Vampires of Waterdeep Campaign Arc (Recruitment closed)

Thanee said:
And another question... Ring of Theurgy (Complete Arcane).

Can a divine caster (i.e. a cleric) cast a spell into the ring, so that a sorcerer can then cast it from there (as long as the spell is on the sorcerer's class list, of course, i.e. Resist Energy)?

Can you use scrolls to cast spells into the ring?

Bye
Thanee
Why must you ask all the really differcult questions.

A Sorcerer or Wizard can only cast Arcane Spells from a Ring of Theurgy, so if a Cleric put in a Divine version of a spell then it would be accessible only to Divine Spellcaster's and vice versa, even if the spell also appears on the arcane casters spell list, it is still fundamentally different.

And yes, you can use scrolls to place spells within the Ring of Theurgy.
 

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Whee! FR!!! Ok ok ok ok... hmmm... umm.... *bounces around like a giddy school-girl*

Oh man oh man, I love high level FR games. So many choices... And it looks like so far we are totally in need of a front like fighter-meat shield. Hmm... Ah ha!

Evendur Tallstag, male Tethyr human from Tethyr, fighter 8/divine champion 5 of Helm. I shall hopefully have him up this weekend at the latest.
 

Jana Fyrehair & Phoebe

[SBLOCK=Jana Fyrehair]Jana Fyrehair
Female Human, 6th-Level Sorcerer/7th-Level Eldritch Knight (XP 79,096)
Medium Humanoid (Human)

Hit Dice: 6d4+7d6+52 (93 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 13[26/28] (+4 Dex, -1 Flaw, [+4 armor], [+4 shield], [+5 natural armor], [+2 deflection vs Evil]), touch 13[15], flat-footed 9[22/24]
Base Attack/Grapple: +10/+14
Attack: [smallcaps]Twilight[/smallcaps] (+3 Magebane Spellblade Starmetal Falchion*) +17 melee (2d4+9/18-20)
Full Attack: [smallcaps]Twilight[/smallcaps] (+3 Magebane Spellblade Starmetal Falchion*) +17/+12 melee (2d4+9/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Metamagic Specialist
Saves: Fort +16, Ref +13, Will +11
Abilities: Str 14(18), Dex 14(18), Con 14(18), Int 14, Wis 8, Cha 18(24)
Skills: Bluff +16(9), Concentration +30(16), Knowledge (arcana) +7(5), Knowledge (nature) +5(3cc), Ride +5(1), Sense Motive +15(16), Spellcraft +15(11), Spot +12(3cc), Tumble* +9(5cc); * Armor Check Penalty 0
Feats: Militia [Regional], Combat Expertise, Improved Trip, Power Attack, Arcane Strike, Empower Spell, Heighten Spell, Quicken Spell, Craft Wondrous Item, Extraordinary Concentration
Flaws: Shaky, Vulnerable
Home Region: The Dalelands
Patron Deity: Mielikki
Alignment: Neutral

* including extended Greater Magic Weapon

Jana is an attractive woman in her mid-twenties. She is of average height, with an athletic and well-trained physique. Her name Fyrehair is obviously derived from her long, copper red hair, which she prefers to wear in a single braid. Her green eyes nicely complement her good looks. Jana likes to dress in comfortable, black traveling clothes with a wide grey-green cloak, like it is typically worn by the elves, and which has a silver clasp shaped as a unicorn's head. The most noticeable piece of equipment is her night-black, silver-edged falchion [smallcaps]Twilight[/smallcaps], which she carries in a sheath on her back. Most of her other weaponry and much of her equipment is usually stored out-of-sight in her backpack.

Jana speaks Common, Chondathan, Elven and Giant.

