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(OOC) FR Adventure - Vampires of Waterdeep! [FULL]
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<blockquote data-quote="orbitalfreak" data-source="post: 2733909" data-attributes="member: 1669"><p>Ok, I forgot about the spellbook costs, thought Boccob's meant it was all free.</p><p>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.</p><p></p><p>Name: Vernon Sellsword</p><p>Race: Human</p><p>Class: Cleric 1/Wizard 12 (conjurer)</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 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 (conjurer)</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: 38</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 +8 +24 </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>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>Spell Component Pouch 5 1</p><p>Silver Holy Symbol 25 1</p><p>Potion of Bull's Strength 300 -- (Belt 2-1)</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>Tiny Platinum Shield 25 --</p><p> (focus: greater mage armor)</p><p>Dart 0.5 1</p><p> (focus: melf's acid arrow)</p><p>Diamond Dust 250 --</p><p> (MC: Stoneskin)</p><p>Ointment 250 --</p><p> (MC: True Seeing)</p><p>Gold Dust 50 -- (Belt 2-2)</p><p> (MC: Wall of Iron)</p><p>Coins (goldx 250)(50/lb) -- -- (Belt 1-2 thru 1-6, 50gp each pocket)</p><p>Myrlynd's Spoon 5400 -- (Belt 3-1)</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: 14 lb Money: 250 gp</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: </p><p></p><p>Cleric: (3/2+1)</p><p>0 - Save DC 12 - Create Water, Light, Read Magic</p><p></p><p>1 - Save DC 13 - Endure Elements, Doom, Nystul's Magic Aura</p><p></p><p>Wizard: (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: [sblock]</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>Enlarge Person</p><p>Erase</p><p>Expeditious Retreat</p><p>Grease</p><p>Identify</p><p>Jump</p><p>Lesser Orb of Acid</p><p>Mage Armor</p><p>Magic Weapon</p><p>Mount</p><p>Obscuring Mist</p><p>Protection from Evil</p><p>Reduce Person</p><p>True Strike</p><p></p><p></p><p>2</p><p>Earthen Grasp</p><p>Invisibility</p><p>Knock</p><p>Melf's Acid Arrow</p><p>Mirror Image</p><p>Rope Trick</p><p>Swim</p><p>Wall of Gloom</p><p>Web</p><p>Whirling Blade</p><p></p><p></p><p>3</p><p>Arcane Sight</p><p>Bands of Steel</p><p>Flame Arrow</p><p>Fly</p><p>Greater Mage Armor</p><p>Greater Magic Weapon</p><p>Haste</p><p>Shrink Item</p><p>Sleet Storm</p><p>Slow</p><p>Stinking Cloud</p><p>Stony Grasp</p><p>Suggestion</p><p>Water Breathing</p><p></p><p>4</p><p>Assay Resistance</p><p>Blast of Flame</p><p>Evard's Black Tentacles</p><p>Greater invisibility</p><p>Leomund's Secure Shelter</p><p>Mass Darkvision</p><p>Mass Resist Energy</p><p>Orb of Acid</p><p>Orb of Force</p><p>Otiluke's Dispelling Screen</p><p>Remove Curse</p><p>Solid Fog</p><p>Stoneskin</p><p></p><p></p><p>5</p><p>Arc of Lightning</p><p>Cloudkill</p><p>Duelward</p><p>Feeblemind</p><p>Freezing Fog</p><p>Mass Fly</p><p>Mind Fog</p><p>Overland Flight</p><p>Permanency</p><p>Shadow Evocation</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>Antimagic Field</p><p>Brilliant Blade</p><p>Disintegrate</p><p>Globe of Invulnerability</p><p>Greater Dispel Magic</p><p>Mass Bear's Endurance</p><p>Move Earth</p><p>Permanent Image</p><p>Stone to Flesh</p><p>Tenser's Transformation</p><p>True Seeing</p><p>Wall of Iron</p><p></p><p>[/sblock]</p><p></p><p>Description:</p><p>[sblock]</p><p>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.</p><p>[/sblock]</p><p></p><p>Personality:</p><p>[sblock]</p><p>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.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="orbitalfreak, post: 2733909, member: 1669"] 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 [/code] 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] [/QUOTE]
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