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(OOC) FR Adventure - Vampires of Waterdeep! [FULL]
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<blockquote data-quote="orbitalfreak" data-source="post: 2732485" data-attributes="member: 1669"><p>Here's my fully updated character, complete with stats.</p><p></p><p>Name: Vernon Sellsword</p><p>Race: Human</p><p>Class: Cleric 1/Wizard 12</p><p>Age: 32</p><p></p><p>Background:</p><p>[sblock]</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p>[/sblock]</p><p></p><p>Stats:</p><p></p><p>[sblock]</p><p>[code]</p><p></p><p>Name: Vernon Sellsword</p><p>Class: Cleric 1/Wizard 12</p><p>Race: Human</p><p>Size: Medium</p><p>Gender: Male</p><p>Alignment: Lawful Good</p><p>Deity: Azuth</p><p></p><p>Str: 12 +1 ( 4p.) Level: 13 XP: 83000</p><p>Dex: 8 -1 ( 0p.) BAB: +6 HP: xx</p><p>Con: 10 +0 ( 2p.) Grapple: +7 Dmg Red: --</p><p>Int: 25 +7 (16p.) Speed: 30' Spell Res: --</p><p>Wis: 14 +2 ( 6p.) Init: +3 Spell Save: --</p><p>Cha: 8 -1 ( 0p.) ACP: +0 Spell Fail: 0%</p><p></p><p> Base Armor Shld Dex Size Nat Defl Misc Total</p><p>Armor: 10 +6 -1 +2 17</p><p>Touch: 10 -1 +2 11</p><p>Flatfooted: 10 +6 -1 +2 17</p><p></p><p> Base Mod Misc Total</p><p>Fort: 6 +0 + 6</p><p>Ref: 4 +7 +11</p><p>Will: 10 +2 +12</p><p></p><p> Attack BAB Str Misc </p><p>Longsword +1 +4/-1 +6/+1 +1 -4 </p><p>Damage 1d8+2 19-20/x2 </p><p></p><p>Languages: Common, Elven, Dwarven, Gnomish, Halfling</p><p></p><p>Abilities: Magic Domain, Knowledge Domain, Turn of Rebuke Undead</p><p></p><p>Feats: </p><p> Human Improved Iniative</p><p> 1 Glorious Weapon [Divine] </p><p>Wiz 1 Scribe Scroll</p><p> 3 Skill Focus (Concentration)</p><p>Wiz 5 Sudden Extend</p><p> 6 Mobile Spellcasting</p><p> 9 Insightful Reflexes</p><p>wiz 10 Sudden Widen </p><p> 12 Extraordinary Spell Aim</p><p></p><p></p><p>Skill Name Ranks Modifier Misc TOTAL</p><p>Appraise Int +7 + 7 </p><p>Balance Dex -1 - 1 </p><p>Bluff Cha -1 - 1 </p><p>Climb Str +1 + 1 </p><p>Concentration 16 Con +0 +3 +19 </p><p>Decipher Script 16 Int +7 +23 </p><p>Diplomacy Cha -1 - 1 </p><p>Disguise Cha -1 - 1 </p><p>Escape Artist Dex -1 - 1 </p><p>Forgery Int +7 + 7 </p><p>Gather Information Cha -1 - 1 </p><p>Heal 5 Wis +2 + 7</p><p>Hide Dex -1 - 1</p><p>Intimidate Cha -1 - 1 </p><p>Jump Str +1 + 1</p><p>Know (Arcana) 16 Int +7 +23 </p><p>Know (History) 16 Int +7 +23 </p><p>Know (Religion) 16 Int +7 +23 </p><p>Know (The Planes) 16 Int +7 +23 </p><p>Listen Wis +2 + 2 </p><p>Move Silently Dex -1 - 1 </p><p>Ride Dex -1 - 1</p><p>Search Int +7 + 7 </p><p>Sense Motive Wis +2 + 2 </p><p>Spellcraft 16 Int +7 +23 </p><p>Spot Wis +2 + 2</p><p>Survival Wis +2 + 2 </p><p>Swim Str +1 + 1</p><p>Use Rope Dex -1 - 1 </p><p></p><p>Equipment: Cost Weight</p><p>Heward's Handy Haversack 2000 5</p><p>Bag of Holding (II) 5000 25</p><p>Longsword +1 2315 4</p><p>Vest of Resistance +2 4000 