Spells: As 12th-level sorcerer
Sorcerer Spells Known (6/8/8/8/7/6/4; save DC 17 + spell level):
0 - Resistance, Detect Poison, Detect Magic, Read Magic, Light, Mage Hand, Mending, Message, Prestidigitation;
1st - Shield, Mage Armor, Magic Missile, Ray of Enfeeblement, Critical Strike [CV];
2nd - Resist Energy, Glitterdust, Scorching Ray, Command Undead, False Life;
3rd - Magic Circle against Evil, Suggestion, Greater Magic Weapon, Spiderskin [UD];
4th - Dimension Door, Polymorph, Tirumael's Energy Spheres [MoF];
5th - Telekinesis, Greater Blink [CA];
6th - Summon Monster VI.

Active Spells: extended Mage Armor, extended empowered False Life, extended Greater Magic Weapon on [smallcaps]Twilight[/smallcaps].

Equipment:
Head: Greater Circlet of Steady Spellcasting (crafted)
Eyes: Greater Eyes of the Eagle
Neck: Amulet of Health +4 (crafted)
Shoulders: Cloak of Charisma +6 (crafted)
Torso: Vest of Resistance +5 (crafted)
Body: --
Waist: Belt of Giant Strength +4 (crafted)
Wrists: Armbands of Might (crafted)
Hands: Gloves of Dexterity +4 (crafted)
Finger: Ring of Invisibility
Finger: --
Feet: Boots of Speed (crafted)

Other Equipment: [smallcaps]Twilight[/smallcaps] (+1 Magebane Spellblade (Greater Dispel Magic) Starmetal Falchion), Cold Iron Heavy Flail, Dagger (2), Traveler's Outfit (3), Travel Cloak, Heward's Handy Haversack, Bedroll, Winter Blanket, Scroll Case, Belt Pouch (2), Sack (2), Silk Rope (100 ft.), Soap, Waterskin, Sunrod (3), Tindertwig (6), Silver Holy Symbol of Mielikki, Spell Component Pouch (2), Lesser Metamagic Rod of Extend (2); 4,068 gp, 7 sp, 0 cp.

Background: [SBLOCK]Jana spent her childhood in Harrowdale, where she was born in her hometown of Velarsburg, east of the vast Cormanthor, the former home of the elves. Her mother died giving birth to her, and so she was raised by her father, who was the captain of the town militia. Jana started early to train with weapons, she greatly enjoyed fighting with her father's longsword, which was far too large for the young girl to wield in one hand, so she just grabbed it with both. She also trained with the longbow, like most Dalelanders, but Jana never had a good aim, despite being fairly dextrous. Nonetheless the fierce redhead became well-respected for her fighting prowess. Jana herself showed great respect to nature, especially the impressive trees of the great Cormanthor, whom she liked to perambulate oftentimes. It was not unnoticed and eventually she came into contact with a small community of elves who still lived under its towering oaks and maple trees. Despite their reclusiveness, the elves always welcomed 'Fyrehair', how they liked to call the girl, on her visits and from them she learned about the great gift her mother had left her with - sorcery.

Time flew by quickly in the battle-ridden country and soon the young girl became a young woman, deft with the greatblade and even more skillful in the arcane arts. She spent more time alone or with the elves than with her father, who in his important position seldom had enough time for his daughter as well. And eventually, Jana left Harrowdale for a long journey, to see some more from the world out there. She had heard tales from travelers about the purple waves of the Moonsea, vast deserts, gigantic mountain ranges and the huge metropole, Waterdeep, and she wanted to see all that with her own eyes. A few years passed, while Jana went from one adventure to the next, met new companions and lost them again. She even visited the Underdark once, from where she brought back a great prize - the blade [smallcaps]Twilight[/smallcaps], forged from meteoric iron and imbued with the power to slay arcanists, Jana decided it was best to have this blade in her own hands, so it cannot be used against her again, as it was down there. Over the time, the longing grew to see her home once more, the trees, the elves, and her father. Jana travelled back to Harrowdale.

