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3E/3.5 Leif's The Hall of the Rainbow Mage, RG A [D&D 3.5] L12


Ok, this is the place! You know what to do!

We've got 7 at least partially posted as of Sunday evening, 5/24/09 --

And we're off and running on Tuesday evening, 5/26/09,

Party-Created Marching Order:



GG = Gomlar

ss = Sam mounted on shadow phantom steed

N = Nilah
L = Lazarius
K = Kumar
W = Whin
V = Vaidun
B = Blade
Last edited:

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First Post
Lazarius Ventilius

Male Gray Elf Wizard 12
True Neutral
Representing Rathan

XP: 66,000
Next Level: 78,000

Strength 8 (-1) [2 Points] -2 [Race]
Dexterity 16 (+3) [6 Points] +2 [Race]
Constitution 14 (+2) [6 points] -2 [Race] +2 [Enhancement]
Intelligence 27 (+8) [10 Points] +2 [Race] +3 [Level] +6 [Enhancement]
Wisdom 10 (+0) [2 Points]
Charisma 10 (+0) [2 Points]

Size: Medium
Age: 160
Height: 5' 2"
Weight: 105 lb
Skin: Gray
Eyes: Silver
Hair: Black; Beardless

Total Hit Points: 60

Speed: 30 feet

Armor Class: 22 = 10 +3 [dexterity] +6 [Armor] +1 [Nat. Armor], +2 [Deflection]

Touch AC: 15
Flat-footed: 19

Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +8 = 4 [base] +1 [constitution] +3 [Resistance]
Reflex save: +10 = 4 [base] +3 [dexterity] +3 [Resistance]
Will save: +11 = 8 [base] +3 [Resistance]
Attack (MW Rapier): +6/+1 = 6 [base] -1 [strength] +1 [Enhancement to Attk] 1d6-1 dmg
Attack (unarmed): +5/+0 = 6 [base] -1 [strength]
Attack (+1 Longbow): +11/+5 = 6 [base] +3 [dexterity] +1 [Enhancement] 1d8+1 dmg
Grapple check: +5 = 6 [base] -1 [strength]

Light load: 26 lb. or less
Medium load: 27-53 lb.
Heavy load: 54-80 lb.
Lift over head: 80 lb.
Lift off ground: 160 lb.
Push or drag: 400 lb.

Languages: Celestial Common Draconic Elven Goblin Orc Sylvan

Contingency: When Grappled or Pinned, Freedom of Movement is cast.


Free: Scribe Scroll [free to wizard]
1st: Collegate Wizard [Comp. Arcane pg. 181]
3rd: Weapon Focus x1 Weapon(s): Ray
5th: Craft Wondrous Item
6th: Craft Magic Arms and Armor
9th: Empower Spell
10th: Spell Penetration
12th: Craft Construct

Skills: (Total= Mod+Ranks+Misc)

Appraise Int 10 = +8 +2 [raven]
Balance Dex 3 = +0 +3
Bluff Cha 0 = +0 +0
Climb Str -1 = +0 -1
Concentration Con 17 = +2 +15
Craft [Sculpting] Int 13 = +8 +5
Craft [Stone-masonry] Int 13 = +8 +5
Decipher Script Int 14 = +8 +6
Diplomacy Cha 0 = +0 +0
Escape Artist Dex 3 = +0 +3
Forgery Int 8 = +0 +8
Gather Information Cha 0 = +0 +0
Heal Wis 0 = +0 +0
Hide Dex 3 = +0 +3
Intimidate Cha 0 = +0 +0
Jump Str -1 = +0 -1
Knowledge (arcana) Int 25 = +8 +15 +2 [Feat]
Knowledge (architecture) Int 12 = +8 +4
Knowledge (history) Int 14 = +8 +6
Knowledge (planes) Int 14 = +8 +6
Listen Wis 4 = +0 +2 +2 [elf]
Move Silently Dex 3 = +0 +3
Ride Dex 3 = +0 +3
Search Int 13 = +8 +3 +2 [elf]
Sense Motive Wis 0 = +0 +0
Spellcraft Int 25 = +8 +15 +2 [Knowledge, arcane]
Spot Wis 4 = +0 +2 +2 [elf]
Survival Wis 0 = +0 +0
Swim Str -1 = +0 -1
Tumble Dex 5 = +3 +2
Use Rope Dex 3 = +0 +3

Craft_1 >=5 ranks gives +2 on related appraise checks.
Craft_2 >=5 ranks gives +2 on related appraise checks.
Know Planes >=5 ranks gives +2 on survival checks on other planes.
If the familiar is within reach, +2 on spot and listen ("alertness").

Gray Elf:

* +2 dexterity / +2 intelligence / -2 strength / -2 constitution (already included)
* Immune to magical sleep
* +2 racial bonus to saves vs. enchantments
* Low-light vision
* Proficient with longsword, rapier, longbow & shortbow
* +2 racial bonus on listen, search, and spot checks
* Notice secret doors

Wizard (Abjurer):

* Familiar / Alertness, etc.
* Bonus Feats (already included)
* High intelligence gains bonus spells daily


Known: Those in ()'s were scrolls bought and scribed into spellbooks.

0th: All Core

1st: (9) Shield, Repair Light Damage [Com. Arcane Pg.120], Comprehend Languages, Identify, Magic Missile, Ray of Enfeeblement, Charm Person, Chill Touch, Feather Fall

2nd: (4) Web, Scorching Ray, Repair Moderate Damage [Com. Arcane Pg.120], Resist Energy Locate Object, See Invisibility, (Shatter, Mirror Image, Darkness, Knock) 600 gp

3rd: (4) Repair Serious Damage [Com. Arcane Pg.120], Tongues, Hold Person, Lightning, Bolt Fireball, Ray of Exhaustion, (Fly, Haste, Water Breathing) 1125 gp

4th: (4) Stoneskin, Black Tentacles, Dimension Door, Charm Monster, Phantasmal Killer, Repair Critical Damage [Com. Arcane Pg.120], (Enervation, Freedom of Movement, Polymorph) 1800 gp

5th: (4) Hold Monster, Cloudkill, Dominate Person, Baleful Polymorph Wall of Force, Feeblemind, (Cone of Cold) 750 gp

6th: (4) Greater Dispel Magic, True Seeing, Chain Lightning, Undeath to Death, Disintegrate, Contingency

Spells Memorized:

0th: (4) Dectect Magic x3, Light x1

1st: (6) Repair Light Damage x2, Magic Missile x2 Ray of Enfeeblement x2,

2nd: (6) Web x1, Scorching Ray x3, Repair Moderate Damage x1, Mirror Image x1

3rd: (6) Repair Serious Damage x1 Hold Person x1, Fly x1, Haste x1, Ray of Exhaustion x1, Empowered Ray of Enfeeblement x1

4th: (4) Empowered Scorching Ray x1, Stoneskin x1, Enervation x1, Repair Critical Damage x1

5th: (4) Hold Monster x1, Baleful Polymorph x1, Wall of Force x1, Cone of Cold x1

6th: (3) Greater Dispel Magic x1, Repulsion x1, Chain Lightning x1

Spell DC's: 0th (18); 1st (19); 2nd (20); 3rd (21); 4th (22); 5th (23); 6th (24)

Lazarius' Equipment:

Arrows (quiver of 20) x2
Blanket, winter x1
Case (for map or scroll)
Flint and steel
Ink vial
Ink pen
Paper sheets x10
Parchment sheets x10
Pouch x4
Rations (1 day) x10
Signet ring
Sunrods x5
Everburning Torch
Torches x2
Waterskins x1
Artisan tools (stoneworkers tools)
Spell component pouch
Spellbook x3

Magical Equipment:

Golem Manual [Stone] (22,000 gp: Used)
Circlet of Intellect [as Headband of Int: Head Slot] +6 (18000 gp; Crafted)
Bracers of Armor +6 (18,000 gp; Crafted)
Ring of Protection +2 (8,000 gp)
Spells Scrolls (Scribed into Spellbooks) 11,300 gp
Wand of Repair Moderate Damage [50 Charges: 2d8+3] (4,500 gp)
Amulet of Health +2 and Nat Armor +1 (3,500 gp; Crafted)
Cloak of Resistance +3 (4,500 gp; Crafted)
+1 Longbow (2,375 gp)
MW Rapier (320 gp)
Wand of Shield [50 Charges] (750 gp)

