DMchucky: Bloodstone in Forgotten Realms (character levels 15)

Eridanis

Bard 7/Mod (ret) 10/Mgr 3
This is a thread I'm starting as I can archive our characters from this game. Hopefully, some enterprising DM can use these as they wish!

We'll start with the newest character - a sorcerer whose player had a moing box malfunction while moving last month, and so lost his character sheet.

APOLLOCK: male human sorcerer 9; STR 8 DEX 15 CON 13 INT 14 WIS 10 CHA 18; hp xx; AC 16 (mage armor, dex); Init +6; Fort +6, Refl +5, Will +10; Combat Casting, Improved Initiative, Spell Focus (Abjuration), Eschew Materials, Great Fortitide; Spells per day: 6/7/7/7/5; Spells known 8/5/4/3/2.

(0) Ray of Frost, Read Magic, Disrupt Undead, Prestidigitation, Mage Hand Detect Magic, Message, Acid Splash

(1) Detect Undead, Magic Missile, Protection from Evil, Mage Armor, Comprehend Languages

(2) Arcane Lock, Blur, Rope Trick, Blindness/Deafness

(3) Fireball, Prot from Energy, Hold Person

(4) Detect Scrying, Greater Invisibility

{Thread title was first Rappan Athuk, then White Plume Mountain in the Forgotten Realms...}
 
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Nipnottle Windwhittler

NIPNOTTLE, Male Gnome, LG, Paladin 9 of Shaundakul (STR 15, CON 16, DEX 11, WIS 16, INT 12, CHA 20)
Base Attack: +9/+4 (+11/+6 melee, +9/+4 ranged)
F/R/W: +16/+10/+13 (Divine Grace and a 20 CHA, plus a Cloak of Resistance +2)
Feats: 1st: Weapon Focus (Greatsword - Shaundakul's favored weapon); 3rd: Mounted Combat; 6th: Ride By Attack; 9th: Spirited Charge
SKILLS: Concentration +4, Craft (Weaponsmithing) +3, Diplomacy +6, Handle Animal +12, Heal +5, Knowledge (Nobility) +3, Knowledge (Religion) +8, Ride +10, Sense Motive +5, Spot (cc) +4

EQUIPMENT -- All Small:
+1 Ghosttouch Greatsword, +1 Glamered Full Plate, Boots of Striding and Springing, Horseshoes (Gnomish Mount-shoes) of a Zephyr, Bag of Holding (II), Cloak of Resistance +2, Wand of Cure Light Wounds (50), Wand of Detect Magic (50)

Paladin's Mount: "Sparky" (here for 18 hours a day - Sheepdog/St Bernard mix, wearing the Mountshoes of the Zephyr)
- - - - -
2 spare Riding Dogs (Ambrocius the Rottweiler and Brutus the St. Bernard)
3 Military Saddles, one on each

Character notes: Being a LG gnome, Nipnottle is somewhat stuffy. Being a paladin, Nipnottle is definitely on the uptight side of things. Picture a semi-British nobleman's staid demeanor and you get the general idea. Nipnottle is quite fastidious, and compulsively
tends to collect cleaning instruments, oils, salves, solvents, etc. and other implements of cleanliness (combs, brushes, shampoos, different kinds of soaps, etc.) He *can* and *has* been dirty, to the point of filthy, when needed, but he really prefers not to be.

If you're using the upkeep variant rules then Nipnottle will be a gentlemanly gnome and used to the next-to-the-best lifestyle.

Long term goal: Epic Divine Agent of Shaundakul.
 
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Eridanis said:
a sorcerer whose player had a moing box malfunction while moving last month, and so lost his character sheet.

Yes, the dreaded Moing Boxes of the Abyss. Quite nasty. Known to feast on adventurer's sheets.

Erm..... by the way, what's a 'moing box'?
 

Actually...

...after some discussion, Nipnottle has changed slightly. Erm. Yes, slightly. In an effort to introduce a paired set of characters playing off of the Schwarzeneger/DeVito movie 'Twins', Nipnottle is now half-brother to a female gold Half-Dragon Samurai whose name is still in development. This, plus the fact that Nipnottle was planning on becoming a Divine Agent, means that I had to tweak certain things.

Nipnottle now has a Major Bloodline, Gold Dragon (effectively reducing his Paladin level to 7, not 9, to accomodate the Bloodline rules). Since the Divine Agent, upon attaining 8th level, immediately changes alignment to match their deity, the CN Shaundakul no longer worked out in the long run (not if I wanted to retain my paladin abilities and special mounts). So... Nip's now a paladin of Bahamut. The the whole 'gold dragon bloodline/heritage/half-sister the samurai', the backstory got a little cluttered. DMChucky is allowing me, at least, to enter Nipnottle into play already having served out his divine quest prereq for Bahamut. (It occupied the last three levels of his development and is where his samurai half-sister comes into play).