In the meantime, tragedy had struck Velarsburg. The Cormanthorian drow had subverted some of the good townsfolk with lies and false promises, and treachery blossomed in their midst. Jana was unable to locate her former elven friends, they had left or even died. But worst of all, she discovered, that her own father was among the traitors, who had allied themselves with the drow and let the good people of Velarsburg suffer. For some reason, he had blamed the elves for the 'loss' of his daughter and Jana herself for the loss of his wife, his troubled mind an easy prey for the vile dark elves. When Jana finally stood before him, there was no love between the two. It came to the worst and father and daughter clashed in battle. While he was the better fighter, his martial skills were no match for Jana's sorcerous powers. She gave him a swift death.

After making sure, that the threat was kept in check and with a good man in the lead of the town's militia once more, there was nothing left to keep Jana in Harrowdale. She finally turned her back to her former home and left for good. Jana went back to the life of an adventurer. She dropped her family name, but Jana kept the name, she had been given by the elves, and she was henceforth known as Jana Fyrehair.[/SBLOCK][/SBLOCK]

* * * * *​

[SBLOCK=Phoebe]Phoebe
Female Pixie, 9th-Level Spellthief (LA +4; XP 84,500)
Small Fey

Hit Dice: 9d6+36 (70 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 21[22] (+8 Dex, +1 size, +1 natural armor, +1 luck, [+1 Dodge]), touch 20[21], flat-footed 13
Base Attack/Grapple: +6/+2
Attack: small MW Short Sword +14 melee (1d4/19-20) or small +1 Screaming Composite Longbow +16 ranged (1d6+1 plus 1d6 sonic/x3)
Full Attack: small MW Short Sword +14/+9 melee (1d4/19-20) or small +1 Screaming Composite Longbow +16/+11 ranged (1d6+1 plus 1d6 sonic/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Special Arrows, Spell-Like Abilities, Spells, Sneak Attack +3d6
Special Qualities: Low-Light Vision, Damage Reduction 10/cold iron, Spell Resistance 24, Greater Invisibility, Trapfinding, Steal Spell (4th), Steal Spell Effect, Steal Spell-like Ability, Steal Energy Resistance 10, Absorb Spell, Spellgrace +1, Detect Magic 6/day, Arcane Sight 6/day
Saves: Fort +13, Ref +17, Will +13 (+1 vs spells)
Abilities: Str 10, Dex 22(26), Con 14(18), Int 22, Wis 12, Cha 21(23)
Skills: Appraise +12(1), Bluff +18(12), Concentration +4(0), Disable Device +20(12), Escape Artist* +20(12), Gather Information +8(2), Hide* +22(0), Knowledge (arcana) +11(5), Listen +15(12), Move Silently* +20(12), Open Lock +20(10), Search[secret doors, traps] +20[25](12), Sleight of Hand* +16(6cc), Spellcraft +15(7), Spot +15(12), Tumble* +13(5), Use Magic Device +18(12); * Armor Check Penalty 0
Feats: Simple Weapon Proficiency, Martial Weapon Proficiency (short sword), Martial Weapon Proficiency (longbow), Light Armor Proficiency, Dodge, Weapon Finesse, Luck of the Heroes [Regional], Magic in the Blood [Regional], Point Blank Shot, Precise Shot, Rapid Shot, Ranged Disarm
Flaws: Noncombatant
Home Region: The Dalelands
Patron Deity: Mielikki
Alignment: Neutral Good

Phoebe is a small fey, standing about 2½ feet tall and weighing about 30 pounds. She has shoulder-long, ash blonde hair and pretty iridescent, butterfly-like wings. She prefers green and orange clothing, often including a cap and shoes with curled and pointed toes.

Phoebe speaks Common, Sylvan, Celestial, Draconic, Elven, Gnome and Halfling.

Greater Invisibility (Su): Phoebe remains invisible even when she attacks. This ability is constant, but Phoebe can suppress or resume it as a free action.

Special Arrows (Ex): Phoebe can imbue her arrows with special powers, they deal no damage then but can erase memory or put a creature to sleep.

