[Recruiting] stonegod's Expedition to Castle Ravenloft [Eberron, 3.5]


First Post
Cleric domain spells while RAW are allowed for archivists are something the designer of the class didn't actually intended. There's also potential loopholes for classes getting things at different levels (cleric vs. paladin). My rules are pretty simple:
- Base cleric list trumps all others (for pally vs. cleric spells, or cleric vs. druid, or base cleric vs. domain, or cleric vs. adept, etc.)
- Then druid spells (for druid vs. ranger spells, druid vs. adept, etc.)
- Adept, pally, ranger, and domain spells are allowed on an approval basis (most will past muster, its just a sanity check)

And, for any spell caster
- All non-Core sources require approval

Okay, I'll post what I've got so far. This does not include rules in the quote above, so that will be changed(mostly minimum levels)just to get approved what needs it and then I'll start picking the final list from there. I added in the cost for scribing into the prayerbook into the scroll cost(100gp/page).

Avron Hekler
Male Human Archivist 7
NG Medium Human
Init +2; Senses Listen +2 Spot +7
Languages Common, Goblin, Elven, Dwarven
AP 8
AC 18, touch 12, flat-footed 16; Abberant Dragonmark Shield: +4 shield bonus to AC; +6 armor, +2 Dex
hp 41 (7 HD)
Fort +8, Ref +5, Will +8; Still Mind(+2 on saves from spells/effects from enchantment school)
Speed 20 ft.
Melee Alchemical Silver Shortspear +4 (1d6+1) or
Ranged Alchemical Silver Shortspear +5 (1d6+1/)
Special Actions Dark Knowledge(Tactics, Puissance, 5/day), Storm Bolt(20' line, 4d6 damage)
Base Atk +3; Grp +5
Combat Gear 5 Vials of Holy Water, Wand of Cure Light Wounds(50 ch), 2 potions of Lesser Restoration

Archivist Spells Prepared (CL 7th, +6 ranged touch, +5 melee touch):

  • 0th—Create Water, Read Magic, Detect Magicx2
  • 1st--Detect Undead, Healthful Rest, Produce Flame, Entangle, Lesser Vigor, Shield of Faith
  • 2nd--Lesser Restoration, Drifts of the Shalmx2, Web, Mirror Image,
  • 3rd--Lightning Bolt, Holy Storm, Sleet Storm
  • 4th--Arc of Lightning, Spike Stones
Spell-like Abilities (CL: 3rd):
  • 3/day—Shield
Abilities Str 12, Dex 14, Con 14, Int 19 Wis 14, Cha 8
Feats: Scribe scroll(bonus, class), Archivist of Nature, Aberrant Dragonmark(bonus, racial), Aberrant Dragonmark Gift, Storm Bolt
Skills Concentration +12, Knowledge(Arcana)+14, Knowledge(Planes) +14; Knowledge(Religion) +16, Knowledge(Nature)+16, Spot+7, Spellcraft+14
Expended Scrolls added to prayerbook:
Cleric: Wall of Sand(1100gp)
Druid: Produce Flame(125gp), Summon Swarm(350gp), Call lightning(675gp), Sleet Storm(675gp), Spike Stones(1100gp), Drifts of the Shalm(350gp), Briar Web(350gp), Arc of Lightning(1100gp), Vortex of Teeth(1100gp)
Adept: Invisibility(350gp), Mirror Image(350gp), Web(350gp), Lightning Bolt(675gp), Wall of Fire(1100gp)
9750gp spent in scrolls
Headband of Intellect +2, Cloak of Resistance +1, Breatplate+1, Alchemical Silver Shortspear, 2 Potions of Lesser Restoration, Wand of Cure Light Wounds, 5 vials of Holy Water, Backpack, Bedroll, 2 Belt Pouches, 50' of silk rope, Waterskin, 5 Sunrods, 4 potions of Shield of Faith +2
108.9 gp; 55lbs
Prayerbook 0—all PHB; 1st—Cure light wounds, shield of faith, entangle, burning hands, protection from evil, detect undead, Healthful Rest, Lesser Vigor, Produce Flame, 2nd—Cure Moderate Wounds, Silence, Lesser Restoration, Drifts of the Shalm, Briar Web, Invisibility, Mirror Image, Summon Swarm, Web, 3rd –Cure Serious Wounds, Holy Storm, Mark of Doom, Searing Light, Lightning Bolt, Call Lighning, Sleet Storm, 4th –Arc of Lightning, Cure Critical Wounds, Ice Storm, Vortex of Teeth, Wall of Sand, Wall of Fire, Spike Stones
Dark Knowledge 5/day:
Tactics: Avron can make a knowledge check keyed to a particular creature type against DC 15. If he succeeds, his allies gain a +1 on attack rolls against those particular creatures. For every 10 by which he succeeds allies gain an additional +1 on attack rolls.
Pussance: Avron can make a knowledge check keyed to a particular creature type against DC 15. If he succeeds, his allies gain a +1 on saves against said creatures. For every 10 by which he succeeds allies gain an additional +1 to saves against said creatures.
Lore Mastery: Avron gains a +2 on decipher script checks as well as with Knowledge(nature) and Knowledge(religion) checks.