[sblock=Material Components]2658 gp worth of Various spell components:
crystal rod x30 (30 gp)
Silver pins x20 (25 gp)
Ointment for the eyes (500 gp)
Powder of Crushed Diamond (1000 gp)
Pinch of Dust
Metal Rod (10 gp)
1/2 lb Powder of Clear Gem (100gp)
Glass Marbles (5 gp)
Small Class Cone (1 gp)
5 Dried Empty Cacoons
5 White Feathers
Dried Peice of Giant Squid (10 gp)
Granite Peice (10 gp)
5 Piece of straw
shavings of licorice root (5 gp)
assorted bird feathers
1/2 lb sulfur (5 gp)
1/2 lb bat guano
pieces of tanned animal fur
5 small clay models of a ziggurat (5 gp)
1/2 lb coal dust
bat fur (5 gp)
chunk of mica (5 gp)
An eyelash encased in a bit of gum arabic
1/2 lb powdered silver (5 gp)
talcum powder (1 gp)
forked twig
a bit of spiders web
6 pearls (600 gp)
salt (1 gp)
Vail of quicksilver (340 gp)
Ivory elephant (1,500 gp)


Platinum: 5
Gold: 47
Silver: 9
Copper: 10

Orin the Raven familiar: Str 1 Dex 15 Con 10 Int 11 Wis 14 Chr 6; Hit points: 25; Initiative +2 (dex); Speed 10 ft., fly 40 ft. (average); AC: 20 (+2 size, +2 dex, +6 level); Claws +4 melee 1d2-5 Fort +4, Ref +6, Will +10, Listen +6, Spot +6; speaks one character language (Common); Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master; speak with birds; spell resistance 17

Gomlar the Stone Golem: Large Construct; 107 HP; Init -1; Speed 20 Feet; AC 26; Touch AC 8; Flatfooted AC 26; BaseAttack/Grapple +10/+23; Full Attack 2 Slams +18 melee (2d10+9); Space/Reach 10ft/10ft; Special Attacks (Slow); Special Qualities Construct Traits, DR 10/Adamantine, Darkvision 60ft, Immunity to Magic, Low Light Vision; Fort Save +4; Refl Save; +3; Will Save +4; Abilities Str 29, Dex 9, Con 0, Int 0, Wis 11, Cha 1; CR 11

More about Lazarius Ventilius:

Lazarius was born 160 years ago to a pair of rather wealthy noble gray elves. His Father Grementhos (Gree-men-thos) was a member of the elven hierarchy, holding it's second highest position of Grand Seer and adviser to it's king in the city both Lazarius and Kumar grew up in. Their mother Rowenale(Row-in-na-lay) was no common woman as it was, she was part of the elven mages guild and sat three seats from it's highest position holding the title of High Mistress Summoner.

Life was an easy ride for both children in their early years. Money was of no matter to any of their family really and all lead a rather expensive and lavish lifestyle. Neither child really paid much mind to money though as both of them had affinity with the workings of magics and that of constructs has both of them enthralled throughout much of their childhood. Kumar was more the one to study their workings and how to construct and repair constructs, while Laz was more the one to manipulate and control them.

This of course did not sit well with either child, being spoiled and all, as they would have to work together to further their advancement in knowledge in construct studies. Both would be at each others throats more often than not over little squabbles regarding each area of expertise. Their father had attempted to keep them in line as best he could and where he could not the house staff tried, and ultimately failed in doing so.

It was at the age of about 100, an age just before adulthood was about to set in for both of them, that their father decided he'd had enough of the endless feud between them both and sent them off the University of (Name Here) where he hoped his boys would learn the value of study over fighting amongst themselves and learn to work together to further their learning. Sadly this has almost the exactly opposite effect of both Laz and Kumar as each took to gathering a following of other students and back by the fule of peer pressure and pack mentality the feud was fueled to even higher heights. Both boys would stop at nothing to foil each others projects and deadlines or schoolwork that was needed to be completed to the point that teachers were writing back home to mother and father about how they could not see this fighting ending in nothing less than a bloodbath between the two children.

This bloodbath would not see itself come to a head though as late into their 6th year at the University of (Name Here) there was a massive explosion and near total campus wide fire that destroyed much of the school grounds and thus brought the facility to a screeching hault for good. It is not certain if the boys had anything to do with the explosion or the fire that insued but one could only guess that at least one if not both of them had a hand in it.

After the schools closing Laz never saw his brother again, though he really never looked to see if his brother had made it off the campus alive, and rightly really didn't care if he did to be honest. Laz packed what was left intact of his things and moved on from the school, leaving family and former life behind him save for a large sum his father had stashed away for a rainy day.

Lazarius changed his last name, taking Ventilius from an old tome depicting a great and powerful wizard as his namesake now and since his days at the school he's even crafted his masterpiece Gomlar the stone golem. Gomlar is Laz's crowning achievement to this date and no doubt will have more in store for the world as he ages and matures. Lazarius' mannerisms sense the days at school have left him with more of a loner persona, weather this be from his rather unmatched knowledge in the arcane, or from his withdrawal from anyone close to him no one is sure but Laz prefers his life alone and a master of his own domian.[/sblock]
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First Post

Vaidun Kale
Neutral Good Human Domain Wizard (Abjurer) 9 [SRD/UA]/Initiate of the Sevenfold Veil 3 [CA]
Experience: 70,000

Age: 29
Gender: Male
Height: 6 ft. 0 in.
Weight: 170 lb.
Eyes: Black
Hair: Black
Skin: Dark

STR: 10 [+0] (2 points)
DEX: 18 [+4] (6 points, +4 enhancement)
CON: 12 [+1] (4 points)
INT: 23 [+6] (10 points, + 3 level increase, + 4 enhancement)
WIS: 10 [+0] (2 points)
CHA: 12 [+1] (4 points)

HP: 49 (4 + 33 + 12 con)
Armor Class: 15/21 (10 base + 4 dex + 1 deflection // + 6 greater mage armor)
Initiative: +4 (+4 dex)
BAB: +6/+1
- Melee: +6/+1
--- Dagger, masterwork +7/+2 (1d4, 19-20/x2)
- Ranged +8/+2

Speed: 30’ (40’ w/boots)

FORT: +9 (5 base + 1 con + 3 resistance)
REFL: +14 (5 base + 4 dex + 3 resistance + 2 familiar)
WILL: +14 (11 base + 0 wis + 3 resistance)

- Human Bonus Feat
- Human Bonus Skill Points
- Arcane Spellcasting
- Summon Familiar: N’Ril, the Ferret
- Scribe Scroll
- Wizard Bonus Feat
- Arcane Domain: Abjuration
- Warding 2/day
--- Red Veil
--- Orange Veil
--- Yellow Veil
- Unimpeachable Abjuration
- Unanswerable Strike +2

1st Level
- Spellcasting Prodigy [FRCS: INT counts as 2 points higher for purposes of determining bonus spells and save DCs]
- Skill Focus (Spellcraft)
3rd Level
- Spell Focus (Abjuration)
5th Level Wizard Bonus
- Storm Bolt [CM]
6th Level
- Greater Spell Focus (Abjuration)
9th Level
- Craft Wondrous Item
12th Level
- Alacritous Cognitation [CM]

Skills: (135 skill points)
Appraise +11 (5 cc ranks, +6 int)
Concentration +17 (15 ranks, +2 con)
Craft: Alchemy +14 (8 ranks, +6 int)
Decipher Script +11 (5 ranks, +6 int)
Diplomacy +5 (2 cc ranks, +1 cha, +2 synergy)
Knowledge: Arcana +21 (15 ranks, +6 int)
Knowledge: Dungeoneering +11 (5 ranks, +6 int)
Knowledge: Geography +11 (5 ranks, +6 int)
Knowledge: History +11 (5 ranks, +6 int)
Knowledge: Local +11 (5 ranks, +6 int)
Knowledge: Nobility & Royalty +11 (5 ranks, +6 int)
Knowledge: The Planes +14 (8 ranks, +6 int)
Listen +8 (1 cc rank, +0 wis, +2 familiar, +5 circumstance))
Perform: Oratory +3 (2 cc ranks, +1 cha)
Profession: Merchant +14 (14 ranks, +0 wis)
Spellcraft +26 (15 ranks, +6 int, +3 skill focus, +2 synergy)
Spot +8 (1 cc rank, +0 wis, +2 familiar, +5 circumstance)

