direct magic was a longshot against demons anyway and Voadam had known Brok was unlikely to fall but it was worth the attempt and would throw him off guard for Plan B. There it was, Brok was drawing Voadam's old enchanted bastard sword and starting to fly around trying to get the wizard in range of his divination. Brok and the warlock had narrowly failed to finish off the bound and stipped wizard after taking care of the elves and Voadam had been hounding them and their minions ever since, killing their undead and witch priestess, now targeting the Bane demon before he planned to go after the warlock. Plan B was to use a magnetism spell to grab back Voadam's blade then teleport away to Ptolus and get the Cuthbert cleric to bless the blade the next day when Voadam would return bursting with war mastery magics and illusions so he could engage Brok in melee and pierce his physical defenses. Once Brok was dead, Voadam would retrieve the items the demon had stolen from him and then leave to prepare an attack against the warlock. Neither could flee the area as they were trying to tap the power of the ancient menhirs and would not leave that prize for Voadam to collect, and neither really cared how many minions Voadam vanquished as long as they continued on their path of power. Voadam's plan for the warlock was to use limited wish to negate the other's magic and then strangle him since without the demon or undead Voadam felt he could overpower the tiefling physically without minions interrupting or the warlock using his dimensional magic to escape. Then the magical menhirs would be Voadam's and he could tap its power like he had the druidic Water Shard Lake. Voadam moved to the side, Waldo and the pixie invisibly accompanying him and prepared to cast the magnetism spell.

Unfortunately it was at that exact moment that the warlock activated the druid Stones again and a huge wave of magical energy washed throughout the town. Voadam had anchored himself through a ley line to the nexus that was the druidic elemental Water Shard far to the North, a fundamental artefact of the world he had been studying with the renegade demon Rhunad. While this gave him some extra power for his magics, it also caused massive interference when the two magics collided. Space and time ripped at the point of contact, directly centered on Voadam, and a black hole erupted around him. "No!" he screamed, "Not now! Not Again! No!".

Favorite Foods 1. a cooked spider delicacy the drow enjoy that non elves sometimes find deathly poison (Voadam doesn't have the common allergy for it) picked up the taste when apprenticed to his first magical mentor.
2. No Lobster, an invisible lobster like crustacean found in the dream realm that he enjoyed on his travels there when he was hosted in a magical component supplying town at "The Second of Three Inns on the First of Three Places".
3. Fried Flumph, he doesn't know what Flumphs are, except that they are good eating and the Melnibonean elven ambassador in the dream realm offered some fine ones when he hosted Voadam and his entourage. The ambassador was impressed that Voadam ate them with relish without hesitation. :heh:

The loves of Voadam's Past a nymph he rescued from some kobolds
mongol princess, Voadam bested every martial artist in her clan, but she bested him
Samantha, priestess of Sune from Daerlune, casual fling
Charon, tiger priestess, short tryst in dream world
Sith lord psion, voadam's political protege in dream world
Sarah, paladin who liked Voadam's pick up line of "If I don't detect as evil, can I buy you a drink?" adventured with him in Banewarrens, but she went deeper on church orders and was turned into a wight that Voadam had to destroy.

Voadam's magical teachers
Karnash, drow knight and wizard
Genji, Wu Jen taught oriental magics and martial arts, heavy into aromatic smokes
Minotaur ice mage, voadam killed him and studied his fell magics
Mongol Shaman, lightning and flight magic
Temple of Azuth in Daerlune FR granted him access to their library after he aided the city.
Ineverted Pyramid, magical secret society that Voadam joined in Ptolus on postapocalyptic Greyhawk world
Various spell tradings.

Prophecy by witches about VoadamA prophecy Voadam heard from three witch sisters. One Eye referred to Voadam's orcish henchman while Traveller was Voadam.

The three sisters are standing near a large, gnarled oak tree that borders the small road they are walking on (and which you can now see).

To your left is the one with slightly wild hair, dirty hands, and amusty odor. We'll call her the "Dirty" one for now.

To the right is the one with slender long fingers and bad breath. We'll call her "Fingers" for now.

In the middle is the slightly thicker (though that makes her merely skinny rather than emaciated) one with somewhat graying hair. We'll call her the "Old" one.

Fingers looks agitated but has her hands folded neatly near her stomach. She speaks first, "Thy presence is unwelcome, Traveler."
"Or welcome," corrects Dirty.
"It depends on your intentions," says Old.

Old speaks again, "We knew you would come, though the method by not."
"With or without One Eye," says Dirty.

Fingers suddenly speaks in a clarion voice, "Lo! Behold the Traveler and the One Eye, their destiny is written in thunder and sky!"

The sky is somewhat fairer now, less cloud cover letting more of the setting sunlight through. The fog drifting around in swirls. The air tastes foul.

"Know you your destiny?" asks Dirty.
"Or perhaps should we tell you?" asks Old.

Voadam answers "I would be most interested in your telling, ladies. Destiny is a fast river that carries you along, but how skilled a sailor you are determines whether you enjoy the ride. Which way do you see the river bending? And do you think I should prepare to swim?"