Avron formerly wore fine clothes. Now his appearance is quite different. His clothes are ripped and stained. His greasy blonde hair is though he cut it with a dagger without the aid of a mirror(and indeed he did). A stubble of a beard coats his cheeks and chin. If one would peel the bracer off his right forearm, one could see recently healed scars where it appears he tried to cut off his dragonmark. His mark is about the size and shape of a clawed human hand, colored purplish black on the inside of his right forearm. His grey eyes constantly dart back and forth, looking for imagined dangers. When excited he spits when he talks, and foam gathers at the corners of his mouth. He wears a blood-stained steel breastplate, and a crooked black iron headband rests around his head. A silver spear is held in one hand and wand and a few vials are tucked into his belt.[/sblock]

Avron Hekler, son of a pair of crossed lovers. Mother from the House of Deneith, father from the House of Tharashk. His parents, a pair that loved adventure, travel, and doing what is right. Unfortunately, love is supposed to stop at house boundaries. Not in this case though. The lovers left their houses, and everything the family name had given them, all in pursuit of something more. Adventuring was a suitable profession for both. They fully trusted one another, and danger wasn’t an issue, until one day. Avron’s parents approached Barovia. They intended to enter the valley, they had heard it contained a powerful curse. The night before crossing the border, his mother awakened feeling extremely sick and her own medical training confirmed what they had feared. She was with child. The pair turned back before entering the valley, not knowing how the power of the curse or the trouble they would find within would affect their unborn child. The pair settled in a small town in Karrnath, because his pregnant mother was having trouble traveling now and because of being excoriated from their houses, the small town would hide their presence. Avron’s mother, a strong woman who had her fair share of injuries while adventuring didn’t survive the childbirthing process, whether it was because of old injuries that had affected her internally, or some other reason is unknown. Avron’s father was horribly affected by the death of his lover. He became increasingly angry at the world and even abusive to his son, something that was not within his personality. The folk of the small town in which they lived pleaded with the man to give up the child and he eventually did. He intended to leave town as well, giving up his child to a local family. The wealth he had from his days of adventuring was given to the family as well. He had no use of them where he was going. After leaving town, he was found hanging dead from the branch of an old rotten tree in the middle of a field. A single crow stood on a branching.
Avron tooks his adoptive family’s name for he knew not of his parents’ bloodlines. From a young age he was very intelligent. At the small schoolhouse the town used, Avron soon eclipsed the older students in his breadth and depth of knowledge. Avron learned more of the outside world through small caravans that came through. And they learned of him as well. They learned of the young man who taught villagers Elven after picking it up from passersby. They learned of the teen that shared stories and drinks with adventurers that passed through. Eventually word spread far enough of the learned man that those in higher places sought him out. Morgrave came first, coming to recruit the prodigy to learn at their academy. The price was steep for a simple man like Avron, but he had saved much of his families fortune, and set out for a wider world. Working at Morgrave came to mean more field work; more field work meant more danger. He was sent into Q’barra and the Shadow Marches on several expeditions. He took to it like his parents did, storing all his newly gained knowledge inside his brain.
That is when it first appeared. On the return from The Shadow Marches it appeared on the inside of his forearm. A delicate pattern of purplish black color, when he willed it, an invisible shield of force would appear in front of him. He surely knew it was an aberrant mark. He remembered the whispered words of the townsfolk where he grew up, he knew his “parents” did not share any of his features. Could his parents have been of the Dragonmarked houses?
Avron researched Dragonmarks and the source of his real parents tirelessly. Soon after, The Twelve inquired about his services. Avron almost declined his membership into their ranks. He convinced himself that he could keep his own mark hidden, and continue his research with those with the best knowledge of the subject. He took a myriad of tasks and missions for The Twelve. This final one was the most dangerous though. He knew somehow that he would not return, but he knew that what he found would change him forever. Once they walked the countyside, things began to fall into place. They traveled through the small town where he had grown up, and into Barovia itself.
Sitting and waiting was getting on Avron’s nerves. Doubt plagued his mind, he had learned of the curse here. Was his mark some sort of effect of the curse? He was beginning to have nightmares. He was himself as an child, his father beating him for a minor wrong, soon his father’s face became that of Mateusz Ochem’s. He became more and more paranoid that something bad was going to happen very soon, he had visions of a horde of undead pulling him from his bedroll and ripping him apart. Something had to be done, somebody needs to know. The combat capable group that was hired by The Twelve, they would work, they were his only hope.[/sblock]

