Ok, I forgot about the spellbook costs, thought Boccob's meant it was all free.
Spellbook trimmed down, free spells and paid-for spells accounted for, some equipment exchanged to cover costs, and material/focus costs factored in. Updated with description and personality blocks. Character should be finished.
Name: Vernon Sellsword
Race: Human
Class: Cleric 1/Wizard 12 (conjurer)
Age: 32
Background:
[sblock]
Dravin Sellsword was an adventurer, skilled with a blade, who built up a more-than-modest fortune in his career before settling down in Cormyr to enjoy his life and start a family. Marvin was his second child of three, his only son, who chose a career with (slightly) less risk than that of his father: trade. Using his share of his father's fortune, granted to each child upon thier achieving adulthood, Marvin started a business in which he delt with what he considered novelties: items of magic, religious tomes, historical texts, and other books, all in addition to the standard fares of fine cloths and finer armors (the latter of which at the request of his father). It was this business that Marvin hoped his son Vernon would inherit and expand upon, so he taught his son the basics of the business at an early age.
Vernon, however, wasn't inclined to follow his father's path, or that of his grandfather. What Marvin called "trinkets of the over-educated and money-endowed," Vernon thought of as something with much more importance. As he grudgingly worked at his father's business, he was found studying the texts for trade as often as he was found selling them; it was here that he came to treasure knowledge, and magic. Daydreams of his grandfather's tales of his wizardly companions filled his thoughts.
For his nineteenth birthday, he was sent with his father to join a caravan travelling from Sembia, through Cormyr, west to Candlekeep on the Sword Coast. This caravan was carrying many texts from various religious orders, arcane academies, with many from the Thayan Empire. Vernon was to take the more valuable of his father's texts to sell once he reached the citadel on the coast.
Along the way, Vernon became close friends with many of the clerics, especially Aaron Barm the warrior-priest from the church of Azuth, who mentored him in the ways of the divine. The minor healing abilities he picked up on came in handy when the caravan was assaulted by bandits on several occasions. It was one of the bandit raids which would change his life forever; a band of Thayan wizards and their accompanying mercenaries who felt that the knowledge in the travelling texts would find better use in the empire of the mages.
The caravan and the raiders both numbered many casualties, and the Thayans withdrew to regroup. The caravan's leader instructed Aaron to take the most valuable book in the cargo and ride quickly to Candlekeep with it, to ensure that it at least would survive. Aaron asked Vernon to accompany him. One of the Thayans tracked them, and before being slain by Barm's longsword, inflicted grevious wounds on the cleric; Vernon rode fast and hard to take Aaron to Candlekeep, along with the book, where they arrived safely and were granted shelter.
While staying at Candlekeep, Vernon decided that he could better serve his god, Azuth, by training in the wizardly arts instead of donning the mantle of priest. When Aaron Barm decided to stay on at Candlekeep to better relations between the churches of Oghma and Azuth, he gifted his longsword to Vernon as a memento of thier travels together. Though he seldom swung the blade, he carried it with him wherever he went. As his adventuring career escalated, he routinely dropped back by Candlekeep to visit his mentor, and to donate at least one ancient text uncovered during his escapades.
His most recent excursion took him to Vaasa in the Cold North, where he by chance discovered a valuable spellbook once belonging to the lich Zhengyi the Witch-King. After returning this tome to the library at Candlekeep, he decided to take a small break from the adventurer's path and spend time in Waterdeep, the City of Splendors, where he could relax and spend time with his arcane studies, and spend a more appropriate amount of time in the churches of Azuth than was permitted by the roving nature of an adventurer.