1</p><p>Boots of Levitation 7500 1</p><p>Belt of Many Pockets 11000 1 (8 pockets, each w/ 8 sub-pockets)</p><p>Spool of Endless Rope 2000 1</p><p>Tunic of Steady Spellcasting 2500 --</p><p>Eyes of the Eagle 2500 --</p><p>Ring of Protection +2 8000 --</p><p>Ring of Featherfalling 2200 --</p><p>Headband of Intellect +4 16000 --</p><p>Brooch of Shielding 1500 --</p><p>Coins (platinum)(50/lb) -- -- (Belt 1-1)</p><p>Coins (gold)(50/lb) -- -- (Belt 1-2)</p><p>Coins (silver)(50/lb) -- -- (Belt 1-3)</p><p>Myrlynd's Spoon 5400 -- (Belt 3-1)</p><p>Potion of Cure Serious Wounds 3000 -- (Belt 2-1 thru 2-4)</p><p>Boccob's Blessed Book 12500 -- (Haversack)</p><p>Rod of Metemagic - Extend 11000 -- (Haversack)</p><p>Rod of Metamagic - Enlarge 11000 -- (Haversack)</p><p></p><p></p><p>Total Weight:xxlb Money: 50p 80g 50s</p><p></p><p> Lgt Med Hvy Lift Push</p><p>Max Weight: 43 86 130 260 650</p><p></p><p>Age: 32</p><p>Height: 5'6"</p><p>Weight: 140 lb</p><p>Eyes: Dark Brown</p><p>Hair: Dark Brown w/ Grey</p><p>Skin: Light Tan</p><p>[/code]</p><p></p><p>Typical Spells Prepared: (5/7/7/7/5/5/4)</p><p>0 - Save DC 17 - Acid Splash, Detect Magic, Detect Magic, Read Magic, Mage Hand</p><p></p><p>1 - Save DC 18 - Lesser Orb of Acid, Grease, Jump, Expeditious retreat, Enlarge Person, Reduce Person, Obscuring Mist</p><p></p><p>2 - Save DC 19 - Web, Web, Whirling Blade, Melf's Acid Arrow, Melf's Acid Arrow, Wall of Gloom, Swim</p><p></p><p>3 - Save DC 20 - Greater Mage Armor*, Haste, Greater Magic Weapon, Stony Grasp, Hold Person, Sleet Storm, Fly</p><p>*cast in the morning, with Extend Metamagic Rod, for 24 hour duration +6 armor bonus.</p><p></p><p>4 - Save DC 21 - Orb of Acid, Orb of Force, Assay Resistance, Greater Invisibility, Blast of Fire</p><p></p><p>5 - Save DC 22 - Vitriolic Sphere, Duelward, Wall of Force, Mind Fog, Cloudkill</p><p></p><p>6 - Save DC 23 - Acid Fog, Antimagic Field, Tenser's Transformation, Brilliant Blade</p><p></p><p>[/sblock]</p><p></p><p>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)</p><p> [sblock]</p><p></p><p>0 </p><p>Acid Splash</p><p>Arcane Mark</p><p>Daze</p><p>Detect Magic</p><p>Detect Poison</p><p>Ghost Sound</p><p>Mage Hand</p><p>Mending</p><p>Message</p><p>Open/Close</p><p>Prestidigitation</p><p>Read Magic</p><p>Repair Minor Damage</p><p>Resistance</p><p></p><p>1</p><p>Alarm</p><p>Animate Rope</p><p>Charm Person</p><p>Color Spray</p><p>Comprehend Languages</p><p>Detect Secret Doors</p><p>Detect Undead</p><p>Disguise Self</p><p>Endure Elements</p><p>Enlarge Person</p><p>Erase</p><p>Expeditious Retreat</p><p>Feather Fall</p><p>Fist of Stone</p><p>Grease</p><p>Hold Portal</p><p>Hypnotism</p><p>Identify</p><p>Jump</p><p>Lesser Orb of Acid</p><p>Lesser Orb of Cold</p><p>Lesser Orb of Electricity</p><p>Lesser Orb of Fire</p><p>Lesser Orb of Sound</p><p>Low-Light vision</p><p>Mage Armor</p><p>Magic