[sblock=Primary Role/Distinguishing Abilities] Avron does not belong in melee, he is a blaster and specialist in controlling the battlefield. He keeps hordes of enemies at bay, where his companions can take them on at their leisure.[/sblock]

[sblock=Quirks]Before returning to the valley, Avron was a knowledgeable and able-minded man. Now back near his home, stranded in a valley with a boss who could make a ogre look cruel, he has gone mad. The sanity that shows through from time to time is amazingly intelligent and empathetic. Most of the time Avron shows signs of his mental state, seeing things, cursing at nothing, cackling maniacally and telling all of their impending doom.[/sblock]

Level 1-->Archivist HP: 8(1d6+2)
SP: 32
BAB: +0; Saves: Fort +2, Ref +0, Will +2
Skills: Knowledge(arcana)+4, Knowledge(religion)+4, Knowledge(Planes)+4, Spot(cc, +4), Spellcraft +4, Knowledge(Nature) +4, Concentration +4
Abilities: Str 12(4pts) Dex 14(6pts) Con 14(6pts) Int 16(10pts) Wis 14(6pts) Chr 8 (0pts)
Feats: Archivist of Nature(human racial bonus), Aberrant Dragonmark, Scribe Scroll(bonus from class)
Other: Dark Knowledge 3/day
Spells per day(including bonus spells for wisdom):
0: 3
1: 3

Level 2--> Archivist 2 HP: 5 (1d6+2) SP: +8
BAB: +1; Saves: Fort +1, Ref +0, Will +1
Skills: Knowledge(arcana)+1, Knowledge(religion)+1, Knowledge(planes)+1, Knowledge(nature)+1, Concentration +1, Spellcraft +1, Decipher Script+1, Spot: +1
Other: Lore Mastery(Religion)
Spells per day:
0: +1
1: +1

Level 3-->Archivist 3 HP: 6 (1d6+2) SP: +8
BAB: +0; Saves: Fort +0, Ref +1, Will +1
Skills: Knowledge(arcana)+1, Knowledge(religion)+1, Knowledge(planes)+1, Knowledge(nature)+1, Concentration +1, Spellcraft +1, Spot +1, Decipher Script +1
Feat: Abberant Dragonmark Gift
Other: Dark Knowledge 4/day
Spells per day(including bonus spells for wisdom):
0: +0
1: +0
2: +3

Level 4-->Archivist 4 HP: 5 (1d6+2) SP: +8
BAB: +1; Saves: Fort +1, Ref +0, Will +1
Skills: Knowledge(arcana)+1, Knowledge(religion)+1, Knowledge(planes)+1, Knowledge(nature)+1, Concentration +1, Spellcraft +1, Spot +1, Decipher Script +1
Abilities: Int +1
Other: Still Mind
Spells per day:
0: +0
1: +1
2: +1