I'll update the stats after the first game with him, when it's really truly solidified. At the very least, Nipnottle is more than willing to travel long distances to fight evil and clear out Rappan Athuk. The previous character was a little more... unwilling on that point.
 

Pacio49 said:
Yes, the dreaded Moing Boxes of the Abyss. Quite nasty. Known to feast on adventurer's sheets.

Erm..... by the way, what's a 'moing box'?

A "moing box," my friend, is an ancient Oriental treasure. Speak not lightly of it, or its moi-fu will smack thee flat!
 

Now, to start my own character:

Roane of Silverymoon: LG male human wizard 10/ human paragon 3/ loremaster 2; STR 10, DEX 20 (gloves +4), CON 15, INT 34 (headband +6), WIS 15, CHA 12. hp 109 (139 w/bear's endurance); AC 32 (robe archmagi, dex, amulet nat armor, ring prot), touch 20, FF 27; Init +9; Fort +12, Ref +15, Will +21. Spell Resistance 18, DR 10 against fire.

Feats: Spellcasting Prodigy, Improved Initiative, Scribe Scroll, Eschew Materials, Spell Focus (Evocation), Greater Spell Focus (Evocation), Purify Spell, Improved Toughness (B), Sudden Maximize, Spell Penetration, Skill Focus (Knowledge(arcana)), Quicken Spell, Greater Spell Penetration.

Skills: Appraise +13, Concentration +20, Craft (alchemy) +19, Craft (bookbinding) +13, Decipher Script +25, Gather Information +7, Handle Animal +2, Heal +5, Knowl (arcana) +33, Knowl (history) +21, Knowl (nobility) +15, Knowl (planes) +20, Knowl (religion) +16, Knowl (local: Silver Marches) +16, Knowl (local: Wa) +13, Knowl (nature) +13, Knowl (dungeoneering) +13, Knowl (geography) +14, Knowl (architecture & engineering) +13, Knowl (psionics) +13, Listen +10, Profession (merchant) +3, Search +12, Sense Motive +7, Spellcraft +32, Spot +9, Tumble +7, Use Magic Device +9.

Attack: +3 rapier (+11/+6, d6+3, crit 18-20/x2). Range Touch attack +13.

Select Possessions: immovable rod, headband of intellect +6, robe of the archmagi (AC bonus +7), ring of protection +5, amulet of natural armor +5. rod of empower metamagic, gloves of dexterity +4, Heward's Hadny Haversack, ring of fire resistance (10/fire), wand of cure critical wounds (50ch). Scrolls of slow, warpwall, sending, tleport, greater dispel magic, mass fly, teleport tracer, teleport coordinates transfer.

Languages: Common, Elven, Draconic, Dwarven, Sylvan, Chondathan, Illuskan, Halruuan, Gnome, Shou, Damaran, Aglarondan

Spells per day: 4/8/7/7/7/6/5/4. Caster level 14.

Typical spell loadout:

SEVENTH (4) DC 30 (32 evoc): greater teleport, delayed blast fireball, Mordenkainen's magnificent mansion, QUICKENED haste.

SIXTH (5) DC 29 (31 evoc): disintegrate, greater dispel magic x2, QUICKENED scorching ray, PURIFIED quintelemental blast

FIFTH (6) DC 28 (30 evoc): teleport x2, wall of force, mass fly, cacophonic burst x2

FOURTH (7) DC 27 (29 evoc): orb of force x3, greater invisibility, lower spell resistance, PURIFIED fireball, PURIFIED lightning bolt

THIRD (7) DC 26 (24 evoc): fireball x4, slow x2, haste

SECOND (7) DC 25 (27 evoc): scorching ray x3, knock, invisibility, see invisibility, swift fly

FIRST (8) DC 24 (26 evoc): magic missile x4, shield, know protections, identify, swift expeditious retreat

ZERO (4) DC 23 (25 evoc): mage hand, detect magic, read magic, comrade's trail
 
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Apollock Update

Here's where Apollock stands now:

APOLLOCK: Neutral Good, Human Level 16 Male Sorcerer; STR 9 DEX 15 CON 13 INT 14 WIS 10 CHA 23; hp 106; AC 24. touch 18, FF 16 ; Init +6; Fort +6, Refl +7, Will +14;

Feats: Combat Casting, Improved Initiative, Spell Focus (Abjuration), Eschew Materials, Great Fortitide, Extra Spell, Empower Spell, Improved Toughness (B)

(0) Ray of Frost, Read Magic, Disrupt Undead, Prestidigitation, Mage Hand, Detect Magic, Message, Acid Splash, Mending