Memory Loss: An opponent struck by this arrow must succeed on a DC 18 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.

Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 18 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.

Spell-Like Abilities: Caster Level 8th
3/day - Lesser Confusion (DC 17), Dancing Lights, Detect Chaos, Detect Good, Detect Evil, Detect Law, Detect Thoughts (DC 18), Dispel Magic, Entangle (DC 17), Permanent Image (DC 22; visual and auditory elements only), Polymorph (self only).

Spells: As 9th-level spellthief
Allowed Schools: Abjuration, Divination, Enchantment, Illusion, Transmutation
Spellthief Spells Known (3/2; save DC 16 + spell level):
1st - Protection from Evil, Shield, True Strike, Feather Fall;
2nd - Listening Lorecall [CV], Sonic Weapon [CV].

Equipment:
Head: Circlet of Charisma +2
Eyes: Goggles of Minute Seeing
Neck: Amulet of Health +4
Shoulders: Cloak of Resistance +5
Torso: --
Body: --
Waist: --
Wrists: --
Hands: Gloves of Dexterity +4
Finger: Ring of Chameleon Power
Finger: Ring of Evasion
Feet: Boots of Speed

Other Equipment: small +1 Screaming Composite Longbow, Arrows (200), small MW Short Sword, Traveler's Outfit, Heward's Handy Haversack, Bedroll, Winter Blanket, Scroll Case, Belt Pouch (2), Soap, Waterskin, Spell Component Pouch (2), MW Thieves' Tools, Monocle of Perusal; 814 gp, 9 sp, 0 cp.

Background: [SBLOCK]A curious pixie with some talent out for adventure. :D[/SBLOCK][/SBLOCK]

Bye
Thanee
 
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Rhun said:
It will be good to see Knorad in action, again! I only got to see him do his thing for a short period of time in that Maddgoth's Castle game.

Care to bring back Erik and redesign his mechanics to your tastes? It'd be nice to have high level characters with some history together.
 

Okay, I'll jump in here. Thinking about playing a Cleric, cause Clerics are fun. :)

Would want to play a Doomguide, but that seems cheap considering that we know we're going up against Undead before we begin. [I've just always liked Kelemvor and that PrC and haven't had the chance to play one before].

If that seems too cheesy, I can make a Sword Dancer. Both from Faiths and Pantheans.
 

I think that's everything. . .


Kenneth Durnstad

[sblock=Character]
Code:
[B]Name:[/B]       Kenneth Durnstad
[B]Class:[/B]      Ranger
[B]Race:[/B]       Human
[B]Size:[/B]       Medium (6'0", 200 lbs)
[B]Gender:[/B]     Male
[B]Alignment:[/B]  Lawful Good  

[B]Str:[/B] 18 +4  (6p.+4^)     [B]Level:[/B]    13     [B]XP:[/B] 84,000
[B]Dex:[/B] 14 +2  (4p.+2^)     [B]BAB:[/B]     +13     [B]HP:[/B] 101 (13d8+39)
[B]Con:[/B] 16 +3  (6p.+2^)     [B]Grapple:[/B] +17
[B]Int:[/B] 13 +1  (5p.)        [B]Speed:[/B]    40'
[B]Wis:[/B] 16 +3  (6p.+2*)     [B]Init:[/B]     +2
[B]Cha:[/B] 14 +2  (5p.+1*)

^item bonus (enhancement)
*level bonus (inherent)


                 [B]Base  Armor  Shield  Dex  Size  Misc[/B]
[B]Armor:[/B] 29         10     +8     +6     +2   +0    +2,+1 (deflection, luck)
[B]Touch:[/B] 21
[B]Flat:[/B]  27

                 [B]Base  Mod  Misc[/B]
[B]Fort:[/B] +15         +8    +3   +3,+1 (resistance, luck)
[B]Ref:[/B]  +14         +8    +2   +3,+1 (resistance, luck)
[B]Will:[/B] +11         +4    +3   +3,+1 (resistance, luck)