Level 5-->Archivist 5 HP: 6 (1d6+2) SP: +8
BAB: +0; Saves: Fort +0, Ref +0, Will +0
Skills: Knowledge(arcana)+1, Knowledge(religion)+1, Knowledge(planes)+1, Knowledge(nature)+1, Concentration +1, Spellcraft +1, Spot +1, Decipher Script +1
Other: Dark Knowledge(puissance)
Spells per day:
0: +0
1: +0
2: +0
3: +2

Level 6-->Archivist 6 HP: 5 (1d6+2) SP: 8
BAB: +1; Saves: Fort +1, Ref +1, Will +1
Skills: Knowledge(arcana)+1, Knowledge(religion)+1, Knowledge(planes)+1, Knowledge(nature)+1, Concentration +1, Spellcraft +1, Spot +1, Decipher Script +1
Feat: Storm Bolt
Other: Dark Knowledge(5/day)
Spells per day:
0: +0
1: +0
2: +1
3: +1

Level 7-->Archivist 7 HP: 6 SP: +8
BAB: +0; Saves: Fort +0, Ref +0, Will +0
Skills: Knowledge(arcana)+1, Knowledge(religion)+1, Knowledge(planes)+1, Knowledge(nature)+1, Concentration +1, Spellcraft +1, Spot +1, Decipher Script +1
Other: Lore Mastery (Nature)
Spells per day:
0: +0
1: +1
2: +0
3: +0
4: +2[/sblock]

Unapproved Items: Crystal of Screening(1000gp)
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First Post
Congrats to the fresh meat new characters joining us in Barovia. ;)

On a slightly more serious note, a warm welcome to both renau1g and EvolutionKB.

To give you, our new players, a synopsis of the surviving characters (and their players) in the adventure at this point:
  • PC's
    [DEFCON1] Jarrith Bronns: Male Human Silver Flame infiltrator, Khensu's partner. Part of the original team sent in by the Twelve.
    [Stormwind] Ashlyn Alsedora Dorandanna: Female Human Lightbringer Paladin of Dol Arrah, and recently a Knight of the Raven. Came to Barovia before the others, for different purposes, but has found a common cause with the team.
    [pathfinderq1] Tessaryl: Female Human Aberrant-touched Cleric of the Sovereign Host. Was a member of the caravan, but has stepped up to do her part in what is to come.
    [s@squ@tch] Marot "The Deadly" (Maraat Jaasakah): Male Human Ghaash'kala warlock. Associated with the Silver Flame. Part of the original team sent in by the Twelve.

  • NPC's
    [Mostly player by DEFCON1] Sir Khensu Feral: Male Shifter Silver Flame Inquisitor, Jarrith's partner. Part of the original team sent in by the Twelve.

I look forward to meeting you both in game!


First Post
[sblock=The following spells require approval:]
1 - Lesser Vigor (CD - 186)
2 - Splinterbolt http://www.wizards.com/default.asp?x=dnd/fw/20040710a
3 - Giant's Wrath http://www.wizards.com/default.asp?x=dnd/fw/20040416a
4 - Murderous Mist (CD - 169)


Female Shifter (Dreamsight) Druid 7
CN Medium Humanoid(Shapechanger)
Init +0 (+2 in Wildshape); Senses low-light vision ; Listen +15 Spot +15
Languages Common, Druidic, Sylvan
AP: 8/8
AC 10, touch 10, flat-footed 10; Abilities that change AC; +0 armor, +0 natural, +0 Dex
hp 49/49 (7 HD)
Resist: +4 bonus on saving throws against the spell-like abilities of fey
Fort +7, Ref +2, Will +10;

[sblock=Wolf Wildshape]
AC 14, touch 12, flat-footed 12; Abilities that change AC; +0 armor, +2 natural, +2 Dex
hp 49/49 (7 HD)
Resist: +4 bonus on saving throws against the spell-like abilities of fey
Fort +7, Ref +4, Will +10;
Speed 30 ft. (50 ft. in Wolf Wildshape)
Melee weapon +6 (1d6+1) & Trip
Base Atk +5; Grp +5
Druid Spells Prepared (CL 7th, +7 ranged touch, +6 melee touch):
0 — (Save DC 15) Detect Magic x2, Light x2, Mending, Create Water
1st — (Save DC 16) Entangle, Lesser Vigor x2, Produce Flame x2, CLW
2nd — (Save DC 17) Creeping Coldx2, Heat Metal, Splinterbolt
3rd — (Save DC 18) Call Lightning, Sleet Storm, Giant's Wrath

