Here's my fully updated character, complete with stats.
Name: Vernon Sellsword
Race: Human
Class: Cleric 1/Wizard 12
Age: 32
Background:
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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.
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Stats:
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Code:
Name: Vernon Sellsword
Class: Cleric 1/Wizard 12
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: xx
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 +3 +19
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
Bag of Holding (II) 5000 25
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)
Spool of Endless Rope 2000 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 --
Coins (platinum)(50/lb) -- -- (Belt 1-1)
Coins (gold)(50/lb) -- -- (Belt 1-2)
Coins (silver)(50/lb) -- -- (Belt 1-3)
Myrlynd's Spoon 5400 -- (Belt 3-1)
Potion of Cure Serious Wounds 3000 -- (Belt 2-1 thru 2-4)
Boccob's Blessed Book 12500 -- (Haversack)
Rod of Metemagic - Extend 11000 -- (Haversack)
Rod of Metamagic - Enlarge 11000 -- (Haversack)
Total Weight:xxlb Money: 50p 80g 50s
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: (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
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Spellbook: (All spells, levels 0 - 6, from PH and Complete Arcane, except Evoc and Necro, expand for full list. Uses about 800 of 1000 pages in Boccob's Blessed Book)
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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
Alarm
Animate Rope
Charm Person
Color Spray
Comprehend Languages
Detect Secret Doors
Detect Undead
Disguise Self
Endure Elements
Enlarge Person
Erase
Expeditious Retreat
Feather Fall
Fist of Stone
Grease
Hold Portal
Hypnotism
Identify
Jump
Lesser Orb of Acid
Lesser Orb of Cold
Lesser Orb of Electricity
Lesser Orb of Fire
Lesser Orb of Sound
Low-Light vision
Mage Armor
Magic Weapon
Mount
Nystul's Magic Aura
Obscuring Mist
Protection from Chaos
Protection from Evil
Reduce Person
Repair Light Damage
Shield
Silent Image
Sleep
Summon Monster I
True Strike
Unseen Servant
Ventriloquism
2
Alter Self
Arcane Lock
Bear's Endurance
Blades of Fire
Blur
Bull's Strength
Cat's Grace
Darkvision
Daze Monster
Detect Thoughts
Eagle's Splendor
Earthen Grasp
Familiar Pocket
Fog Cloud
Fox's Cunning
Glitterdust
Hypnotic Pattern
Invisibility
Knock
Leomund's Trap
Levitate
Locate Object
Magic Mouth
Melf's Acid Arrow
Minor Image
Mirror Image
Misdirection
Obscure Object
Owl's Wisdom
Phantasmal Assailants
Protection from Arrows
Pyrotechnics
Repair Moderate Damage
Resist Energy
Rope Trick
See Invisibility
Spider Climb
Summon Monster II
Summon Swarm
Swim
Tasha's Hideous Laughter
Touch of Idiocy
Wall of Gloom
Web
Whirling Blade
Whispering Wind
3
Arcane Sight
Bands of Steel
Blink
Clairaudience/Clairvoyance
Corpse Candle
Deep Slumber
Discern Shapechanger
Dispel Magic
Displacement
Enhance Familiar
Explosive Runes
Flame Arrow
Fly
Gaseous Form
Greater Mage Armor
Greater Magic Weapon
Haste
Heroism
Hold Person
Illusory Script
Invisibility Sphere
Keen Edge
Magic Circle against Chaos
Magic Circle against Evil
Major Image
Nondetection
Phantom Steed
Protection from Energy
Rage
Repair Serious Damage
Secret Page
Sepia Snake Sigil
Shadow Binding
Shrink Item
Sign of Stealing
Sleet Storm
Slow
Stinking Cloud
Stony Grasp
Suggestion
Summon Monster III
Tongues
Water Breathing
4
Anticipate Teleportation
Arcane Eye
Assay Resistance
Blast of Flame
Charm Monster
Confusion
Crushing Despair
Detect Scrying
Dimension Door
Dimensional Anchor
Evard's Black Tentacles
Fire Trap
Fortify Familiar
Greater invisibility
Hallucinatory Terrain
Illusory Wall
Leomund's Secure Shelter
Lesser Geas
Lesser Globe of Invulnerability
Locate Creature
Mass Darkvision
Mass Enlarge Person
Mass Reduce Person
Mass Resist Energy
Minor Creation
Orb of Acid
Orb of Cold
Orb of Electricity
Orb of Fire
Orb of Force
Orb of Sound
Otiluke's Dispelling Screen
Phantasmal Killer
Polymorph
Rainbow Pattern
Rary's Mnemonic Enhancer
Remove Curse
Repair Critical Damage
Scrying
Shadow Conjuration
Solid Fog
Stone Shape
Stoneskin
Summon Monster IV
Unluck
5
Aiming at the Target
Animal Growth
Arc of Lightning
Baleful Polymorph
Break Enchantment
Cloudkill
Contact Other Plane
Dismissal
Dominate Person
Dream
Duelward
Fabricate
False Vision
Feeblemind
Freezing Fog
Greater Blink
Hold Monster
Leomund's Hidden Lodge
Leomund's Secret Chest
Lesser Planar Binding
Major Creation
Mass Fly
Mind Fog
Mirage Arcana
Mordenkainen's Faithful Hound
Mordenkainen's Private Sanctum
Nightmare
Overland Flight
Passwall
Permanency
Persistant Image
Prying Eyes
Rary's Telepathic Bond
Reciprocal Gyre
Refusal
Seeming
Servant Horde
Shadow Evocation
Summon Monster V
Symbol of Sleep
Telekinesis
Teleport
Transmute Mud to Rock
Transmute Rock to Mud
Vitriolic Sphere
Wall of Stone
6
Acid Fog
Analyze Dwoemer
Antimagic Field
Brilliant Blade
Control Water
Disintegrate
Fiendform
Flesh to Stone
Geas/Quest
Globe of Invulnerability
Greater Dispel Magic
Greater Sign of Sealing
Greater Heroism
Illusory Pit
Imbue Familiar with Spell Ability
Legend Lore
Mass Bear's Endurance
Mass Bull's Strength
Mass Cat's Grace
Mass Eagle's Splendor
Mass Fox's Cunning
Mass Owl's Wisdom
Mass Suggestion
Mislead
Mordenkainen's Lucubration
Move Earth
Permanent Image
Planar Binding
Programmed Image
Repulsion
Shadow Walk
Stone to Flesh
Summon Monster VI
Symbol of Persuasion
Tenser's Transformation
Transfix
True Seeing
Veil
Wall of Iron
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