Weapon</p><p>Mount</p><p>Nystul's Magic Aura</p><p>Obscuring Mist</p><p>Protection from Chaos</p><p>Protection from Evil</p><p>Reduce Person</p><p>Repair Light Damage</p><p>Shield</p><p>Silent Image</p><p>Sleep</p><p>Summon Monster I</p><p>True Strike</p><p>Unseen Servant</p><p>Ventriloquism</p><p></p><p>2</p><p>Alter Self</p><p>Arcane Lock</p><p>Bear's Endurance</p><p>Blades of Fire</p><p>Blur</p><p>Bull's Strength</p><p>Cat's Grace</p><p>Darkvision</p><p>Daze Monster</p><p>Detect Thoughts</p><p>Eagle's Splendor</p><p>Earthen Grasp</p><p>Familiar Pocket</p><p>Fog Cloud</p><p>Fox's Cunning</p><p>Glitterdust</p><p>Hypnotic Pattern</p><p>Invisibility</p><p>Knock</p><p>Leomund's Trap</p><p>Levitate</p><p>Locate Object</p><p>Magic Mouth</p><p>Melf's Acid Arrow</p><p>Minor Image</p><p>Mirror Image</p><p>Misdirection</p><p>Obscure Object</p><p>Owl's Wisdom</p><p>Phantasmal Assailants</p><p>Protection from Arrows</p><p>Pyrotechnics</p><p>Repair Moderate Damage</p><p>Resist Energy</p><p>Rope Trick</p><p>See Invisibility</p><p>Spider Climb</p><p>Summon Monster II</p><p>Summon Swarm</p><p>Swim</p><p>Tasha's Hideous Laughter</p><p>Touch of Idiocy</p><p>Wall of Gloom</p><p>Web</p><p>Whirling Blade</p><p>Whispering Wind</p><p></p><p>3</p><p>Arcane Sight</p><p>Bands of Steel</p><p>Blink</p><p>Clairaudience/Clairvoyance</p><p>Corpse Candle</p><p>Deep Slumber</p><p>Discern Shapechanger</p><p>Dispel Magic</p><p>Displacement</p><p>Enhance Familiar</p><p>Explosive Runes</p><p>Flame Arrow</p><p>Fly</p><p>Gaseous Form</p><p>Greater Mage Armor</p><p>Greater Magic Weapon</p><p>Haste</p><p>Heroism</p><p>Hold Person</p><p>Illusory Script</p><p>Invisibility Sphere</p><p>Keen Edge</p><p>Magic Circle against Chaos</p><p>Magic Circle against Evil</p><p>Major Image</p><p>Nondetection</p><p>Phantom Steed</p><p>Protection from Energy</p><p>Rage</p><p>Repair Serious Damage</p><p>Secret Page</p><p>Sepia Snake Sigil</p><p>Shadow Binding</p><p>Shrink Item</p><p>Sign of Stealing</p><p>Sleet Storm</p><p>Slow</p><p>Stinking Cloud</p><p>Stony Grasp</p><p>Suggestion</p><p>Summon Monster III</p><p>Tongues</p><p>Water Breathing</p><p></p><p>4</p><p>Anticipate Teleportation</p><p>Arcane Eye</p><p>Assay Resistance</p><p>Blast of Flame</p><p>Charm Monster</p><p>Confusion</p><p>Crushing Despair</p><p>Detect Scrying</p><p>Dimension Door</p><p>Dimensional Anchor</p><p>Evard's Black Tentacles</p><p>Fire Trap</p><p>Fortify Familiar</p><p>Greater invisibility</p><p>Hallucinatory Terrain</p><p>Illusory Wall</p><p>Leomund's Secure Shelter</p><p>Lesser Geas</p><p>Lesser Globe of Invulnerability</p><p>Locate Creature</p><p>Mass Darkvision</p><p>Mass Enlarge Person</p><p>Mass Reduce Person</p><p>Mass Resist Energy</p><p>Minor Creation</p><p>Orb of Acid</p><p>Orb of Cold</p><p>Orb of Electricity</p><p>Orb of Fire</p><p>Orb of Force</p><p>Orb of Sound</p><p>Otiluke's Dispelling