4th — (Save DC 19) Flamestrike, Murderous Mist
Spells/day: 0 - 6, 1 - 6, 2 - 4, 3 - 3, 4 - 2
Abilities Str 10, Dex 10, Con 15, Int 12 Wis 20, Cha 9
[sblock=Wolf Wildshape]
Abilities Str 13, Dex 15, Con 15, Int 12 Wis 20, Cha 9
SQ : Wild Empathy, Woodland Stride, Trackless Step
Su: Shifting 5/day (+2 Wis, lasts 7 rounds)
Feats Dreamsight Elite (RoE), Natural Spell, Spell Penetration

Skills Concentration +12, Handle Animal +9, Heal +11, Knowledge (nature) +5, Listen+15, Spot +15, Survival +9
Periapt of Wisdom (+2); 4,000gp; 1lb
Wildling Claspx2; 8,000gp; (Attached to Periapt of Wisdom & Haversack)
Handy Haversack; 2,000gp; 5lbs
Below items are in the Haversack:
Lesser Metamagic Rod, Extend; 3,000 gp; 3 lbs
Wand of Lesser Vigor(x3); 2250gp; -
Protection from Energy (x2); 750gp
Remove Disease; 375gp
Dispel Magic (x2); 750 gp
Restoration, Lesser(x2); 300gp
Gust of Wind; 150gp
Waterbreathing; 375gp

Name of Special Ability/Quality/Etc. (Ex/Su/Sp):
Spontaneous Casting (summon nature's ally)
Animal Companion (Ex)
Wild Empathy(Ex)
Woodland Stride (level 2) (Ex)
Trackless Step (level 3) (Ex)
Resist Nature's Lure (level 4) (Ex)
Wild Shape (level 5) (Su)

Ravika looks even more bestial than most of her shifter bretheren, her body is covered in coarse black fur. She doesn't trim her hair, or any other part of her body hair, leaving it a tangled mess of oily, mangy hair. Bits of twigs, leaves, etc. cling to the hair adding to her disheveled appearance. Her dark brown eyes have a wild appearance to them, always darting from one side to the other, never resting for long on any one thing. Ravika appears almost emaciated, as her lithe body is very gaunt, but well muscled. Her teeth are sharp and yellowed from lack of any maintanence. She wears very little in the way of traditional clothes, preferring to wear clothing made from the hide of animals she's personally killed. Ravika currently has a tattered outfit made from a clawfoot that attacked her.

Ravika was born in the valley in the shadow of the Morr Mountains into a tribe of shifters who were deeply in touch with their more natural, or bestial some would say, nature. They lived a life of simplicity and shunned outside contact, hiding to keep themselves from being discovered. A nomadic group, they travelled across the valley hunting game and living off the land. Ravika had a very strong tie to nature and the natural world and would often disappear for days, and sometimes weeks, at a time to commune more closely with the valley.

Despite her preclivity to disappearing, Ravika was quite intuitive and knowledgable about the region, claiming that the forest spoke to her and guided her hand. Ravika began to be looked at for advice and earned the respect of the clan by leading them to fertile hunting and keeping them from discovery. She was also capable of protecting the clan from the dangers of the wild, once again saying the forest worked through her to protect itself.

Ravika was the first to notice the signs of the insidious curse working through the valley, growing stronger with each passing day. First the natural predators grew more and more viscious, growing beyond her ability to calm them with soothing words. The forest grew silent and she could no longer hear its comforting sounds in her head. Ravika grew quite afraid as she saw a change in her clan as well. They grew more feral and bickering broke out amongst the shifters, which was more than a little unusual. Ravika awoke in a sweat, when she heard the calling. It was a soft voice, similar to the voice of the forest she had grown to love and the druid was comforted by that, thinking that at last the darkness had passed and things would return to normal. How wrong she was.