[B]Weapon           Attack    Damage  Critical  Type[/B]
Longsword        +19       1d8+5     19-20     S    (+2d6 damage vs. evil)
Shield Bash      +19       1d4+6       20      B
Dagger           +18       1d4+4     19-20     P
Lance            +18       1d8+4     20/x3     P    (2d8+8 on mounted charge)
Longbow          +16       1d8+5     20/x3     P    (110' range increment)

[B]Full Attack[/B]
Longsword/Shieldbash
+17/+12/+7       1d8+5     19-20 (+2d6 damage vs. evil)
+17/+12/+7       1d4+4       20


[B]Languages:[/B] Common, Elven     


[B]Abilities:[/B]
Favored Enemy(Bluff, Listen, Sense Motive, Spot, Survival, Damage)
-Undead +4
-Outsider(Evil) +4
-Humanoid(Human) +2
Wild Empathy (1d20+16)
Combat Style
- Two-Weapon Fighting
- Improved Two-Weapon Fighting
- Greater Two-Weapon Fighting
Animal Companion
Woodland Stride
Swift Tracker
Evasion
Camouflage


[B]Spells:[/B]

1st: 2 (Jump, Resist Energy)
2nd: 2 (Cure Light Wounds x2)
3rd: 2 (Cure Moderate Wounds x2)


[B]Feats:[/B]

Luck of Heroes [Regional]
Blind-Fight [human]
Improved Shield Bash [1st]
Track [Ranger 1]
Close Quarters Fighting [3rd]
Endurance [Ranger 3]
Shield Specialization (Heavy) [6th]
Shield Ward [9th]
Agile Shield Fighter [12th]



[B]Skill Points:[/B] 128   [B]Max Ranks:[/B] 16/8

[B]Skills:                        Ranks  Mod  Misc[/B]

x Balance +3                    0     +2   +2
Climb +17                      13     +4   --
Handle Animal +7(+11)           5     +2   +4 w/animal companion
Heal +5                         2     +3   --
Jump +27                       13     +4   +5,+4,+2
Knowledge(Dungeoneering) +6     5     +1   --
x Knowledge(Religion) +6        5     +1   --
Listen +19                     16     +3   --
Ride +20                       16     +2   +2
Spot +19                       16     +3   --
Survival +19(+21)              16     +3   +2 when underground
x Tumble +11                    8     +2   +2

Armor Check Penalty: -1


[B]Equipment:                             Cost  Weight[/B]

+2 Holy Silver Longsword            32405gp     4lb
Adamantine Dagger                    3002gp     1lb
MW Lance                              310gp    10lb^
+1 Mighty (IV) Composite Longbow     2800gp     3lb*
Arrows(60)                              3gp     3lb*            

+3 Mithral Breastplate              13200gp    15lb
+3 Large Mithral Shield             18020gp     5lb
   (+2 Weapon)

Ring of Protection +2                8000gp     -lb
Ring of Sustenance                   2500gp     -lb

Amulet of Health +2                  4000gp     -lb
Belt of Giant Strength +4           16000gp     1lb
Boots of Striding and Springing      5500gp     1lb
Cloak of Resistance +3               9000gp     1lb
Gloves of Dexterity +2               4000gp     -lb
Horseshoes of Speed                  3000gp    12lb^
Quiver of Ehlonna                    1800gp     2lb

Wand of Cure Moderate Wounds (5)     4500gp     -lb

Backpack                                2gp     2lb
Belt Pouch (2)                          2gp     1lb
Crowbar                                 2gp     5lb
Everburning Torch                     110gp     1lb
Grappling Hook                          1gp     4lb
Holy Symbol (silver)                   25gp     1lb
Holy Water (3)                         75gp     3lb
Rations (10 days)                       5gp    10lb^
Rope, Silk (100')                      20gp    10lb
Waterskin                               1gp     4lb
Whetstone                            0.02gp     1lb