"Draw near and pay heed, One Eye and Traveler!" intones Fingers.
"Your destiny is betwixt that of two great houses."
"Many two great houses."
"One, shackled to life and free in death."
"Two, the heart that rots from within."
"Three, wayward children of a lesser god."

Then they begin speaking so quickly and in such similar monotones that you have trouble following who is saying what....

"The river stretches onward,"
down or up
through or around
in secret or in glory
to share or to save."

Then pause and appear to be trembling and exhausted.

"You will redeem or destroy the House of Vladaam, Traveler" states the Old one.

"You will recall or deny the race denied itself, One Eye" states Fingers.

"Thy destinies are like the vine, twixt trellace and wind, sun and earth, fire and sky, touched by the Earthsong yet comforted by unending unlife," states Dirty.

"Seek thy assistance where you least expect, thy life in thy demise, and thy glory in thou humbled." The old one says with finality.

"When you have made THE CHOICE," emphasizes Fingers.
"Seek us under the black moon of the west," continues Dirty
"And receive thy reward." finishes Old.

Familiar - Waldo After barely defeating a minotaur ice mage, Voadam studied the magics of his spellbook (which had been inscribed on the skin of dead elves) while he recovered from the goring he had suffered on the mage's horns before Voadam snapped the minotaur's neck. One of the magics therein related to calling and binding powerful animal familiars. Once he was strong enough, Voadam left the minotaur's ice maze and cast the spell on the bank of a mighty river. A giant otter answered his call, a spirit that seemed to complement Voadam's own, a clever creature that often found itself in trouble.

Mechanically, Waldo had been done out as a 5HD dire otter, using the 5th level greater familiar spell from Relics and Rituals and using stats for a dire weasel with swim speed replacing blood drain. Magic items for him included a collar that allowed him to learn and speak languages, a ring of protection +1, and a ring of swimming.

The many death's of Voadam1 torn apart by gargoyles and on death's door. Natural healing brought him back after a month.
2 poison needle trap nicked him, an elixir of life brought him back.
3 basilisk gaze petrified him, ring of earth elemental command restored him.
4 Bled to death in the jaws of a giant shark commanded by the Whisperer of Impossible Secrets. The world's Great Druid brought him back.
5 The god known as the True Child of Chaos cried out when a party member brought up sad memories in conversation with the god and Voadam's soul was ripped from his body and cast into a spiritual whirlpool/maelstrom. The god later restored him.
6 After being energy drained by wights and spectres at the command of a vampire theurge Voadam used his staff of thunder and lightning to blow up his wand of wonder causing a magical explosion. Cuthbert clerics raised him.
7. Harpy archer tagged him with a crit arrow to the lungs. Coautl healed him up from dying.

Magic ritual experience 1. Ritual magic from Relics and Rituals, participated in ritual to reseal Banewarrens, did not use new ritual skill, but I forget whether it was concentration, knowledge arcane, or spellcraft that we used instead.
2 ley line stuff from Heroes of High Favor: Elves. (This is online from their website as a web enhancement/preview).

Trapped dragon hoard To the south of Daerlune in the desert Voadam and an elven war priest were ambushed by a blue dragon. Fighting with mighty magics the two vanquished the beast and discovered his hidden underground cave wherein it kept its hoard. Not having sufficient resources on hand to gather and transport the loot they mostly left it intact and warded the cave with magics then left to accomplish their quest for the city. Among the wards were several glyphs that Voadam has the password to, and wizard locks on several of the chests. The hoard consisted of piles of gold, a magical sword that could detect magic, and assorted minor magic items that were not easily portable. The priest joined Voadam on many adventures but did not make it out of the world of Ravenloft as Voadam did.

Goals 1 reconnect with familiar Waldo who got separated in transdimensional rift
2 Go to evermeet to make spy report for elven armada.
3 Recover dragon treasure.
4 Figure out rift, ley line, and ritual knowledge.

More to come.
[/SBLOCK]
 
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Voadam

Legend
hafrogman said:
Trying to clarify this one before I get farther into character creation.

The stat that starts at 11, effectively gains the 3 extra points after points are spent? So you spend 8 points (enough to make an 8 into a 15) and get an 18? And can that stat be bought past 18? i.e. spending 10 points to make it a 19.

I was taking it as regular point buy just have one stat start at 11. I took it as cost of points do not change so 14-15 still costs 2. Therefore it is simply 3 free points applied to your primary stat.
 

hafrogman

Adventurer
Voadam said:
I was taking it as regular point buy just have one stat start at 11. I took it as cost of points do not change so 14-15 still costs 2. Therefore it is simply 3 free points applied to your primary stat.

Well I thought of that, and then I said to myself, I said "Self, isn't that just a 43 point buy"
 

Amazing Triangle

First Post
hafrogman said:
Well I thought of that, and then I said to myself, I said "Self, isn't that just a 43 point buy"

Hafrogman this is your brain you are right it is just a 43 but 3 must be in your primary stat.
 

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hafrogman

Adventurer
Wow. . . my brain is talking to me :)

Still, it seems a little strange since. . .

