Player: Stephen Name: Alric Darkshadow Race : Human Level : 8th Class : Wizard (Enchanter - prohibited illusion) Level : 8th Strength 15 +2 Intelligence 20 +5 /24 +7 Wisdom 11 -- Dexterity 14 +2 / Base Attack : +4 Constitution 14 +2 /18 +4 Charisma 12 +1* Saves : Fort/Reflex +2 (+2) Will +6 (+0) Armor Rating : 19 Hit Points: 44 (60) Languages - Common, Dwarven, Elven, Draconic, Goblin, Terran Feats: 1. Spell Focus (Enchantments), 1. Improved Init, 3. Spell Focus (Transmut.) Wizard 5th : Craft Wondrous Item 6. Craft Wand, ______________________________________________________ Spells (Wizard) 0 lvl (4 + 1 enchantment) : { All but illusion } Daze(ench.)^, Mage Hand ^^, Mend^, Presdigitation^ 1 lvl (6 + 1 enchantment) : Burning Hands^, Magic Missile^^^, Tenser's Floating Disc^, Charm Person(ench.)^^, Sleep(ench.), Magic weapon, Mage Armor, Shield, Comprehend languages, Hold portal, Identify, Mount, Jump, Ventriloquism, Spider Climb, Nystul's U/A , Nystuls M/A, Alarm 2 lvl (5 + 1 enchantment ): Scare^, T. Hideous Laughter(ench.)^, Slumber(ench.)^, Rope Trick^, Darkness^, Monster Summon II, Melf's Acid Arrow, Blindness^, Protection From Arrows, Arcane Lock, Web*, Cat's Grace, (* in dungeons : Web instead of Scare) 3 lvl (5 + 1 enchantment ): Fireball^^, Hold Person(ench.)^, Lightning Bolt^, Haste^, Suggestion(ench.), Greater Magic Weapon, Shrink Item, Dispel Magic^, Tongues 4 lvl (3 + 1 enchantment ): Charm monster (ench)^, Polymorph Self^, Poly Other^ Dimension Door^, Otiluke's Res Sphere, Lesser Geas, ^ Indicates those normally memorized Slumber is a 2nd level version of Sleep - It affects 2d4+2 HD but has no other differences (it is Alric's own researched spell) _________________________________________________________________________ Skills : 88 + 22 (unused : 2 + 22 ) Spellcraft 11 Cross Class Skills Knowledge - Planes 11 Open Lock 2 = 1 Concentration 11 Tumble 2 = 1 Knowledge - Arcana 11 Handle An. 2 = 1 Climb 2 = 1 Knowledge - Archit. 1 Disable Dev. 2 = 1 Knowledge - Nature 4 Swim 2 = 1 Alchemy 5 Language/Terran 2 = 1 Craft - Leatherwork 1 Spot 10 = 5 Craft - Weaponsmith 1 ____ Craft - Bowyer 1 24 Scry 5 _____ 62 _________________________________________________________________________ |
GEAR Item Description Location Charges (sp) Qty. Weight Weight Outfit, traveler 1 0.0 0.0 Mithral Unicorn Medallion 1 0.2 0.2 Continual Flame Medallion - - - Ring of Chameleon - 0.1 0.1 Ring of +2 Protection - 0.1 0.1 Headband of Intellect +4 - 0.1 0.1 Amulet of Health +4 - 0.1 0.1 Bracers of Armor +4 - 0.1 0.1 Gloves - Cloak - Boots - Belt - Dagger +1 longtooth 1 2.0 2.0 Pouch, belt - component 1 2.0 2.0 Pouch, belt (misc. gear) 1 0.5 0.5 *Vial, Healing (1d8+1) 1 0.1 0.1 5.3 Linen Pouch 1 - - Silk hankerchief 1 - - Dice, wood 2 - - Chalk, 1 stick white 1 0.1 0.1 Flint & steel 1 0.1 0.1 Razor 1 0.1 0.1 Candle, tallow 5 ft. radius, 1 hour burn 1 0.1 0.1 Sling 1 0.1 0.1 0.5 5.8 ____________________________________________________________________________________ Pack Hewards Handy Halverack 1 5.0 5.0 5.0 5.0 |