Bit and Bridle                          2gp     1lb^
Military Saddle                        20gp    30lb^
Saddlebags                              4gp     8lb^
MW Barding (Breastplate)              950gp    60lb^  


*stored in quiver of Ehlonna
^stored on horse
            

                            Total  125840

[B]Total Weight:[/B] 62lb / 100lb (light load)
[B]Money:[/B] 740 gp 0 sp 0 cp
[/sblock]
[sblock=Description]Kenneth is a tall, distinguished looking man in his late 20's. His features are plain enough with brown eyes and short brown hair not making him very memorable. But he carries himself with dignity, confidence without being arrogant. He is a friendly and approachable man for all his martial bearing. Ever ready with a smile or quip, and kind and generous to those in need.

His highly polished armor, proud mount and gleaming weaponry might make one mistake him for a knight or noble's son, but a closer look reveals that his war horse looks like it belongs on a farm and the clothes beneath the armor are simple and homespun.[/sblock]
[sblock=Background]Kenneth was the only son of a goatherd and his wife in Daggerdale. He lived a simple life in his youth, oblivious to the troubles around him. He lived for his father's bedtime stories of knights and heroes and brave adventurers.

When he was older and more aware of the Dale's troubles he often dreamed of being a knight and riding to the rescue of his land. But while dreaming filled his nights, drudgery filled his days. When Kenneth was in his early teens a bandit came across his father with the herd one day and murdered him for a few coins and some food. Kenneth tried to hold the household together after that, tending the herd and stepping into his father's role. But it was not to last. His mother, devestated by her husband's death, faded quickly. She became listless and did little to help the household. Finally she caught a fever and passed away to join her love.

With nothing left to hold him to the Dale, Kenneth sold everything he owned, purchased a strong horse and rode west. He didn't have a goal at that point, but the first knight he saw in Cormyr rekindled his childhood dreams. He never became a true knight, but he found that a man with a strong arm could always find work as a soldier. He received training in arms and horsemanship, and soon became a skilled warrior, respected for his skill, but still remembered as the son of a goatherd who arrived with nothing to his name.

Once his service in that country was over, Kenneth set out west again, through the Heartlands and to the Sword Coast. It was there that he came across a temple to Lathander, reminding him of those back home. Nostalgic for a moment he entered for a brief respite. While in the temple he began speaking with a priest there, about his life and goals and dreams. Sensing a soul in need of a path, the priest volunteered one.

For the past few years Kenneth has been serving in the Order of Aster, doing what good he can, spreading light. Carving a name for himself and taking pride in his accomplishments in the name of Lathander.
[/sblock]

[Sblock=Evenstar]
Code:
[B]Name:[/B]       Evenstar
[B]Race:[/B]       Heavy Horse
[B]Size/Type:[/B]  Large Animal

 
[B]Str:[/B] 18 +4       [B]BAB:[/B]      +5     [B]HP:[/B] 45 (7d8+26)
[B]Dex:[/B] 15 +2       [B]Grapple:[/B] +13     
[B]Con:[/B] 15 +2       [B]Speed:[/B]    55'
[B]Int:[/B]  2 -4       [B]Init:[/B]     +2
[B]Wis:[/B] 12 +1       
[B]Cha:[/B]  6 -2  

                      [B]Base  Armor  Shield  Dex  Size  Natural  Misc[/B]
[B]Armor:[/B] 23              10     +5     +0     +2   -1     +7     --
[B]Touch:[/B] 11
[B]Flat:[/B]  21

                      [B]Base  Mod  Misc[/B]
[B]Fort:[/B]  +7              +5    +2   +0
[B]Ref:[/B]   +7              +5    +2   +0
[B]Will:[/B]  +3(+7)          +2    +1   +4 vs enchantment spells and effects

[B]Attack               Attack  Damage  Critical[/B]
Hoof                 +5/+5    1d6+4       20