Screen</p><p>Phantasmal Killer</p><p>Polymorph</p><p>Rainbow Pattern</p><p>Rary's Mnemonic Enhancer</p><p>Remove Curse</p><p>Repair Critical Damage</p><p>Scrying</p><p>Shadow Conjuration</p><p>Solid Fog</p><p>Stone Shape</p><p>Stoneskin</p><p>Summon Monster IV</p><p>Unluck</p><p></p><p>5</p><p>Aiming at the Target</p><p>Animal Growth</p><p>Arc of Lightning</p><p>Baleful Polymorph</p><p>Break Enchantment</p><p>Cloudkill</p><p>Contact Other Plane</p><p>Dismissal</p><p>Dominate Person</p><p>Dream</p><p>Duelward</p><p>Fabricate</p><p>False Vision</p><p>Feeblemind</p><p>Freezing Fog</p><p>Greater Blink</p><p>Hold Monster</p><p>Leomund's Hidden Lodge</p><p>Leomund's Secret Chest</p><p>Lesser Planar Binding</p><p>Major Creation</p><p>Mass Fly</p><p>Mind Fog</p><p>Mirage Arcana</p><p>Mordenkainen's Faithful Hound</p><p>Mordenkainen's Private Sanctum</p><p>Nightmare</p><p>Overland Flight</p><p>Passwall</p><p>Permanency</p><p>Persistant Image</p><p>Prying Eyes</p><p>Rary's Telepathic Bond</p><p>Reciprocal Gyre</p><p>Refusal</p><p>Seeming</p><p>Servant Horde</p><p>Shadow Evocation</p><p>Summon Monster V</p><p>Symbol of Sleep</p><p>Telekinesis</p><p>Teleport</p><p>Transmute Mud to Rock</p><p>Transmute Rock to Mud</p><p>Vitriolic Sphere</p><p>Wall of Stone</p><p></p><p>6</p><p>Acid Fog</p><p>Analyze Dwoemer</p><p>Antimagic Field</p><p>Brilliant Blade</p><p>Control Water</p><p>Disintegrate</p><p>Fiendform</p><p>Flesh to Stone</p><p>Geas/Quest</p><p>Globe of Invulnerability</p><p>Greater Dispel Magic</p><p>Greater Sign of Sealing</p><p>Greater Heroism</p><p>Illusory Pit</p><p>Imbue Familiar with Spell Ability</p><p>Legend Lore</p><p>Mass Bear's Endurance</p><p>Mass Bull's Strength</p><p>Mass Cat's Grace</p><p>Mass Eagle's Splendor</p><p>Mass Fox's Cunning</p><p>Mass Owl's Wisdom</p><p>Mass Suggestion</p><p>Mislead</p><p>Mordenkainen's Lucubration</p><p>Move Earth</p><p>Permanent Image</p><p>Planar Binding</p><p>Programmed Image</p><p>Repulsion</p><p>Shadow Walk</p><p>Stone to Flesh</p><p>Summon Monster VI</p><p>Symbol of Persuasion</p><p>Tenser's Transformation</p><p>Transfix</p><p>True Seeing</p><p>Veil</p><p>Wall of Iron</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="orbitalfreak, post: 2732485, member: 1669"] Here's my fully updated character, complete with stats. Name: Vernon Sellsword Race: Human Class: Cleric 1/Wizard 12 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 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 [/code] 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 [/sblock] 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) [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 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 [/sblock] [/QUOTE]
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(OOC) FR Adventure - Vampires of Waterdeep! [FULL]
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