(OOC) FR Adventure - Vampires of Waterdeep! [FULL]

Here's an update on where we stand, folks:


Tailspinner
Thanee - Jana Fyrehair, Human Sorcerer6/Eldritch Knight7 (COMPLETE)
Nephtys - Succubus Marshal1? (no sheet yet)
Torillan - Kr'taal, Bugbear Fighter4/Rogue5 (COMPLETE)
Voadam - Wollf Henger, Aranea Rogue2/Warshaper4 (COMPLETE)
Falkus - Rian Wyvern, Human Paladin 11/Beloved of Valarian2 (COMPLETE)
Scotley - Rognvald Skarsgard, Human Monk13 (COMPLETE)
orbitalfreak - Vernon Sellsword, Human Cleric1/Wizard12 (COMPLETE)
djrdjmsgrd - Bard? (no sheet yet)
Ferrix - Rogue? (no sheet yet)
Bloodweaver1 - Inquisitor Caladan of the Radiant Order, Human Cleric6/Radiant Servant of Pelor7 (COMPLETE)
Mista Collins - Armand Gutowz, Human Shadow-Walker Rogue7/Telflammar Shadowlord5 (COMPLETE)

I'd like to have all character sheets submitted for consideration by Monday night (Nephtys, Ferrix, djrdjmsgrd). I'll then announce on Tuesday who the players will be.

Thanks!
-PP
 

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Thanee said:
orbitalfreak, you know that spells even with Boccob's blessed book still cost some gold, yes?

Scribing them is free, but you need to obtain a copy to write them with (costs 50 gp/spell level per the PHB, which is in addition to the 100 gp/spell level scribing cost normally, the latter one is lifted by the magical book, but not the first).

Also, some spells have costly material components or foci (like Greater Mage Armor). While certainly affordable, it does help to get a few of those.

Bye
Thanee

orbitalfreak, this is correct.

-PP
 

If there is still room, I would like to post an Idea i have had for a while of a vow of poverty charachter. Now, I agree that it is overused, but how many VoP's are paladins. If you like the idea, tell me.
 

garlicnation said:
If there is still room, I would like to post an Idea i have had for a while of a vow of poverty charachter. Now, I agree that it is overused, but how many VoP's are paladins. If you like the idea, tell me.

To say that I like the idea is probably too much of a stretch, but I'd look at your character if you'd like to post it.

Thanks,
-PP
 


:lol: No, Thanee, I just don't care for it personally. :lol:

On another subject, what is the source for the magebane descriptor for Jana's falchion?

DnDIndex seems to be down, unfortunately.

Thanks,
-PP
 


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]
 
Last edited:

orbitalfreak said:
Ok, I forgot about the spellbook costs, thought Boccob's meant it was all free.

That only really comes into play during character creation, though. Later on, one might find books or scrolls, and copying those is completely free (only takes time), of course. The cost is to obtain something to copy it from (usually having a friendly wizard borrow you his or her spellbook). That cost, obviously enough, can't be covered by the BBB.

Bye
Thanee
 


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