- Common (Automatic)
- Tashalan (Automatic)
- Chultan (Bonus, Intelligence)
- Draconic (Bonus, Intelligence)
- Illuskan (Bonus, Intelligence)
- Alzhedo (Bonus, Intelligence)
- Chondathan (Bonus, Intelligence)
- Elven (Bonus, Intelligence)
- Infernal (2 skill points)
- Celestial (2 skill points)
- Goblin (2 skill points)
- Giant (2 skill points)

Spells Prepared
- Level 0 Spells (DC17): 4 + 1 - Detect Magic x 2, Message x 2 + (d)Resistance
- Level 1 Spells (DC18): 7 (4 + 2 int + 1 domain) - Magic Missile x 2, Protection from Evil, Grease, Burning Hands, Featherfall + (d)Shield
- Level 2 Spells (DC19): 7 (4 + 2 int + 1 domain) - False Life, Scorching Ray, Alter Self, Hideous Laughter, Glitterdust, See Invisibility + (d)Resist Energy
- Level 3 Spells (DC20): 7 (4 + 2 int + 1 domain) - Greater Mage Armor, Fireball, Fly, Haste, Protection from Energy, Resonating Bolt + (d)Dispel Magic
- Level 4 Spells (DC21): 5 (3 + 1 int + 1 domain) - Dimension Door, Greater Invisibility, Polymorph, Resilient Sphere, Black Tentacles, (d)Remove Curse
- Level 5 Spells (DC22): 5 (3 + 1 int + 1 domain) - Hold Monster, Cone of Cold, Dismissal, Baleful Polymorph + (d)Mage’s Private Sanctum
- Level 6 Spells (DC23): 4 (2 + 1 int + 1 domain) - Chain Lightning, Lingering Flames, [OPEN SLOT] + (d)Greater Dispel Magic

Equipment: 88,000gp, 28k 1 item limit
Armor & Shield
- None

Melee weapons
-Dagger, masterwork (302gp, 1lb)

Ranged weapons
- None

Miscellaneous Magical or Psionic Items
- Ring of Sustenance & Counterspells: Dispel Magic (6500gp, -lb)
- Ring of Protection +1 (2000gp, -lb)
- Headband of Intellect +4 (crafted, 8000gp, 640xp, -lb)
- Cloak of Displacement, minor (crafted, 12000gp, 960xp, 1lb)
- Gloves of Dexterity +4 (crafted, 8000 gp, 640xp -lb)
- Vest of Resistance +3 (crafted, 4500gp, 640xp, 1lb)
- Handy Haversack (2000 gp, 5lb)
- Boots, winged (crafted, 8000gp, 640xp, 1lb)
- Moonstone Mask (crafted, 6000gp, 480xp, -lb)
[sblock=Moonstone Mask]
From Magic of Faerun. Provides wearer with Darkvision and +5 circumstance bonus to Spot and Listen checks. Takes up the eye lenses/goggles slot.
- Rod of Lesser Metamagic: Maximize (14000gp, 5lb)
- Rod of Lesser Metamagic: Extend (3000gp, 5lb)
- Healing Belt (750gp, 1lb)


Mundane equipment
-2x Explorer’s Outfit, high quality (40gp, 1 worn, 1 8lb)
-2x Courtier’s Outfit (60gp, 12lb)
-Miscellaneous Jewelry (250gp, -)
-Potion Belt, masterwork (60gp, 1lb)
-Spell Component Pouch (5gp, 1lb)
-4x Spellbooks
-Bedroll (1sp, 5lb)
-Flint & Steel (1gp, -)
-12 bottles of various fine wines, carried for personal enjoyment and business chat

Expensive Material Components
Greater Mage Armor: 16 x 25gp = 400gp
True Seeing: 4 x 250gp = 1000gp
Stoneskin: 4 x 250gp = 1000gp
(Note - Still working on this section)

Weight Carried: 28lb (rest in Haversack)
Remaining money: 10,069

(Note: Per Leif, extra spells above the standard [2 per level + domain spell] purchased at the following cost:

1st level - 25
2nd level - 150
3rd level - 375
4th level - 600
5th level - 750
6th level - 900

4 spells books, 305 of 400 pages full

Level 0 Spells (19 pages)
- Acid Splash
- Detect Poison
- Detect Magic
- Read Magic
- Daze
- Dancing Lights
- Flare
- Light
- Ray of Frost
- Ghost Sound
- Disrupt Undead
- Touch of Fatigue
- Mage Hand
- Mending
- Message
- Open/Close
- Arcane Mark
- Prestidigitation
- (d) Resistance

Level 1 Spells (17 pages)
- Mage Armor
- Grease
- Magic Missile
- Burning Hands
- Ray of Enfeeblement
- Feather Fall
- Protection from Evil
- Obscuring Mist
- Identify
- (d) Shield
- Unseen Servant
- Comprehend Languages
- Charm Person (25gp)
- Sleep (25gp)
- Expeditious Retreat (25gp)
- Lesser Orb of Acid (25gp, CA)
- Lesser Orb of Sound (25gp, CA)

Level 2 Spells (32 pages)
- Scorching Ray
- Blur
- False Life
- Knock
- (d) Resist Energy
- Alter Self (150gp)
- Arcane Lock (150gp)
- Acid Arrow (150gp)
- Glitterdust (150gp)
- See Invisibility (150gp)
- Hideous Laughter (150gp)
- Gust of Wind (150gp)
- Shatter (150gp)
- Darkvision (150gp)
- Fox’s Cunning (150gp)

Level 3 Spells (45 pages)450 vrs 375
- Fireball
- Lightning Bolt
- Greater Mage Armor (CM)
- Protection from Energy
- (d) Dispel Magic
- Displacement (375p)
- Haste (375gp)
- Fly (375gp)
- Water Breathing (375gp)
- Stinking Cloud (375gp)
- Bands of Steel (375gp, CA)
- Resonating Bolt (375gp, CA)

Level 4 Spells (52 pages)600 vrs 700
- Stoneskin
- Black Tentacles
- Dimension Door
- Greater Invisibility
- (d) Remove Curse
- Charm Monster (600gp)
- Fire Shield (600gp)
- Resilient Sphere (600gp)
- Stone Shape (600gp)
- Blast of Flame (600gp, CA)
- Orb of Force (600gp, CA)
- Burning Blood (600gp, CA)

Level 5 Spells (80 pages)750 vrs 1125
- Hold Monster
- Cone of Cold
- Teleport
- Dismissal
- (d) Mage’s Private Sanctum
- Cloudkill (750gp)
- Feeblemind (750gp)
- Wall of Force (750gp)
- Overland Flight (750gp)
- Baleful Polymorph (750gp)
- Freezing Fog (750gp, CA)
- Vitriolic Sphere (750 gp, CA)
- Arc of Lightning (750gp, CA)

Level 6 Spells (60 pages)900 vrs 1650
- Chain Lightning
- Disintegration
- True Seeing
- Antimagic Field
- (d) Greater Dispel Magic
- Global of Invulnerability (900gp)
- Acid Fog (900gp)
- Lingering Flames (900gp, CM)

Vaidun stands about six feet in height and has a slender build. His dusky skin in smooth and supple, and his features are refined and pleasant, handsome. His wide smile shows a perfect set of bright white teeth, and he wears his raven black hair long, braided into numerous small, decorated braids. His eyes are like a pair of glittering onyx stones, and Vaidun usually wears an extremely well trimmed mustache and goatee. He is always well-dressed, being quite meticulous about his grooming. He prefers soft leathers and fine silks, easily fitting in among the noble and wealthy of Waterdeep. His tastes extend to a love of fine jewelry, and he often accentuates his finery with select items of silver, gold and gems.

Vaidun hails from the southern realm of Tashalar, the son of a wealthy merchant lord. As such, his aptitude for magic was identified at an early age, and his family had the wealth to help him develop and harness that ability, apprenticing him to the wizard Glhoe Zarunn. After many years of study, Vaidun was deemed adequately schooled, and returned to help his family run their booming wine and liquor business.

An adventurous streak, coupled with the need to be on his own, led Vaidun to begin accompany shipments to their destinations, and the young wizard traveled the Shining Sea and Lake of Steam regions, and all along the Sword Coast. Eventually, Vaidun settled in the City of Splendors, where he still acts as a front man for his family’s business when he is not busy adventuring. He spends the rest of his time adventuring, seeking the fortune and glory that comes with such pursuits.