[/sblock]
Stats:
[sblock]
Code:
Name: Vernon Sellsword
Class: Cleric 1/Wizard 12 (conjurer)
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Azuth
Str: 12 +1 ( 4p.) Level: 13 XP: 83000
Dex: 8 -1 ( 0p.) BAB: +6 HP: 38
Con: 10 +0 ( 2p.) Grapple: +7 Dmg Red: --
Int: 25 +7 (16p.) Speed: 30' Spell Res: --
Wis: 14 +2 ( 6p.) Init: +3 Spell Save: --
Cha: 8 -1 ( 0p.) ACP: +0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Defl Misc Total
Armor: 10 +6 -1 +2 17
Touch: 10 -1 +2 11
Flatfooted: 10 +6 -1 +2 17
Base Mod Misc Total
Fort: 6 +0 + 6
Ref: 4 +7 +11
Will: 10 +2 +12
Attack BAB Str Misc
Longsword +1 +4/-1 +6/+1 +1 -4
Damage 1d8+2 19-20/x2
Languages: Common, Elven, Dwarven, Gnomish, Halfling
Abilities: Magic Domain, Knowledge Domain, Turn of Rebuke Undead
Feats:
Human Improved Iniative
1 Glorious Weapon [Divine]
Wiz 1 Scribe Scroll
3 Skill Focus (Concentration)
Wiz 5 Sudden Extend
6 Mobile Spellcasting
9 Insightful Reflexes
wiz 10 Sudden Widen
12 Extraordinary Spell Aim
Skill Name Ranks Modifier Misc TOTAL
Appraise Int +7 + 7
Balance Dex -1 - 1
Bluff Cha -1 - 1
Climb Str +1 + 1
Concentration 16 Con +0 +8 +24
Decipher Script 16 Int +7 +23
Diplomacy Cha -1 - 1
Disguise Cha -1 - 1
Escape Artist Dex -1 - 1
Forgery Int +7 + 7
Gather Information Cha -1 - 1
Heal 5 Wis +2 + 7
Hide Dex -1 - 1
Intimidate Cha -1 - 1
Jump Str +1 + 1
Know (Arcana) 16 Int +7 +23
Know (History) 16 Int +7 +23
Know (Religion) 16 Int +7 +23
Know (The Planes) 16 Int +7 +23
Listen Wis +2 + 2
Move Silently Dex -1 - 1
Ride Dex -1 - 1
Search Int +7 + 7
Sense Motive Wis +2 + 2
Spellcraft 16 Int +7 +23
Spot Wis +2 + 2
Survival Wis +2 + 2
Swim Str +1 + 1
Use Rope Dex -1 - 1
Equipment: Cost Weight
Heward's Handy Haversack 2000 5
Longsword +1 2315 4
Vest of Resistance +2 4000 1
Boots of Levitation 7500 1
Belt of Many Pockets 11000 1 (8 pockets, each w/ 8 sub-pockets)
Spell Component Pouch 5 1
Silver Holy Symbol 25 1
Potion of Bull's Strength 300 -- (Belt 2-1)
Tunic of Steady Spellcasting 2500 --
Eyes of the Eagle 2500 --
Ring of Protection +2 8000 --
Ring of Featherfalling 2200 --
Headband of Intellect +4 16000 --
Brooch of Shielding 1500 --
Tiny Platinum Shield 25 --
(focus: greater mage armor)
Dart 0.5 1
(focus: melf's acid arrow)
Diamond Dust 250 --
(MC: Stoneskin)
Ointment 250 --
(MC: True Seeing)
Gold Dust 50 -- (Belt 2-2)
(MC: Wall of Iron)
Coins (goldx 250)(50/lb) -- -- (Belt 1-2 thru 1-6, 50gp each pocket)
Myrlynd's Spoon 5400 -- (Belt 3-1)
Boccob's Blessed Book 12500 -- (Haversack)
Rod of Metemagic - Extend 11000 -- (Haversack)
Rod of Metamagic - Enlarge 11000 -- (Haversack)
Total Weight: 14 lb Money: 250 gp
Lgt Med Hvy Lift Push
Max Weight: 43 86 130 260 650
Age: 32
Height: 5'6"
Weight: 140 lb
Eyes: Dark Brown
Hair: Dark Brown w/ Grey
Skin: Light Tan
Typical Spells Prepared:
Cleric: (3/2+1)
0 - Save DC 12 - Create Water, Light, Read Magic
1 - Save DC 13 - Endure Elements, Doom, Nystul's Magic Aura
Wizard: (5/7/7/7/5/5/4)
0 - Save DC 17 - Acid Splash, Detect Magic, Detect Magic, Read Magic, Mage Hand
1 - Save DC 18 - Lesser Orb of Acid, Grease, Jump, Expeditious retreat, Enlarge Person, Reduce Person, Obscuring Mist
2 - Save DC 19 - Web, Web, Whirling Blade, Melf's Acid Arrow, Melf's Acid Arrow, Wall of Gloom, Swim
3 - Save DC 20 - Greater Mage Armor*, Haste, Greater Magic Weapon, Stony Grasp, Hold Person, Sleet Storm, Fly
*cast in the morning, with Extend Metamagic Rod, for 24 hour duration +6 armor bonus.