Gear Within Halversack : Tin - large/double 1 0.5 0.5 Spellbook 5000.0 1 3.0 3.0 Journal, Adventure Notes, Poetry & Will 1 1.0 1.0 Clipboard - Maps and Scrolls 1 1.0 1.0 7.5 Tin of Potions 1 - - Vial, turquoise Vision (+10 to search & spot) 1 0.1 0.1 0.1 Rope, silk, per ft. 20 0.1 2.0 2.0 Linen Pouch 1 - - linen hankerchief 1 - - Flint & steel 1 0.1 0.1 Razor 1 0.1 0.1 Candle, tallow 5 ft. radius, 1 hour burn 1 0.1 0.1 Sling 1 0.1 0.1 0.4 Bedroll (with Magic Quilt*) 1 5.0 5.0 5.0 15.0 Cash/Loot - { Note: 50 coins = 1 lb } In Pack { Note: in linen pouches, 25 coins each } Platinum (worth 10 gp each) 91 0.02 2.0 Gold 10 0.02 0.2 Total Carried In Pockets/Coin Pouch (standardly carried) Gold 20 0.02 0.4 Silver 20 0.02 0.4 Copper 10 0.02 - Total Wand of True Strike (40) 1 1.0 1.0 Wand of Shield (40) 1 1.0 1.0 Wand of Sleep (40) 1 1.0 1.0 Wand of Mage Armor (40) 1 1.0 1.0 Wand of Knock (31) 1 1.0 1.0 Wand of Summon Monster II (41) 1 1.0 1.0 Wand of Lightning (4) 1 1.0 1.0 Jar of Visions (1/week) 1 1.0 1.0 Goggles of Minute Seeing - tradebait 1 - - Dust of Dryness (3) 3 - - SCROLLS : At First Level: B Hands( 9 ), Sleep( 9 ), Color Spray( 9 ), Fl Disk( 9 ), True Strike( 7 ), Mount( 9 ), Jump( 2 ), N. M/A( 2 ), N. U/A( 2 ), Hold Portal( 2 ), Identify( 2 ), M. Weapon( 2 ), Trade bait: Shield(9), Mage Armor(9), Charm Person(9), Magic Weapon(9) _________________< Disposables >_____________________________________________________ Club 1 3.0 3.0 Weapon Belt 1 0.5 0.5 Brace of 6 throwing daggers 6 1.0 6.0 Pouch 1 0.5 0.5 Vials Acid 4 0.1 0.4 10.4 Shoulder Bag 1 2.0 2.0 Torches 2 1.0 2.0 Twine, hemp, per foot 125 0.0 0.6 Flask, ceramic 1 pint capacity - empty * 2 0.3 0.6 Ration tin 1 0.5 0.5 Rations, trail, per day 1 1.0 1.0 Healing Kit 1 1.0 1.0 Sack 1 0.5 0.5 Waterskin 1 4.0 4.0 Thieves' Tools MW 1 2.0 2.0 Oil, flask 2 1.0 2.0 16.2 26.6 ______ ______ Total Personal Encumbrance - 65.8 CASH LOOT : 500 gp Trade Bait/Other/Stashed : House Cash Wand, glass "heal" (3rd level) : 0 chgs (300 gp val) 1 0.5 0.5 Tablet, ceramic mage armor 1 0.5 0.5 +1 Nunchuks - tradebait 1 2.0 2.0 +2 Shield - tradebait 2 7.0 7.0 Bowyer tools Leather working tools Spellbook (Bugbear's) : magic weapon, enlarge, alarm, comprehend lang, hold portal, identify, jump, reduce, nystals magic aura, nystuls undetectable aura, magic missile Silverware from the 'Cottage' (80gp val) Owlbear claws - 2 owlbears Fire beetle glands Vial, glass grey ooze matter Carved wooden owl Tent and Cot Cold weather clothing ____________________________________________________ New Magic Item: Quilt of Comfort - must be kept in personal possession for 1 week to work. If out of personal possession for more than 1 hour, it becomes inactive again. It acts as a half strength ring of sustenance with regard to sleep (4 hours equalling 8), and negates 1 point of cold damage per round wrapped within it (it's a warm blankie). It dries unnaturally fast and is very sturdy while seeming soft (if a bit ratty in some versions). _______________________________________________________________________________ |
History Alric is the son of a Wizard, who started his career as a sorceror. He quickly realized the error of his ways, and took up wizardry like his father. He has during his stint of adventuring died, albeit stayed only dead for a few minutes, but upon reviving sacrificed his level of sorceror altogether. Though he prefers gothic dress he is good. He professes to be Neutral good but his friends never agree - chiding him on his lawfulness. He is a meticulous record keeper and mapper, and excessively prone to charity. He does, however, have a habit of dissecting exotic kills out of scientific curiosity, something his friends find disturbing.
Journal 1 Journal 2 Journal 3 Journal 4