His adventuring career has taken him across the North. He has made incursions into Undermountain, explored caverns in the Star Mounts, trekked across the High Moor, and generally traveled far and wide across the Savage Frontier. He dreams of someday exploring the Fallen Lands and western Anarauch, hoping to discover the secrets of the ancient Netheril Empire.

Additional Character Notes & Personality Profile
Keen of mind and reflex, Vaidun is quick to act and very practical, always able to point out both the strong points and flaws in any plan. His companions generally appreciate his honesty and forthrightness, and he is well respected among all that know him. Although a brave and confident individual, Vaidun willingly withdraws in the face of overwhelming odds, believing discretion to be the better part of valor. He is an excellent listener, and enjoys telling stories, as well. His sense of humor is well known, and he can often be found joking and laughing with friends and strangers alike.

Growing up in Tashalar and working for his family busioness, Vaidun developed a taste for fine wines and beverages. Since moving to Waterdeep, Undermountain Alurlyath has become a particular favorite, and he has gone to great lengths to make the proper contacts in Skullport to ensure that he always has a limited quanity of that fine vintage on hand. He also enjoys music, stories and tales of far away places, fine works of art, and blends of excellent tobaccos. He has a great love of challenges of the mind, and is quick to accept any challenge that relies on wits to sustain him.

Vaidun is familiar with most nations and large cities along the Sword Coast, having traveled extensively before settling in Waterdeep. When not busy adventuring or managing his shop, he can often be found gambling at the Gentle Mermaid or enjoying a drink at the Misty Beard. His mercantile ties to his homeland have served him well, and he helps his family supply fine Tashalar wines to the city for a substantial profit.

Vaidun has an intense passion for language, and is something of a linguist, speaking over a dozen different languages. He see this as a way to increase his knowledge of the arcane, as it broadens the sources he can pursue in his quest for eldritch might.

Vaidun keeps a quaint but well-appointed townhome in North Ward, on the north side of Tarsar’s Street just west of the Roaringhorn Villa. His shop, Kale’s Fine Wines and Spirits, is located near where the High Road and Trader’s Way meet. When Vaidun is out of the city, his assistant Verh O'vesis (a tall lanky fellow with a dry, sardonic sense of humor) ably runs the shop in his absence.
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First Post
Heres the stat block. Ill come up with some story when we get a little background.[sblock=Kumar]Name: Kumar
Class: Artificer 12
Race: Grey Elf
Type: Humanoid
Size: M
Gender: Male
Alignment: LG

Hit Dice: 6+11d6+12 (56)
Speed: 30
Armor Class: 30/35 vs ranged (+8 Armor, +4 Dex, +5 ranged, +8 Shield) Touch 11
Initiative: +4
Base Attack: +9/+4

Abilities: (base, + racial, + level, + enhance)
Str 10 +0 (12 -2)
Dex 18 +4 (10 +2 +6)
Con 12 +1 (14 –2)
Int 28 +9 (17 +2 +3 +6)
Wis 9 -1 (9)
Cha 10 +0 (10)

Attack: Tentacle X6 +18 (14 bludgeoning /X2 +1 con)

Special Attacks:

Special Qualities:
Artificer Knowledge
Artisan Bonus
Item Creation
Retain Essence
Metamagic Spell Trigger
Metamagic Spell Completion
Fire resist 10
Electricity resist 5
Cold resist 5

Fort +10 4+5+1
Ref +9 4+4
Will +11 8-1

Skills: (165 pts)
Appraise 24 15+9
Craft (pottery) 14 5+9
Craft (Sculpting) 14 5+9
Craft (Metalworking) 14 5+9
Hide 21 7+4+10
Concentration 14 15+6
Search 34 15+9+10
Disable Device 26 15+9+2
Knowledge Planes 24 15+9
Knowledge Agri & Engin 24 15+9
Knowledge Arcana 24 15+9
Spellcraft 24 15+9
Use Magic Device 25 15 +10

Languages: Common, Elven, Dwarven, Draconic, Abyssal, Celestial, Infernal, Terran, Ignan

1 Exceptional Artisan
3 Combat Expertise - take –5 to hit for +5 to AC
6 Extraordinary Artisan
9 Extraordinary Artisan
12 Extend Spell

(Bonus Artificer)
1 Scribe Scroll
2 Brew Potion
3 Craft Wondrous Item
4 Craft Homunculus
- Exceptional Artisan
5 Craft Magic Arms & Armor
7 Craft Wand
- Rapid Spell
9 Craft Rod
12 Craft Staff
- Extraordinary Artisan

Artificer Infusions: 6/5/5/4/4

Cost Formula: base price – 75% / 2 = creation cost in gold
XP Formula: base price / 50 = creation cost in xp

Stuff: (88k) {How much I paid to make it myself}
Greater Tentacle Rod of Wounding Collision -MIC pg 62 *31{10,500g, 1,680xp}
- Minor Crystal of Return 300g – draw as free action
Headband of Intellect +6 {4500g, 720xp}
Vest of the Clever (+10 Competence bonus Use Magic Device) {1,250g, 200xp} -made at lvl 7
Wand of CSW {1,407g, 225xp} -made at lvl 8
Metamagic Rod of Rapid Spell {1375g, 220xp } -made at lvl 9
Monocle of Detection (+10 Competence bonus to Search) {1250g, 200xp} -made at lvl 10
Cloak of Shadow (+10 Competence bonus to Hide) {1250g, 200xp} -made at lvl 10
Metamagic Rod of Extend {1375g, 220xp} -made at lvl 11
Orange Prism Ioune Stone (+1 caster lvl) {3250g, 600xp}
Storm Gauntlets of Dex +6 {5,825.5g, 932xp)
+4 Chain Shirt {2,250g, 320xp}
- Fire Resist {2250g, 360xp} -made at lvl 11
+4 Tower Shield {2.180g, 320xp}
- Lesser Deflection Crystal {312.5g, 50xp} -made at lvl 3
Rod of Frost 1,400g
Necklace of adaptation 9000g
Ring of Invisibility 20,000g
D-Stride Boots 2,000g
Goggles of the Golden Sun 4000g
Belt of the Wide Path 8000g
Memento Magica lvl 1 X4 (752g, 120xp} -made at levels 9&12
Backpack 2g
Travelers outfit 2g
Belt pouch 5s
-Infusion ointment 1500g
- 318gp 5sp

Peons: (homonculi I have built)
Lab 500g
Dedicated Wright X2 - Dee & Mitra {1050g, 160xp} -made at levels 4&5
Furtive Filcher X2 – Fook & Mei {775g, 118xp) -made at lvl 6
Expedious Messenger - Dianna {412.5g, 63xp}[/sblock]


First Post
[B]Name:[/B] Nilah Jiv'undus
[B]Class:[/B] Warlock
[B]Race:[/B] Drow
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] ???

[B]Str:[/B] 10 +0 (02p.)     [B]Level:[/B] 10       [B]XP:[/B] 54,000
[B]Dex:[/B] 20 +5 (06p.)     [B]BAB:[/B] +7/+2      [B]HP:[/B] 70 (10d6+30)
[B]Con:[/B] 16 +3 (06p.)     [B]Grapple:[/B] +7     [B]Dmg Red:[/B] 2/cold iron
[B]Int:[/B] 12 +1 (02p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 21
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +5        [B]Resistances[/B][B] :[/B] 5 Fire, 5 Cold
[B]Cha:[/B] 20 +5 (10p.)     [B]ACP:[/B] -1         [B]Spell Fail:[/B] 0%

Racial Modifiers: +2 dex, +2 int, +2 cha, -2 con
Level bonuses: 4th: +1 con, 8th level, +1 con

Item Bonuses:
Chausible of Fell Power, Lesser- +2 Enhancement bonus to Constitution
Gloves of Dexterity- +4 enhancement bonus to Dexterity
Cloak of Charisma- +2 enhancement bonus to Charisma

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +8    +0    +5    +0    +0    +0    23
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 18

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +2          +5
[B]Ref:[/B]                       3    +3          +6
[B]Will:[/B]                      7    +0          +7

[B]Weapon                  Attack   Damage     Critical[/B]
Rod of Withering         *+13   *Special     20-20x2
+1 Rapier of Wounding     %+13   1d6+1       18-20x2
Eldritch Blast            +12    @6d6+0      20-20x2
XXXX                      +X     XdXX+X     XX-XXxX

*Rod of Withering
Attack Calculations: BAB 7+ Dex 5(finesse)+ 1 Enhancement=13 (Touch attack)
Damage: 1d4 str damage, 1d4 con damage; Crit makes damage permenant (Save DC 17 fort)

% +1 Rapier of Wounding
Attack: BAB 7 + Dex 5(finesse)+1 enhancement bonus= +13 to attack

@ Eldritch Blast
5d6 from class levels, 1d6 from Chausible of Fell Power(lesser)

[B]Languages:[/B] Common, Elven, Undercommon, Draconic

Darkvision out to 120 feet.
Spell resistance equal to 11 + class levels.