[B]Abilities:[/B]
Low-light Vision
Scent
Link
Share Spells
Evasion
Devotion


[B]Feats:[/B]
Endurance [1st]
Run [3rd]
Skill Focus (Jump)[6th]


[B]Skill Points:[/B] 10   [B]Max Ranks:[/B] 10/5

[B]Skills:                        Ranks  Mod  Misc[/B]

Listen +6                       5     +1   --
Spot +6                         5     +1   --
x Jump +12                      0     +4   +8,+3

Armor Check Penalty: -3


[B]Total Weight:[/B] 393lb / 600lb (medium load)


Evenstar is a large black horse with a burst of white along his chest and 
neck  that gave him his name.  He has served Kenneth for years as mount 
and companion, and is now well trained for battle.  But a closer look reveals 
that he lacks the true breeding of a warhorse.
[/sblock]
 
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There's also a rather odd character I had in a Maure Castle game, a cleric called Silence. She had taken a Vow of Silence (from Monte Cook's Book of Hallowed Might) in order to hear the echoes of angels in her mind (they had saved her as a child). She was really interesting to play, but she had feats from outside your books and whatnot. I don't know if she'd even be appropriate, and I am just about finished up Evendur. At any way, Evendur is here below (a very strong and upright monster-slayer), and Silence is in the link above. Let me know if either would be approprite (I know Silence would have to be raised a level and her deity changed).

Evendur Tallstag: [sblock]Evendur Tallstag,
Male Tethyr human fighter 8/ divine champion 5 of Helm

Region: Tethyr
Height: 5' 9''
Weight: 175lbs
Hair: Brown
Eyes: Blue
Age: 22

Str: 23 (+6) [10 points, +4 belt, +3 levels]
Dex: 12 (+1) [4 points]
Con: 16 (+3) [6 points, +2 amulet]
Int: 12 (+1) [4 points]
Wis: 10 (+0) [2 points]
Cha: 14 (+2) [6 points]

Class and Racial Abilities: 1 extra feat at first level, 4 additional skill points at first level and 1 additional skill point for each level thereafter. Proficient in simple and martial weapons, all armors and shields. Lay on hands (10 points), bonus feats, sacred defense +2, smite infidel, divine wrath.

Hit Dice: 8d10 + 5d10 +
HP: 121 (DR 3/- from adamantine armor)
AC: 29 (+11 armor, +1 Dex, +5 from shield, +2 from ring)
ACP: –6
Init: +1 (+1 Dex)
Speed: 30ft (20ft in heavy armor)

Saves:
Fortitude +16 [+10 base, +3 Con, +3 from cloak]
Reflex +7 [+3 base, +1 Dex, +3 from cloak]
Will +6 [+3 base, +0 Wis, +3 from cloak]

BAB/Grapple: +13/+19
Melee Atk: +24/+19/+14 (1d10+12/19-20/x2/S, sun blade)
Ranged Atk: +15 (1d6+4/x3/70 ft./P, +1 mighty composite shortbow [+4 Str bonus])

Skills:
Climb +9 [7 ranks, +6 Str]
Intimidate +19 [17 ranks, +2 Cha]
Jump +6 [6 ranks, +6 Str]
Knowledge (religion) +9 [8 ranks, +1 Int]
Listen +5 [10 cc ranks, +0 Wis]
Spot +5 [10 cc ranks, +0 Wis]
Swim +9 [6 ranks, +6 Str]

Feats:
Furious Charge (bonus regional feat)
Power Attack (1st level)
Weapon Focus – bastard sword (human bonus 1st level)
Exotic Weapon Proficiency – bastard sword (fighter bonus 1st level)
Improved Bull Rush (fighter bonus 2nd level)
Cometary Collision [PHII] (3rd level)
Weapon Specialization – bastard sword (fighter bonus 4th level)
Heavy Shield Specialization (6th level)
Greater Weapon Focus – bastard sword (fighter bonus 8th level)
Cleave (9th level)
Improved Initiative (1st divine champion bonus feat)
Quick Draw (2nd divine champion bonus feat)
Greater Weapon Specialization – bastard sword (12th level)

