Creamsteak
Explorer
I am working on playing a few sessions with an FR group. They are mildly experienced in 3rd edition, but are more adapted to other editions and games. I have decided to play a Diviner to make full use of myself as the Party Utility belt. What I don't know, is where would a Diviner be trained in the Forgotten Realms? The location of my training, and the people that supply it would be useful to me for the purpose of having a realistic character in the campaign setting.
Let's just say I'm burdened with the duty to prove myself as a sufficiently fun player to be with. I'm stuck a little, because not only will I be the youngest player, but also the most well educated about all rules. I rolled pretty good, with no negative scores, so I'm in pretty good condition to make a good character.
I likely will focus on developing craft item feats and providing as much support as I can with my Divination skills. My character goals will include the study of magic items and religion, so I need to know a good location to go for study. I also would like a little bit of info on Mystara (sp) and the setting's explanation of magic. The more the better. Obviously my religion will be heavily magical, so it would help to know who I should pray to.
Other than that, I have a good idea about my wife and kids for my character, and my professional career as a Diviner. My focus will be on being the least adventurous member of the group, but my relations to my friends prevent me from ever quiting the dangerous career. More or less, I'll have a very protector type attitude. My allignment hasn't been decided yet (Lawful Neutral, Neutral Good, True Neutral all come to mind).
Please help!
Ebrius Cymbium (Latin: Drunk Tuna)
Human Diviner (Prohibited School: Necromancy)
Hit Dice: 1d4+1 (5 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft.
AC: 14 (+2 dex +2 Leather Armor)
Attacks: 2 daggers +2 melee; or 2 daggers +2 ranged
Damage: daggers (melee) 1d4+2, daggers (ranged) 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Summon familiar
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 12, Int 16, Wis 13, Cha 13
Skills: +7 alchemy (Int), +5 concentration (Con), +7 Knowledge Arcana (Int), +7 Knowledge Religion (Int), +7 Scry (Int), +7 Spellcraft (Int)
Feats: Scribe Scroll (wizard bonus), Ambidexterity (human bonus), Two-Weapon Fighting (normal)
Languages Known: Common, Dwarven, Elven, Gnome
Possessions (Value: 70 gp)
20 Throwing Daggers (40 gp)
Leather Armor (10 gp)
Cold Weather Outfit (8 gp)
Backpack (2 gp)
Bedroll (1 sp)
Belt Pouch (1 gp)
8 gold pieces
5 silver pieces
40 copper pieces
Spells Prepared (3/2+1)
Detect Magic (Cantrip)
Detect Magic (Cantrip)
Detect Magic (Cantrip)
True Strike (1st)
True Strike (1st)
True Strike (1st)
Spells in Spellbook
Cantrips - (All)
1st Level - Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, Magic Weapon, True Strike
Let's just say I'm burdened with the duty to prove myself as a sufficiently fun player to be with. I'm stuck a little, because not only will I be the youngest player, but also the most well educated about all rules. I rolled pretty good, with no negative scores, so I'm in pretty good condition to make a good character.
I likely will focus on developing craft item feats and providing as much support as I can with my Divination skills. My character goals will include the study of magic items and religion, so I need to know a good location to go for study. I also would like a little bit of info on Mystara (sp) and the setting's explanation of magic. The more the better. Obviously my religion will be heavily magical, so it would help to know who I should pray to.
Other than that, I have a good idea about my wife and kids for my character, and my professional career as a Diviner. My focus will be on being the least adventurous member of the group, but my relations to my friends prevent me from ever quiting the dangerous career. More or less, I'll have a very protector type attitude. My allignment hasn't been decided yet (Lawful Neutral, Neutral Good, True Neutral all come to mind).
Please help!
Ebrius Cymbium (Latin: Drunk Tuna)
Human Diviner (Prohibited School: Necromancy)
Hit Dice: 1d4+1 (5 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft.
AC: 14 (+2 dex +2 Leather Armor)
Attacks: 2 daggers +2 melee; or 2 daggers +2 ranged
Damage: daggers (melee) 1d4+2, daggers (ranged) 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Summon familiar
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 12, Int 16, Wis 13, Cha 13
Skills: +7 alchemy (Int), +5 concentration (Con), +7 Knowledge Arcana (Int), +7 Knowledge Religion (Int), +7 Scry (Int), +7 Spellcraft (Int)
Feats: Scribe Scroll (wizard bonus), Ambidexterity (human bonus), Two-Weapon Fighting (normal)
Languages Known: Common, Dwarven, Elven, Gnome
Possessions (Value: 70 gp)
20 Throwing Daggers (40 gp)
Leather Armor (10 gp)
Cold Weather Outfit (8 gp)
Backpack (2 gp)
Bedroll (1 sp)
Belt Pouch (1 gp)
8 gold pieces
5 silver pieces
40 copper pieces
Spells Prepared (3/2+1)
Detect Magic (Cantrip)
Detect Magic (Cantrip)
Detect Magic (Cantrip)
True Strike (1st)
True Strike (1st)
True Strike (1st)
Spells in Spellbook
Cantrips - (All)
1st Level - Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, Magic Weapon, True Strike
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