(a) D&D doesn't have primary stats, hasn't since 2nd Ed.
(b) Assuming you can pick what your "favorite" stat is, with 43 point buy, there's no way you're going to have all scores below 11, so whichever one is above 11 is by default your "favorite"

But thanks for the clarification. . . off to butcher my stats. :D
 

JonnyFive

First Post
ok here is my stats.

for the backround

zzerki grew up as part of an outcast tribe that lived on the fringe of civilization. There he learned the nececity of hiding, and hitting hard and fast. After living that life for many years, he finialy decided to attempt to go into the military. beond that he cannot remember his history.

[sblock]
Zzerki, poison dusk lizardfolk 5th Rogue (ECL 6)
small Humanoid (Reptilion), CN,
50, 3'2, 75, Male, Yellow Dragon eyes, Green scale skin, no hair, black stripes on his back and tail


STR: 16 10point
DEX: 20 10point+2race+1level
CON: 16 6point+2race
INT: 14 6point
WIS: 12 4point
CHA: 10 4point-2race


Hit Points: XXX / XXX
Hit Dice: 5d6+15 (XXX hp)
Speed: 30ft
Initative: +5 (+5 DEX)
AC: 20 (+0 Armor, +1 Shield, +5 DEX, +1 Size, +3 Natural, +XX <other>; touch 16, flat-footed 20)
BAB/Grapple: +3/+2

Fort: +4 (+1 Base, +3 CON, +XX <bonus>)
Ref: +9 (+4 Base, +5 DEX, +XX <bonus>)
Will: +2 (+1 Base, +1 WIS, +XX <bonus>)

Attacks:
  • +1 dagger +7 (1d3+2 19-20x2)

Special Attacks:
  • 2claw 1d3 and bite 1d3

Special Abilities:
  • hold breath
  • Low light vision
  • Poison use
  • Sneak attack +3d6
  • Trapfinding
  • Evation
  • Trap sense +1
  • Uncanny Dodge


Skills: (80 points, max ranks 8/4)

  • Balance 9 (0 Ranks, +5 Dex, +4
  • Bluff 8 (8 Ranks, +0 cha)
  • Disable Device 10 (8 Ranks, +2 Int)
  • Hide 22 (8 Ranks, +5 Dex, +4, +5)
  • Jump 8 (0 Ranks, +3 Str, +4)
  • Listen 9 (8 Ranks, +1 Wis)
  • Move Silently 12 (8 Ranks, +5 (Dex)
  • Open Lock 7 (2 Ranks, +5 Dex)
  • Search 10 (8 Ranks, +2 (Int)
  • Sence Motive 7 (6 ranks, +1 Wis)
  • Spot 9 (8 Ranks, +1 Wis)
  • Tumble 13 (8 Ranks, +5 Dex)
  • Use Magic Device 8 (8 Ranks, +0 Cha)

Feats:
  • Weapon focus(Dagger)
  • Point Blank Shot
  • Farshot

Languages:
  • Common
  • Draconic
  • Sylvan
  • Halfling

Equipment:
  • +1 dagger (x3) (6806gp, 2.25lbs.)
  • Ring of Protection +1(2000gp, -lbs.)
  • Amulet of nat armor +1(2500gp, -lbs.)
  • Boots of Elvenkind(2500gp, 1lbs.)
  • 94gp
Total weight carried -- 3.25lbs.
Light load -- XXXlbs., medium -- XXXlbs., heavy -- XXXlbs., lift -- XXXlbs., push -- XXXlbs.



XP: XXX,XXX / XXX,XXX

Appearance:
XXXXX

Personality:
XXXXX

Background:
XXXX

Notes:
XXXXX
[/sblock]
 

JonnyFive

First Post
primary stat baised on class, ie int for mages, cha for sorcerers.

but that beggs the question, what the prime stat for a fighter? monk? bard? barbarian? paladin?
 


Str, Wis, Cha, Con, and Cha?

Anyway here's my next concept character: A drunken Master. Mechanically it's pretty horrible but I think the concept makes up for it. Anyway Pbps seem to be all role-playing and no combat anyway.

Skitha: Monk 5 Drunken Master 1:
To Skitha life is one long extended party. Thrown out of the monastary over an incident involving 14 kegs of ale while the Master Monk was meditating one night, she was a natural to join the Drunken Masters. Since her inception into that "exalted" group she has travelled about hoping to try every sort of mixed drink in the world. She joined the group primarily because of it's huge mix of odd races and cultures promised chances to try Lizardfolk, Junglefolk, and Viking booze.
Skitha is usually a bit blurred and calm. Her attitude is that usually problems will solve themselves while you wait (And have a drink.) If they don't get solved quickly you can speed them along by punching them (Or giving them a drink depending on the situation) but worrying about them ahead of time is just going to give you an ulcer.

"What's wrong with all you people? Why so glum? So what if we can't remember. . . I haven't woken up remembering yesterday in years. Have a drink and let's just concetrate and I'm sure it'll come to us. . . and if it doesn't those memories probably weren't worth having anyway."
 

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