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,
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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)
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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
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62
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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
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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
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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).
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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