+2 racial bonus on Will saves against spells and spell-like abilities.

Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.

A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.

Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

+2 racial bonus on Listen, Search, and Spot checks.
An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Deceive Item: Can always take 10 on Use Magic Device Checks

Detect Magic - At Will

[B]Invocations Known:[/B]
[I]Least:[/I] Hideous Blow, Sickening Blast, Frightful Blast
[I]Lesser: [/I]Brimstone Blast, Curse of Despair, Voracious Dispelling

[B]Feats:[/B] Finesse(Level 1 feat), Empower Eldritch Blast, Point Blank Shot

[B]Skill Points:[/B] 39       [B]Max Ranks:[/B] 13/6.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Jump                       4    +0    -1    =3
Concentration              5    +3    +0    =8
Knowledge(Arcana)          5    +1    +0    =6
Knowledge(The Planes)      5    +1    +0    =6
Sense Motive               5    +0    +0    =5
Bluff                      5    +5    +0    =10
Use Magic Device*          5    +5    +0    =10
Spellcraft *               5    +1    +2    =8

* +2 bonus to Scrolls(Deciphering spells for Spellcraft, using Scrolls for UMD)
** +4 Bonus on Diplomacy checks(if they can be made untrained), from 5 ranks of sense motive and 5 ranks in Bluff)

[B]Equipment:                     Cost     Weight[/B]
Rod of Withering               2,500pp   05lb
+1 Rapier of Wounding          1,032pp   02lb
Handy Haversack                2,000gp   05lb
Mithral Breastplate+2          8,350gp   15lb
Chausible of Fell Power[+2 Con]1,200pp   0.1lb
Gloves of Dexterity(+4)        1,600pp   0.1lb
Cloak of Charisma(+2)          4,000gp   0.1lb
Trail Rations(10)              5gp       10lb(Stored in Handy Haversack)
Waterskin(10)                  10gp      40lb(stored in handy haversack)               

[B]Total Weight:[/B]27lb      [B]Money:[/B] 315gp XXsp XXcp

                           [B]Light   Medium   Heavy  Lift  Push[/B]
[B]Max Weight:[/B]               >33LB   34-66   67-100   200   500

[B]Age:[/B] 27
[B]Height:[/B] 4'11"
[B]Weight:[/B] 100lb
[B]Eyes:[/B] Violet
[B]Hair:[/B] White
[B]Skin:[/B] Obsidian
Appearance: Nilah wasn't a particularly unique specimen of the Drow physically, save one feature which was shared with a particular Drow of some fame... who was also no particularly loved among Lolth's followers. Violet eyes set Nilah apart from birth, both because he could see, and because of the likeness to Drizzt.

Aside from that, he had dark black skin and white hair, a shorter frame and slender. Typical. Though, he had an impression of something unique as well. It wasn't something definable, not directly. Not just from seeing him.

Background: XXXX
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First Post
[B]Name:[/B] Blade of Justice
[B]Class:[/B] Rogue 1/Cloistered Cleric 4/Shadowbane Stalker 7	[b]Starting Level[/b]: 12
[B]Race:[/B] Human
[B]Region of Origin:[/b] TBD
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LG
[B]Deity:[/B] The Red Knight 

[B]Str:[/B] 14 +2 (04p.)	[B]Level:[/B] 12	[B]XP[/B]: 
[B]Dex:[/B] 16 +3 (06p.)	[B]BAB:[/B] +7/+2	[B]HP:[/B] 70/70 (7+4x4+6x7+11)
[B]Con:[/B] 12 +1 (04p.)	[B]Grapple:[/B] +9	
[B]Int:[/B] 12 +1 (04p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b] 3 pts - WIS
[B]Wis:[/B] 22 +6 (08p.)	[B]Init:[/B] +3	[B]Spell Save:[/B] +6
[B]Cha:[/B] 12 +1 (02p.)	[B]ACP:[/B] -0		[B]Spell Fail:[/B] X%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+7	+4	+3	+0	+0	+0	10
[B]Touch:[/B]	10	[B]Flatfooted:[/B] 10

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None
[b]BAB:[/b] +7/+2

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+9	+6	+1	+2[item]*
[B]Ref:[/B]	+12	+8	+2	+2[item]*
[B]Will:[/B]	+15	+9	+4	+2[item]*

*+1 if effect created by an evil creature

[B]Weapon					Attack	Damage	Critical	Range[/B]
Sword of Virtue Beyond Reproach [MIC 61]	+11/+6	1d8+3*	19-20/x2	-
*If Evil do an extra 3d6 [Includes Vestments of Divinity Bonus]
MW Heavy Crossbow				+11	1d10	19-20/x2	120 ft


[B]Languages:[/B] Common, Elven


Turn Undead 4/day - Cleric
Lore Ability as a Bard of 4th level
Sneak Attack +1d6 - Rogue
Trapfinding - Rogue
Detect Evil - At-Will - Shadowbane Stalker [SS 1]
Sacred Stealth - +8 to Hide/MS for X+1[cha] minutes, where X = level of spell [SS7]
Discover Subterfuge - +4 on Search/Sense Motive [SS5]
Sneak Attack +2d6 [ss 6]
Sacred Defence - Gain a +4 Sacred Bonus to AC for X+1[cha] rounds, where X = level of spell, swift action [SS 4]

Knowledge Domain - Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level.
Planning Domain - Gains Extend Spell as a bonus feat
War Domain - Gain Weapon Prof (Longsword) + Weapon Focus (Longsword) as bonus feats

[B]Feats: [/B] 
Augment Healing (Human 1) (Complete Divine) (+2 HP/spell level to every Conjuration [Healing] spell you cast)
Able Learner (lvl 1) (Races of Destiny 150) - All skills are class skills to you
Extend Spell (Bonus - Planning Domain)
Martial Weapon Prof. (Longsword) (Bonus - War Domain)
Weapon Focus (Longsword) (Bonus - War Domain)
Dodge (lvl 3)  
Mobility  (lvl 6)
Spring Attack (lvl 9)
Combat Casting (lvl 12)

[B]Spells prepared[/B] (Save DC 14 + spell level), all spells cast at CL10 
0 - 6, Detect Magic (x4), Mending (x2)
1st - 4+2+1,  Shield of Faith , Blessed Aim (SpC), Foundation of Stone (SpC), Divine Favour, Lesser Vigor (x2), Deathwatch (D)
2nd - 3+2+1,  Shatter, Divine Insight, (SpC), Dark Way (SpC), Deific Vengeance (SpC), Quick March (SpC), Spiritual Weapon (D)
3rd - 3+1+1,  Knight's Move (SpC), Holy Storm (SpC), Divine Retaliation (PHB2),KNOW VULNERABILITIES (SpC), Magic Vestment (D)
4th - 3+1+1,  Moonbolt (SpC), CONTINGENT ENERGY RESISTANCE(SpC), Wall of Good (SpC), Recitation (SpC), Divine Power (D)
5th - 2+1+1,  Righteous Might, Divine Agility (SpC), Call Zelekhut (SpC), Flame Strike (D)

[B]Skill Points:[/B] 128 [B]Max Ranks:[/B] 15
[B]Skills		Total	Ranks	Mod 	Misc[/B]

Concentration	+17	12	+1	+4 [combat casting]      
Disable Device  +13     13      +1
Gather Info     +9      8	+1       
Hide*           +14     +2      12 	       
Listen		+19	+4	15
Move Silently*  +14     +2      12 	 
Open Lock       +15     +2      13 
Search          +17     +1      12	+4 [class]
Sense Motive	+17	+4	4	+4 [class] +5 [item]
Spot		+19	+4	15
Tumble          +14     +2      12