Something in the voice didn't feel right to Ravika, who by this time had risen in prominance with the clan to an unofficial leader, as there weren't formal leadership. She couldn't put her finger on it, but the soft voice seemed to be trying to pull her away from herself, calling on her to give into her urgings, revel in the feeling of nature and give herself over to the beast inside her. It was so alluring, how she enjoyed the feeling of running through the forest in the form of an animal. That's when a tiny, barely audible voice pushed through the other to be heard. It was a warning, that by following this path she'd be giving up herself. Ravika wasn't sure if it was reason, or the forest that allowed her to see the truth of the situation. She fought against the call and after a tremendous effort managed to shut the voice from her head.

Ravika looked at the others in the tribe after this event and they seemed the same as before. Breathing a sigh of relief the shifter told her fellows that she needed to know what was going on and was going to travel alone to see if she could determine the cause of the unnatural events. Despite her best efforts, though, Ravika was unable to determine the cause herself and after three weeks returned to the site of the tribe. The sight there nearly overwhelmed her. The tribe was no longer itself, they hadn't just taken on some aspects of their lycanthropic heritage, but had fully changed into were-creatures.

Realizing the danger of remaining in the area with a group of powerful creatures, twisted by darkness, Ravika left and tried to figure out how she could release them from the curse. Figuring she had to locate the source of the voice that nearly broke down even her formidable will, Ravika decided to take a look on the tribe to see if there was any improvement.

Returning to the site, Ravika saw the bloody remains of the tribespeople, slain and left unburied. She was glad to see that at least they had returned to themselves, but the shock of seeing them left her empty inside. The shaman wondered what powerful group was powerful enough to have defeated her entire tribe. She examined the wounds and realized that they weren't caused by natural creatures, but by manufactured weapons or by magical assault. Ravika buried the bodies in deep graves to avoid them being dug up by scavenging animals. Standing before the ghosts of the tribe, she swore an oath that she would avenge them and throw off this curse that destroyed them. She realized that her best chance to follow through on this promise was to find the group that freed her family and so turned into her beast form. Ravika set off to track them down....


Ravika used to be more of an easy going person, good natured and well grounded. However the events that happened recently have more than a little unhinged the shifter. She is more wild and reckless now, speaks constantly to the ghosts of her dead clan. Ravika is more feral and unforgiving, anxious to mete out punishment on those that have destroyed her world. She previously viewed her connection with nature to be one of harmony, which was reflected in her channeling the more peaceful side of nature's power (i.e. cure spells, non-damaging spells, etc), but her newfound anger has made her tap into the more destructive aspects of the forest. Ravika plans to teach whomever was responsible for the corruption of nature that it is not powerless to defend itself.
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Spawn of Khyber/LEB Judge
Okay, sorry for the delay:

Arc of Lightning [SC version approved]
Briar Web [SC version approved]
Creeping Cold [SC version approved]
Divine Insight [Too dangerous for archivists]
Drifts of the Shalm [PHBII version approved]
Giant's Wrath [SC version approved (doesn't grow in damage w/ level)]
Healthful Rest [SC version approved]]
Holy Storm [SC version approved (remember the material component!)]
Junglerazer [Damage is too high for a 3rd level spell; I'd rule it at d8]
Lesser Vigor [SC version approved]
Mark of Doom [Too good for too much damage. Once per round would be approved.]
Murderous Mist [SC version approved, but fire resistance negates]
Splinterbolt [SC version approved (Its conjuration, x2 crit instead of x3, its just treated as magic piercing)]
Vortex of Teeth [SC version approved]
Wall of Sand [SC version approved; Reflex save allowed if spell cast on creatures]

Magic Items:
Wildling Clasp: The periapt won't shrink/grow, so it'll work in forms with heads close to medium sized; similarly w/ the haversack. It'll be a case-by-case basis.

Please post your characters in the RG thread. Include Advancement Information! (See the bottom of Stormwind's sheet). Post in OOC thread when done. Thanks!


First Post
Have you approved my druid/adept spells that I have chosen? Some of other spells are clerical domain spells. Updated my post above with approved info so far. Unapproved spells are underlined, including Ice Storm in prayerbook. How about MIC items? Case by case? With all the gp I'm spending on scrolls, I won't have much left, but wondering in case something looks nice. Should be able to finish statting out once I know how much gp I have left to buy weapon/stat uppers/armors/save uppers.
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