Realms Beyond - Hammer of Glory Campaign
Dungeons & Dragons 3.5 Edition
Character Played by John Osborne; 3,365 GEMs
4 Active Game Sessions, Created on 03/15/2005
Name: Welby Goodbarrel Alignment: Lawful Good
Male Half-Celestial Lightfoot Halfling Small Outsider (Native)
Character Level: 17 XP: 146,400
Classes: Fighter 4, Holy Monk 2, Marshal 1, Paladin of Honor 2, Sorcerer 14
Prestige Classes: Archmage 3
Ability Base Race Age Inherent Level Magic Temp Total Mod Conditions
STR: 16 +2 +0 +0 +0 +0   18 / ____ +4 / ____ Fatigued Nauseated
DEX: 14 +4 +0 +0 +0 +4   22 / ____ +6 / ____ Exhausted Sickened
CON: 16 +4 +0 +0 +0 +6   26 / ____ +8 / ____ Blinded Shaken
INT: 15 +2 +0 +0 +1 +0   18 / ____ +4 / ____ Deafened Staggered
WIS: 14 +4 +0 +0 +0 +0   18 / ____ +4 / ____ Dazed Stunned
CHA: 17 +4 +0 +0 +4 +6   31 / ____ +10 / ____ Entangled Panicked
LUCK: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____
Uses        
Armor Class: 37
  touch 33     flat-footed 31

(+1 size, +6 Dex, +10 Cha, +1 monk, +1 natural, +3 bracers of armor, +5 ring of protection)

BAB: +13/+8/+3
Grapple: +13
Space/Reach: 5 ft./5 ft.
Speed: 30 ft. (6 squares), fly 40 ft. (good)
Craft Points: 15,300

Languages: Celestial, Chondathan, Common, Dwarven, Elven, Halfling, Infernal

Lives Remaining: 9

Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +10 +8 +0 +11 +29 / ____ Attack Rolls: Damage Rolls:
Reflex +5 +6 +0 +11 +22 / ____ Ability Checks: Skill Checks:
Will +10 +4 +0 +11 +25 / ____ Saving Throws: Negative Levels:
Hit Dice: 8d4+64 plus 3d8+24 plus 6d10+48 (252 hp) 189 126 63 Initiative Modifier: +10 (+6 Dex, +4 Improved Initiative)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Range Type
unarmed strike +18 n/a +18/+13/+8 1d6+4 20/x2 Bludgeoning
             
+2 Small keen enfeebling silver dagger +20 n/a +20/+15/+10 1d3+5 17-20/x2 plus 1d6+2 Str 10 ft. Piercing or slashing
             
Spell/Effect            
Duration            
Caster            
 Feats: Armor Proficiency (all), Combat Casting, Dodge, Easy Metamagic (Maximize Spell), Empower Spell, Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency (all), Maximize Spell, Point Blank Shot, Precise Shot, Quicken Spell x2, Shield Proficiency (all), Single Weapon Proficiency (all), Skill Focus (Diplomacy), Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Transmutation)
 Skills: Appraise +4 (+4 Int, 0 ranks), Balance +6 (+6 Dex, 0 ranks), Bluff +20 (+10 Cha, 10 ranks), Climb +8 (+4 Str, 2 ranks, +2 racial), Concentration +18 (+8 Con, 10 ranks), Craft (jewelry) +14 (+4 Int, 10 ranks), Diplomacy +15 (+10 Cha, 0 ranks, +3 Skill Focus, +2 synergy from Bluff), Disguise +10 (+12 acting) (+10 Cha, 0 ranks), Escape Artist +6 (+6 Dex, 0 ranks), Forgery +4 (+4 Int, 0 ranks), Gather Information +10 (+10 Cha, 0 ranks), Handle Animal +14 (+10 Cha, 4 ranks), Heal +12 (+4 Wis, 8 ranks), Hide +10 (+6 Dex, 0 ranks, +4 size), Intimidate +19 (+10 Cha, 7 ranks, +2 synergy from Bluff), Jump +13 (+4 Str, 2 ranks, +2 racial, +5 boots of striding and springing), Knowledge (arcana) +22 (+4 Int, 18 ranks), Listen +8 (+4 Wis, 2 ranks, +2 racial), Move Silently +27 (+6 Dex, 4 ranks, +2 racial, +15 odori of greater stealth), Perform (mandolin) +11 (+10 Cha, 1 ranks), Profession (bartender) +11 (+4 Wis, 7 ranks), Ride +11 (+6 Dex, 5 ranks), Search +4 (+4 Int, 0 ranks), Sense Motive +4 (+4 Wis, 0 ranks), Spellcraft +27 (+4 Int, 18 ranks, +3 Skill Focus, +2 synergy from Knowledge [arcana]), Spot +17 (+4 Wis, 8 ranks, +5 eyes of the eagle), Survival +4 (+4 Wis, 0 ranks), Swim +6 (+4 Str, 2 ranks), Tumble +12 (+6 Dex, 6 ranks), Use Rope +6 (+6 Dex, 0 ranks)