[B]Equipment:					Cost	Weight[/B]
Sword of Virtue Beyond Reproach [MIC 61]	9,315	4 lbs
MW Heavy Crossbow				350 gp	8 lbs
50 bolts					5 gp	5 lbs
+3 Mithril Chain Shirt				10,100	12.5 lbs
Darkwood Heavy Shield				367	5 lbs
Vestments of Divinity [MIC 214]
Ephod of Authority				800	2 lbs
+1 to level for turning undead
Lenses of Revelation				1,400	-
Determine true nature of creature (Evil Outsider, Undead, Any Other)
Cord of Favour					3,750* 	1 lb
+5 bonus to sense motive checks
*Adding Healing Belt Properties [MIC]
Badge of Glory					3,400   1 lb 
*2/day - deal extra 6 damage to evil creature
Pylactery of Virtue				22,500*	-
+2 morale bonus on saves against negative energy effects (incl. death effects)
*Add Wisdom (+4) Bonus to item
Sandals of the Light Step [MIC198]		9,000   1lb
+10 ft' speed, ignore difficult terrain, leave no tracks, 1/day water walk for 60 minutes
Cloak of Resistance (+2)			8,000   2 lbs
*Add Cha (+2) to item
Gloves of Dexterity (+2) & Ogre Str (+2)	8,000	2 lbs
Ring of Sustenance				2,500	-
Blessed Bandagesx10 [MIC]			100	-
Automatically stabilize dying ally
Blast Globes [MIC 152]				8,000   1 lb
* 1/day - range 400', 20' radius, 10d6 fire damage, 2d6 sonic damage, deafened for 2d6; pushed 1d6 squares
Ref 15 for 1/2 fire & negate push; Fort DC 15 negates deafened
Protection from Energy Scroll			375     -
Remove Fear Scroll				25 	-

[B]Total Weight:[/B] 44.5 lbs	[B]Money:[/B] 13 gp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	58	116	175	350	875

[B]Age:[/B] 32
[B]Height:[/B] 5'6" 
[B]Weight:[/B] 175 lbs
[B]Eyes:[/B] Aquamarine
[B]Hair:[/B] Long, Black
[B]Skin:[/B] Silvery Sheen


"It was dark, the shadows swarmed around me. I looked around at the blackness and the various points of white. I had been trained as an assassin, expected to be silent and hidden, not allowing my targets to see it coming. I was part of a group, it was the only way one such as I could have survived in that inhospitable place, death in every shadow. We were hired by wealthy patrons on the Material Plane and would travel there through a portal known to our leader. I had killed many humans, a few dwarves, even the odd Halfling, mostly merchants, a few politicians, but it was mostly over gold. If a competitor was taken out of the picture, it meant more profits for the patron. I was approached to take on a special job, a high profile hit against a priestess of a goodly order of warriors. The patron hadn’t given many details, but I was confident in my abilities, looking back I was young, foolhardy.
After travelling to the location, I spent time scouting out my target, hiding unmoving for hours in the shadows watching the woman go through her routine, gauging when she would let her guard down. I had determined a good time to strike, night was always my ally, I was a shadow moving on this plane. I stealthily crept into the temple, easily avoiding the guards that were stationed outside and silently making my way across the carpeted floor. It was quiet at this time of night and not a soul could be heard moving. As I reached her room, I put my ear to the door and after a minute of not hearing anything I opened the door and snuck into the room, dagger at the ready.
I approached the bed with my blade held high and stabbed it into the form on the bed, several times, but realizing only feathers came out. I tried to melt back into the shadows, realizing it was a trap, but then magical daylight filled the room. She was standing in front of me, clad in blood red full plate and carrying a longsword, pointed towards me. ”In the name of the Red Knight, put down your blade, else you’ll feel her wrath.” the woman said, and by her posture and commanding voice, I knew she meant it. Trapped, the woman between myself and the exit, I had no choice; I was smart enough to realize that. I was bound by magic, and lead away to a brightly lit room, negating my ability to stay hidden. She spoke to me at length about the Lady of Strategy, stating she foresaw the attack and had planned for his attack, ready with the proper defense.
She told me she hadn’t sensed any evil in my heart, despite my actions. She introduced herself as Sister Penora, high priestess of the Red Knight in Cormyr. She spoke to me about the Lady’s grace and dogma, I spurned her at first, but she was relentless, each time I refused she left me along in the bright room. Eventually, I came to listen to her words and not turn her away without a thought; she told me about that the Lady had a plan for me, but to fulfill that plan I would need to learn to follow the Red Knight. I accepted, hoping to find an opening to escape, but after being given access to the tomes of the faith and reading their tenets, I felt drawn to it. I was still locked away in my room, but now I couldn’t get enough of the books.
After years of reading, Sister Penora came in and told me that the time had come to further my training. She taught me how to harness the Lady’s gifts to remain hidden in the shadows, even better than my inborn abilities. Also, she showed how to strike down evil with a great vengeance and where to strike to find the weak spots in enemies. After another few years of training, she told me that I had a job that required my special skills. That was the start of my mission, no fanfare, just a simple word and task given to me.
I followed in the Red Knight’s path, never giving out my real name, only Sister Penora knew that fact. I was given many artifacts of the church to aid me in my quest and spent many months battling evil hiding just beneath the surface. It was difficult at first to convince the rats of the world to give me the information I was looking for, after all my dealings with people on this Plane had mostly been limited to them on the end of my blade. I realized that it only took dead rats before the others looked to give whatever I was looking for to avoid my deadly wrath. I became a whispered legend in the underworld; the dark cowered at the name of the Blade of Justice. My travels began taking me further and further away from Cormyr, tracking down evil in distant lands.
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*Under Construction*
Whin Zacharius Roe
LVL 12
XP: 66,280 (3,000 Used for LA Buyoff, 720 for Sword)
Male Draconic Human Ranger1/Ftr2/Sorc2/Monk2/A.Champ5
AL: LN(or LG) HT: 6'4" WT: 238 Age: 24 Hair: Black Dreadlocks Eyes: Silver

28 point buy
STR: 22 (+6) [6 points +2 Racial +2 Level +4 Enhancement]
DEX: 18 (+4) [8 points +1 Level +2 Enhancement]
CON: 10 (+0) [0 points +2 Racial]
INT: 14 (+2) [4 points]
WIS: 10 (+0) [2 points]
CHA: 18 (+4) [6 points +2 Racial +2 Enhancement]

HP: 78 (3d8+6d10+2d4+4sorc)
AC: 36 (10 base +4 dex +4 Cha + 11 Armour + 3 Deflection + 4 natural) *+9 Shield*
Touch: 21(32 vs incorporeal) FF: 32
Saves: FORT: +11 (9 base +1 con +1 resist) REF: +11 (6 base +4 dex +1 resist) WILL: +11 (10 base +1 Resist)
Init: +4
Speed: 30

Bab: 9; Melee + 15; ranged + 13; Grapple + 19
Attacks: Razor + 18/13; 2d6+11dmg (+vicious) threat 19-20/x2.

Skills(Total/Ranks):[95 Points]
Bluff(+10/6); Concentration(+16/15); Craft: Weaponsmith(+10/6); Diplomacy(+11/5); Intimidate(+12/4); Knowledge: Arcana(+7/5), Dungeoneering(+7/5), Nature(+7/5), Planes(+7/5); Spellcraft(+19/15), Spot(+17/15), Tumble (+10/6), 3
*Skill checks include synergy/etc*

Feats: [6] Combat Casting, Aescetic Monk, Practiced Spellcaster, Arcane Strike, Extend Spell, Craft Magic Arms&Armour

Class Bonus Feats: Track(Rngr), Weapon Focus: Greatsword(Sorc), Improved Grapple(Monk), Combat Reflexes(M), Improved Unarmed Strike(M), Power Attack(Fgtr), Sun School(F)

Class Features: Bonus Feats, Favoured Enemy, Evasion, Stalwart Sorceror(+4HP, W.Focus: Great Sword), Monk AC Bonus, Flurry of Blows, Evasion, Abjurant Armour, Extended/Swift Abjuration, Arcane Boost, Martial Arcanist(CL=BAB)
Draconic Features: Darkvision 60', Lowlight Vision, +1 Nat Armour, +2 intimidate/spot, +2 str/con/cha.