4 - Save DC 21 - Orb of Acid, Orb of Force, Assay Resistance, Greater Invisibility, Blast of Fire
5 - Save DC 22 - Vitriolic Sphere, Duelward, Wall of Force, Mind Fog, Cloudkill
6 - Save DC 23 - Acid Fog, Antimagic Field, Tenser's Transformation, Brilliant Blade
[/sblock]
Spellbook: [sblock]
0
Acid Splash
Arcane Mark
Daze
Detect Magic
Detect Poison
Ghost Sound
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Read Magic
Repair Minor Damage
Resistance
1
Enlarge Person
Erase
Expeditious Retreat
Grease
Identify
Jump
Lesser Orb of Acid
Mage Armor
Magic Weapon
Mount
Obscuring Mist
Protection from Evil
Reduce Person
True Strike
2
Earthen Grasp
Invisibility
Knock
Melf's Acid Arrow
Mirror Image
Rope Trick
Swim
Wall of Gloom
Web
Whirling Blade
3
Arcane Sight
Bands of Steel
Flame Arrow
Fly
Greater Mage Armor
Greater Magic Weapon
Haste
Shrink Item
Sleet Storm
Slow
Stinking Cloud
Stony Grasp
Suggestion
Water Breathing
4
Assay Resistance
Blast of Flame
Evard's Black Tentacles
Greater invisibility
Leomund's Secure Shelter
Mass Darkvision
Mass Resist Energy
Orb of Acid
Orb of Force
Otiluke's Dispelling Screen
Remove Curse
Solid Fog
Stoneskin
5
Arc of Lightning
Cloudkill
Duelward
Feeblemind
Freezing Fog
Mass Fly
Mind Fog
Overland Flight
Permanency
Shadow Evocation
Transmute Mud to Rock
Transmute Rock to Mud
Vitriolic Sphere
Wall of Stone
6
Acid Fog
Antimagic Field
Brilliant Blade
Disintegrate
Globe of Invulnerability
Greater Dispel Magic
Mass Bear's Endurance
Move Earth
Permanent Image
Stone to Flesh
Tenser's Transformation
True Seeing
Wall of Iron
[/sblock]
Description:
[sblock]
Vernon Sellsword is a non-descript looking wizard, dressing in plain, neutral colors, without any sort of fillegree or embellishment. A slight hint of grey is present in his otherwise dark hair and beard. Of less than average height, and of small stature, Vernon is not physically imposing. He wears a longsword on his back, a gift from his mentor many years ago. Meekly enchanted as it is, and Vernon without any training to weild this weapon, has left it mostly unused; occasionally, however, the magician has had need to unsheath the blade, and even prepares a few spells to improve his martial capabilities in the event that the sword's use is required.
[/sblock]
Personality:
[sblock]
Vernon swings between extreme talkativeness and near-autistic silence. Intelligent, but low on people skills, Vernon may not be everyone's best friend, but his kindness and generosity lead to him being liked well-enough by most. Always looking to help, Vernon will aid others at his own expense, and put himself in danger in order to save another's life. Deeply devoted to Azuth, wearing the god's holy symbol prominently as his only non-magicaly-functional jewelry, Vernon is always looking to expand his knowledge of the arcane arts. He is also a frequent tither, having deposited several dozen gold pieces in the local Waterdhavian temple of Azuth as he came into town.
[/sblock]