Languages: Common, Chondathan

Equipment

Sun blade – 50,335gp
Adamantine full plate +3 – 24,000gp
Heavy steel shield +2 – 4,170gp
Belt of giant’s strength +4 – 16,000gp
Cloak of resistance +3 – 9,000gp
Ring of protection +2 – 8,000gp
Heward’s Handy Haversack – 2,000gp
Amulet of health +2 – 4,000gp
Blue Quartz Eagle – 5,400gp (Races of Faerun)
+1 mighty (+4) composite shortbow – 2,675gp
60 arrows – 3gp
Boots of the winterlands – 2,500gp
Everburning torch – 110gp
Silver holy symbol of Helm – 1gp
Leather armor – 10gp
100 ft. silk rope – 20gp
Traveler’s outfit (free)
Belt pouch – 1gp
Explorer’s outfit x2 – 20gp
Courtier’s outfit with jewelry x2 – 160gp
4 vials antitoxin – 200gp
Flint and steel – 1gp
Really nice bedroll – 1gp
Waterskin – 1gp
2 daggers – 2gp
10 potions of cure light wounds in a flask – 501gp



Money
79pp, 3gp

Appearance: Evendur is a fairly tall well-build man in his early twenties. His shoulder-length, wavy dark brown hair is usually worn loose, and his dark blue eyes are kind in a pale face still mostly unlined by weather and time. He wears a massively heavy suit of full plate armor and bears a faintly glowing bastard sword at his hip. A glittering holy symbol of Helm lies on his chest, just under the clasp of his cloak.

Personality: Evendur is a friendly young man, very helpful towards good and upstanding citizens, and always ready with a kind word. He enjoys the good things in life, fine ale and wine, good food, and friendly company. Though he holds himself to a fairly high standard of behavior, he tries not to evangelize to his companions at the drop of a hat.

Background: Evendur was a bit curious for the typical Tethyr; he was terrified of horses. Most if not all young men that showed an aptitude for combat learned the way of cavalry, but young Evendur had been kicked in the head by a horse at a young age and remains scared of them to this very day. His father could not wean him away from his fear, even though more than a few passed through their village during any given day. In an attempt to make up for his fear, he attempted to master an unusual weapon, to become the best in the region (if not the country). He chose the versatile bastard sword.

The son of a baker in farming town, Evendur spent much of his childhood running half-wild in the woods and ponds around Yeth’s Rest. He grew very strong and straight, but the childhood incident with an irritable mare scarred him for life in the equine department. His own determination saw him through his weapons’ training, horse or no horse, and then he lit out for the road to adroitly avoid any taunts about him.

He traveled far to the north, plying his trade as he went for merchants, caravans, minor nobles, and even priests. It was a priest of Helm, the watchful protector, who turned his life in a whole new direction. He spoke of Helm’s dogma to the young Tethyr as they traveled, how he watched and protected without complaint, how he guarded the weak and helpless, how his trust could never be betrayed. Evendur liked very much what he heard, much more so now than when he had heard it as a young boy. Helm’s teachings and his own feelings marched step-in-step, and by the time the priest had been delivered safely to his temple, Evendur asked to be taken in and taught.

Evendur spent the next few months learning more of Helm’s faith, and was eventually consecrated as a divine champion in Helm’s name. Evendur has spend the last year and a half on missions for his church, which has recently led him to Waterdeep. He has been told there is a person there that needs protection badly, and Helm’s church owes them a debt. Evendur is to repay it, and he is more than glad to do so.[/sblock]
 
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It's almost time for me to go home for the weekend, so I'll endeavour to answer any questions you have upon my return on Monday.

One thing to be aware of, if this adventure arc goes well, it's likely that I'll continue running games for you, so you might want to build your characters with this in mind, instead of making solely uber undead-slaying characters. ;)
 


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