Languages: Common, Draconic, Undercommon

Spellcasting: 7th lvl sorc; CL 12
0 Level (6/day) - Light, Detect Magic, Prestidigitation, Stick, 3 more
1st Leve (7/day) - Magic Missile, Shield, Benign Transposition, Ebon Eyes, True Strike, 1 more
2nd Level (7/day) - Heroics, See Invisibility, Wraith Strike
3rd Level (5/day) - Greater Mage Armour, Fly

Greater Mage Armour[3] 24 Hours
Ebon Eyes[1] 120 minutes (240 if extended)
Heroics[2] 120 Minutes (240 if extended)
See Invisibility[2] 120 Minutes (240 if extended)
Shield[1] 24 rounds

Equipment: 88,000 GP
Ring of Sustenance (2,500)
Ring Of Protection +3 (18,000)
Amulet Nat Armour +3 (18,000)
Gloves of Dexterity +2 (4,000)
Belt of Strength +4 (16,000)
Cloak of Charisma +2 (4,000)
MW Artisans Tools(55gp)
"Razor" : Intelligent +2 Vicious Adamantine Greatsword(25,510 GP, 960 XP)
Cost/Crafting breakdown:
Adamantine Greatsword: Take 10 on craft check = DC 20. Cost: 1010 gp
+2 Vicious: 18,000 GP Base = 9,000 GP Materials + 720 XP
Sentience: 15,500
Int 14; Wis14; Cha10; Speech (Common, Draconic, Undercommon), 120' Vision/Hearing
2 Lesser Powers: Knowledge: Religion(+12/10); Cure Moderate Wounds[2d8+3] 3/day
*The +2 Vicious Adamantine Greatsword is self crafted(Both physically and magically), But the Sentience emerged on its own. To represent this, I paid the crafting cost for the sword itself, then paid full GP cost for the intelligent part... I hope that's OK.*

-65 gp

Background :
Whin Zacharius Roe was born to human parents, Father a great General, Mother a powerful mage, both patriots. They had been specifically bred together in the hopes of producing a powerful weapon for Thay. From the moment of his birth, the burning eyes and scaled skin let the powers that be know that they had suceeded. Whin was raised not by parents, but by the Thayan army, his every want and need looked after as he was trained many hours a day. He was outfitted with a Ring of Sustenance while still young, to maximize the time he could spend training. As such, Whin does not eat or drink, neither as habit, courtesy, or for pleasure. By the time he was 17, he could best his father in martial combat, and was nearly the equal of his mother in spellcasting.

For his 20th year of life, he was secluded in a tower with smiths and mages, teaching him the art of honing his will into metal, forging his own power into a blade. Though it took him some time to get it just right, Whin eventually emerged with his 'Razor'.

Over the next years, whenever he had spare time Whin would read through the extensive library on his quest for more. He taught himself the basics of martial arts, and soon learned of secret ways to harness truley powerful abjuration spells.. He learned of other's like himself, draconic men and women, and set about learning all he could about them, attempting to fill in the holes he felt in himself. He realized that he shared much with them.. Curiosity, drive, a love of magic and power. Once he had learned what he could, he secretly destroyed the books to keep them from being used against him, and then continued with his training and work.

Soon thereafter, Whin was called to perform his duties for his country. His first assignment was to destroy a tribe of trolls holed up in an old dwarven mine that the country wanted to reopen. Next was a young dragon; then a band of adventurers trying to 'overturn the corrupt and evil government'; a coven of hags; A Baron planning to take over; etc, etc.

During one mission, after Thayan Diviners had discovered a drow scouting party and sent Whin to intercept it, he encountered a lone drow named Nilah, who seemed unafilliated with the others. The two of them co-operated to defeat the scouting party, and then travelled together for a time, Whin realizing as Nilah had years before that there was more to life than evil ways of his people.

Whin continued doing missions for the Thayans (Because he did not want to anger them before he had an escape plan), but rather than just murdering those of his 'targets' that were good people, he and Nilah found ways to convince the more innocent of his 'victims' that they needed to flee before the Thayans sent someone else, even going so far as to help hide some of them. During one of these forays, the two encountered a red knight who had come to protect the town from the 'Impending Thayan Assault'..
*Pending more info*

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Sam Varso, male gnome beguiler 12, N

description / background TBA

Sam is almost 3' tall and has red hair. He often wears his breastplate armor, but otherwise favors black clothing.

He has a mischevious streak but as he's matured he is better able to keep it under control.

He is a professional adventurer, though he's not as brave as he pretends to be. He is afraid of constructs because few of his spells work on them. Even so, he has helped fight his share, using glitterdust to blind them or illusions to distract them while his companions did the rest.

He can be greedy at times, but generous at others. He is restless, and grows bored if he is not learning something new or accomplishing something.

He is single, and expects to marry the right gnomess some day ... but she will have to be an adventurer, too! In the meantime, his wealth attracts gold-diggers and allows him to frequent certain establishments.

28 pt buy score (pts) +bonus

str 10 (4, -2 racial) +0
dex 16(14) (6, +2 gloves) +3
con 14(12) (2, +2 racial, +2 amulet) +2
int 22(18) (8, +3 level, +4 headband) +6
wis 14 (6) +2
cha 10 (2) +0

AC 28 (+1 size, +8 armor, +4 shield, +3 dex, +2 deflection), touch 16, ff 21; +4 dodge vs giants

move 20'; low-light vision; HD 12d6+24 (74 hp)

BAB +6, grapple +2; saves Fort +11, Reflex +12, Will +15 (+17 vs illusions)

attack rapier +8/+3 (1d6+1, crit 18/x2), +1 to hit vs kobolds and goblinoids

Feats: Combat Casting, Spell Focus (enchantment), Greater Spell Focus (enchantment), Spell Focus (illusion), Sudden Maximize
Bonus feats: Silent Spell, Still Spell

equip 88k (item: max 28k)
headband of intellect +4, 16k
gloves of dex +2, 4k
amulet of health +2, 4k

vest of resistance +5, 25k
mithral breastplate +3 (max dex +4, acp -1, ASF 15% (ignore)), 13.2 k
mithral buckler +3, 10.015k
small rapier +1, 2.32k (1d4+1, crit 18/x2)
ring of protection +2, 8k
slippers of spider climbing (10 min/day), 4.8k

iron bars (repulsion focus), 50 gp
antitoxin (x4), 200 gp
everburning torch, 110 gp
MW theives' tools, 100 gp
spell component pouch, 5 gp

backpack, 2 gp
ink, paper (x 10), pen, 12.1 gp
waterskin, 1 gp
bedroll, 1 sp
mirror, small steel, 10 gp
signet ring, 5 gp
traveler's outfit, 1 gp
wine, fine bottle, 10 gp
rations, trail (4 days), 2 gp
pouch, belt, 1 gp

13 pp, 27 gp, 8 sp

Good Save: Will
Armor: Light
Weapons: Simple + Hand Crossbow, Rapier, Shortbow, Short Sword

Skill Points: 6+4 (8*6+9*8+10 = 130 pts, max ranks 15)
Str: Climb, Jump, Swim.
Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble.
Con: Concentration.
Int: Appraise, Decipher Script, Disable Device, Forgery, Know(arcana), Know(local), Search, Spellcraft.
Wis: Listen, Profession, Sense Motive, Spot.
Cha: Bluff, Diplomacy, Disguise, Gather Info., Use Magic Device.
Speak Language

skills (ranks/total): concentration 15/16 (+20 to cast defensively, can't fail), bluff 15/15, diplomacy 15/17, spellcraft 15/21 (23 to decipher scrolls), search 10/16, open lock 10/14 (MW), disable device 15/23 (MW), use magic device 15/15 (17 for scrolls), spot 10/12, listen 0/4 (gnome), sense motive 0/2, craft (alchemy) 0/8 (gnome), hide 0/6, knowledge (arcana) 5/11

languages: common?, gnome; 2 bonus

Armored Mage (light armor), Trapfinding
Cloaked Casting (+1 DC, +2 to overcome SR, if opponent denied dex bonus to AC)
Surprise Casting (feint as move action; Bluff +15 vs opponent's Sense Motive + BAB check)
Advanced Learning up to 1st lev sp: ventriloquism (1st, illusion)
Advanced Learning up to 3rd lev sp: heroism (3rd, enchantment)
Advanced Learning up to 5th lev sp: shadow conjuration (4th, illusion)

spells DC 16 + spell level; +2 to DC for enchantment, +2 to DC for illusion (gnome)
0 1 2 3 4 5 6 7 8 9 sp lev
6 8 8 7 7 6 4 per day

Spell-Like Abilities: 1/day: speak with animals (burrowing mammal only, duration 1 minute).
A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day: dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.