(1) Detect Undead, Magic Missile, Protection from Evil, Mage Armor, Comprehend Languages

(2) Arcane Lock, Blur, Rope Trick, Blindness/Deafness, Gust of Wind

(3) Fireball, Prot from Energy, Hold Person, Clairvoyance

(4) Detect Scrying, Greater Invisibility, Orb of Force, Mass Enlarge Person, Summon Monster IV, Ice Storm

(5) Cone of Cold, Teleport, Passwall, Permanency

(6) Bigby's Forceful Hand, Disintegrate, True Seeing

(7) Greater Teleport, Prismatic Spray

(8) Polar Ray

Masterwork Crossbow with 10 silver bolts
 
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Meriena: LG female human cleric 15 of Mielikki; STR 12, DEX 18, CON 14, INT 12, WIS 32 (periapt), CHA 17. hp 143 (173 with bear's endurance); AC 38 (breastplate, shield, dex, amulet, ring), touch 24, FF 34; Init +8; Fort +14, Ref +12, Will +23.

Feats: Track, Improved Initiative, Augment Healing, Craft Wand, Craft Wondrous Item, Scribe Scroll, Quicken Spell, Improved Toughness (B).

Skills: Concentration +16, Diplomacy +5, Heal +20, Listen +7, Spot +8, Search +1, Knowl (religion) +14, Knowl (arcana) +2, Knowl (nature) +2, Listen +9, Move Silently +1, Search +1, Spellcraft +8, Spot +10, Survival +25.

Attack: +4 keen scimitar: +16/+11/+6 \\ d6+5, crit 16-20/x2 (+23/+18/+13\\d6+8 with divine power) OR +2 longbow: +17/+12/+7\\d8+0, crit x3

Select Possessions: +4 mithral light fortification breastplate, +4 light steel shield, +5 amulet of natural armor, +5 ring of protection, +4 keen scimitar, +2 longbow, periapt of wisdom +6, gloves of dexteritry +4, ioun stone (CHA +2), staff of illumination (25ch), rope of climbing, ioun stone (3 spell levels: swift expeditious retreat, cure light wounds, true strike), Heward's Handy Haversack, cloak of protection +3. Scrolls of greater dispel magic, break enchantment, teleport x3, fly x2, chain of eyes, remove paralysis, remove disease x2, remove blindness/deafness x2, remove curse x2, neutralize poison, cure critical wounds, mass cure serious wounds, mass bear's endurance.

Turn Undead 5 times/day.

Languages: Common, Elven, Shou.

Spells per day: 6/8+1/8+1/8+1/6+1/6+1/5+1/4+1/2+1. Domains: Good, Travel.

Typical spell loadout:

EIGHTH (2+1) DC 29: mass death ward, QUICKENED mass cure light wounds, holy aura (D). Convert to mass cure critical wounds (4d8+31, 15 targets within 30').

SEVENTH (4+1) DC 28: mass spell resistance, greater plane shift, QUICKENED cure critical wounds x2, greater teleport (D). Convert to mass cure serious wounds (3d8+29, 15 trgts).

SIXTH (5+1) DC 27: heal x2, banishment, energy immunity, mass bear's endurance (5 hours, cast before adventuring day begins), blade barrier (D). Convert to mass cure moderate wounds (2d8+27, 15 trgts).

FIFTH (6+1) DC 26: flame strike x2, revivify, improved blindsight, halo of shelter, break enchantment, teleport (D). Convert to mass cure light wounds (1d8+25, 15 trgts)

FOURTH (6+1) DC 25: sending, tongues, divine power, neutralize poison, blood of the martyr, greater status (cast on Nipnoddle, Hiryuuki, Shade, Phredda, and Appolack before adventuring day begins), holy smite (D). Convert to cure critical wounds (4d8+23).

THIRD (8+1) DC 24: dispel magic, rescue, close wounds, searing light x2, daylight, remove disease, remove curse, fly (D). Convert to cure serious wounds (3d8+21).

SECOND (8+1) DC 23: silence x2, remove paralysis, major resistance, elation, lesser restoration, spiritual weapon x2 (+22/+17/+12\\d8+5, crit 18-20/X2), aid (D). Convert to cure moderate wounds (2d8+14).

FIRST (8+1) DC 22: bless, detect evil x2, divine favor, protection from evil, resist touch x2, comprehend languages, longstrider (D; cast at beginning of day). Convert to cure light wounds (1d8+7).

ZERO (6) DC 21: detect magic x2, hygiene x2, read magic, tongue of angels. Convert to cure minor wounds (1).
 
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Updating Roane and Meriena. We still need to add several characters:

Shade, half-giant fighter
Dain, human cleric of war
 
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