Class Features:
Spellcasting – Able to cast Spontaneous Intelligence-based Arcane spell from the Beguiler spell list (see page 174).
Armored Mage (light armor) – A Beguiler ignores the Arcane Failure chance of Light Armor when casting Beguiler spells.
Cloaked Casting – when casting a spell on an opponent that would be denied a Dexterity bonus to AC (typically because he/she is unaware of you, due to a Feint in Combat, etc.), you receive the indicated bonus. At 20th level, you automatically overcome the target’s Spell Resistance.
Surprise Casting – by using Feint in Combat, your opponent looses his/her Dexterity bonus to AC against you for your next attack or next spell, as long as it is cast by the end of your next round. You must stay in melee with the target, so your opponent still is allowed an Attack of Opportunity against you if you do not cast defensively.
At 6th level, you may Feint in Combat as a Move Action (instead of a Standard Action). If you have Feat: Improved Feint, you may Feint as a Swift Action.
Advanced Learning – you may permanently add one Sorcerer / Wizard spell of the Enchantment or Illusion School to your Beguiler spell list. Its spell level may not be higher than the highest level Beguiler spell you can currently cast.

Beguiler Spell List
Intelligence-based Spontaneous Arcane Spells(PH2 p11)
0th Level
Dancing Lights(PH p216) – Creates torches or other lights.
Daze(PH p217) – Humanoid creature of 4HD or less loses next action.
Detect Magic(PH p219) – Detects spells and magic items within 60’.
Ghost Sound(PH p235) – Figment sounds.
Message(PH p253) – Whispered conversation at distance.
Open/Close(PH p258) – Opens or closes small or light things.
Read Magic(PH p269) – Reads scrolls and spellbooks.

1st Level
Charm Person(PH p209) – Make one person your friend.
Color Spray(PH p210) – Knocks unconscious, blinds, or stuns weak creatures.
Comprehend Languages(PH p212) – You understand all spoken and written languages.
Detect Secret Doors(PH p220) – Reveals hidden doors within 60’.
Disguise Self(PH p222) – Changes your appearance.
Expeditious Retreat(PH p228) – Your land speed increases by 30’.
Hypnotism(PH p242) – Fascinates 2d4 HD of creatures.
Mage Armor(PH p249) – Gives subject +4 armor bonus.
Obscuring Mist(PH p258) – Fog surrounds you.
Rouse(PH2 p123) – Awakens creatures in area.
Silent Image(PH p279) – Creates a minor illusion of your design.
Sleep(PH p280) – Puts 4HD of creatures into magical slumber.
Undetectable Alignment(PH p297) – Conceals alignment for 24 hours.
Whelm(PH2 p128) – Deal 1d6 nonlethal damage +1d6 per 2 levels above 1st (max 5d6).

2nd Level
Blinding Color Surge(PH2 p104) – Blind subject for 1 round, gain Invisibility.
Blur(PH p206) – Attacks miss subject 20% of the time.
Daze Monster(PH3.5 217) – Living creature up to 6HD or less looses next action.
Detect Thoughts(PH p220) – Allows “listening” to surface thoughts.
Fog Cloud(PH p232) – Fog obscures vision.
Glitterdust(PH p236) – Blinds creatures, outlines invisible creatures.
Hypnotic Pattern(PH p242) – Fascinates (2d4 + level) HD of creatures.
Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks.
Knock(PH p246) – Opens locked or magically sealed door.
Minor Image(PH p254) – As Silent Image, plus some sound.
Mirror Image(PH p254) – Creates decoy duplicates of you (1d4 + 1 per three levels (max 8)).
Misdirection(PH p254) – Misleads divinations for one creature or object.
See Invisibility(PH p275) – Reveals invisible creatures or objects.
Silence(PH p279) – Negate sound in 15’ radius.
Spider Climb(PH p283) – Grants ability to walk on walls & ceilings.
Stay the Hand(PH2 p126) – Change subject creature’s attitude to helpful for 1 round.
Touch of Idiocy(PH p294) – Subject takes 1d6 Intelligence, Wisdom & Charisma damage.
Vertigo(PH2 p128) – Subject creature must succeed on a DC 10 Balance check to move each round.
Whelming Burst(PH2 p128) – 15’ cone deals 1d6 nonlethal damage per 2 levels (max 5d6).

3rd Level
Arcane Sight(PH p201) – Magical auras become visible to you.
Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level.
Crown of Veils(PH2 p108) – Gain +2 to Disguise and Hide, discharge to gain +8.
Deep Slumber(PH p217) – Puts 10HD of creatures to sleep.
Dispel Magic(PH p223)(PH3.5e)+ – Cancels magical spells and effects.
Displacement(PH p223) – Attacks miss subject 50% of the time.
Glibness(PH p235)(PH3.5e)+ – You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Halt(PH2 p114) – Subject’s feet become stuck to ground.
Haste(PH p239) – One creature per level moves faster, +1 on attack rolls, AC, and Reflex saves.
Hesitate(PH2 p114) – Force subject to lose actions.
Hold Person(PH p241) – Paralyzes one person for up to 1 round per level.
Inevitable Defeat(PH2 p115) – Subject takes 3d6 nonlethal damage per round.
Invisibility Sphere(PH p245) – Makes everyone within 10’ invisible.
Legion of Sentinels(PH2 p116) – Ghostly swordsmen threaten a 10’ radius, deal 1d8 damage +1 per 3 levels (max 1d8+5).
Major Image(PH p252) – As Silent Image, but sound, smell, and thermal effects.
Nondetection(PH p257) – Hides subject from divination and scrying.
Slow(PH p280) – One subject per level takes only one action per round, –1 AC and attack rolls.
Suggestion(PH p285) – Compels subject to follow stated course of action.
Vertigo Field(PH2 p128) – Creatures have a 20% miss chance and possibly become nauseated.
Zone of Silence(PH p303) – Keeps eavesdroppers from overhearing conversations.

4th Level
Charm Monster(PH p209) – Makes monster believe it is your ally.
Confusion(PH p212) – Makes subject behave oddly for 1 round per level.
Crushing Despair(PH p215) – Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Freedom of Movement(PH p233) – Subject moves normally despite impediments.
Invisibility, Greater(PH p245) – As Invisibility, but subject can attack and stay invisible.
Locate Creature(PH p249) – Indicates direction to familiar creature.
Mirror Image, Greater(PH2 p120) – As Mirror Image, but gain an additional image each round.
Phantom Battle(PH2 p120) – Illusion of battle flanks creatures and denies attacks of opportunity.
Rainbow Pattern(PH p268) – Lights fascinate 24 HD of creatures.
Solid Fog(PH p281) – Blocks vision and slows movement.
Whelm, Mass(PH2 p128) – 1d6 nonlethal damage per level (max 10d6) to 1 creature per level.

5th Level
Break Enchantment(PH p207) – Frees subject from enchantments, alterations, curses, & petrifaction.
Dominate Person(PH p224) – Controls humanoid telepathically.
Etherealness, Swift(PH2 p113) – Subject momentarily becomes ethereal.
Feeblemind(PH p229) – Subject’s Intelligence and Charisma drop to 1.
Friend to Foe(PH2 p114) – Make subject creature believe its allies are its enemies.
Hold Monster(PH p241) – As Hold Person, but can effect any creature.
Incite Riot(PH2 p115) – Subjects attack nearest creature.
Mind Fog(PH p253) – Subjects in fog get a –10 on Will saves & Wisdom checks.
Rary’s Telepathic Bond(PH p268) – Link lets allies communicate.
Seeming(PH p275) – Changes the appearance of one person per two levels.
Sending(PH p275) – Delivers a short message anywhere, instantly.

6th Level
Dispel Magic, Greater(PH p210)(PH3.5e)+ – As Dispel Magic, but up to +20 on the check.
Mislead(PH p255) – Turns you invisible and creates illusory double.
Overwhelm(PH2 p120) – Nonlethal damage knocks out subject.
Repulsion(PH p271) – Creatures can’t approach you.
Shadow Walk(PH p277) – Step into shadow to travel rapidly.
Suggestion, Mass(PH p285) – As Suggestion, plus one subject per level.
True Seeing(PH p296) – See all things as they really are.
Veil(PH p298) – Changes appearance of group of creatures.
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Halloween Horror For 5E