Damage Reduction: 10/magic
Immunities: Disease
Resistances:
Acid: 10
Cold: 10
Electricity: 10
Spell Resistance: 27
 Special Attacks/Qualities:
Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack.
Half-Celestial Traits: Darkvision 60 ft.; +4 racial bonus on Fortitude saves against poison.
Holy Monk Abilities: Psalms and hymns; Swift action, affects all allies (and himself) within 60 ft., lost if dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard.
Hymns (Su): Add +1 circumstance bonus to specified rolls.
  • Holy Defense: Bonus to Armor Class.
    Lightfoot Halfling Traits: +2 morale bonus on saving throws against fear; +1 racial bonus on attack rolls with thrown weapons and slings.
    Marshal Abilities: Minor auras; Swift action, affects all allies (and himself) within 60 ft., lost if dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard.
    Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell's casting time is unaffected. The caster decides whether to alter the spell's energy type and chooses the new energy type when he begins casting.
    Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
    Minor Auras (Ex): Adds character's Charisma modifier to specified rolls.
  • Accurate Strike: Bonus on rolls made to confirm critical hits.
    Paladin of Honor Abilities: Aura of good; detect evil at will; divine grace; lay on hands (20 hp/day).
    Paladin Smite Evil (Su): 1/day—Make a normal melee attack with +10 attack and +2 damage.
    Psalms (Su): Adds character's Charisma modifier to specified rolls.
  • Blessed Caster: Bonus on rolls to overcome spell resistance.
    Smite Evil (Su): 1/day—A half-celestial can make a normal melee attack to deal +17 extra damage against an evil foe.
    Spell-like Abilities: At will—daylight, detect evil; 3/day—holy aura (DC 28), protection from evil; 1/day—aid, bless, cure serious wounds (DC 23), dispel evil (DC 25), hallow, holy smite (DC 24), holy word (DC 27), mass charm person (DC 28), neutralize poison (DC 24), remove disease, summon monster IX (celestials only). Caster level 17th.
  •  Sorcerer Bloodline: Celestial
     Archmage Sorcerer Spells Known (6/9/9/8/8/8/7/6/4; DC 20 + spell level; DC 21 + spell level for Evocation and Transmutation school spells; caster level 17th): 0-level—detect magic, detect poison, dirtwall, fermentation, light, mage hand, message, open/close, prestidigitation, touch of fatigue. 1st—endure elements, magic missile, protection from evil*, ray of enfeeblement, shield, true strike. 2nd—daylight*, knock, resist energy, scorching ray, touch of idiocy, web. 3rd—bestow curse, dispel magic, magic circle against evil*, slow, wind wall. 4th—dimension door, gird the warrior, greater invisibility, lower spell resistance, rainbow pattern*. 5th—break enchantment, cloudkill, dismissal*, fleshshiver, quintelemental blast. 6th—disintegrate, globe of invulnerability, guards and wards*, repulsion. 7th—Alandra's firerings, greater teleport, sequester*, spell turning. 8th—clenched fist, irresistible dance, sunburst*. * bloodline spell.

    Evocation spell.
    Transmutation spell.

    Magical Items: +6 amulet of health (36,000 gp), +3 bracers of armor (9,000 gp), boots of striding and springing (5,500 gp), +6 cloak of charisma (36,000 gp), eyes of the eagle (2,500 gp), figurines of wondrous power—ivory goats (21,000 gp), +4 gloves of dexterity (16,000 gp), greater silent rod (24,500 gp), monk's belt (13,000 gp), odori of greater stealth (22,500 gp), ring of counterspells (disintegrate) (4,000 gp), +5 ring of protection (50,000 gp), +2 Small keen enfeebling silver dagger (32,322 gp).

    Potions: elixir of greater replenishment (heals 3d8+11 hit points and restores 5 spell levels) (3,850 gp), lemon of haste (CL 5; 5 rnds; 750 ch'ao), 4 potions of cure serious wounds (CL 5; 3d8+5 hit points) (750 gp)

    Scrolls: arcane scrolllevitate and protection from arrows (CL 3rd) (300 gp), scroll—time stop (CL 17; 1d4+1 rounds) (3,825 gp)

    Nonmagical Items: Backpack, bedroll, belt pouch, 5 candles, common mandolin, flint and steel, grappling hook, hammer, iron pot, map/scroll case, masterwork potion belt, monk's outfit, peasant's outfit, 5 pitons, 2 sacks, silk rope (50 feet), silver holy symbol of Mystra, small steel mirror, spell component pouch, sunrod, 3 tindertwigs, 5 torches, trail rations (4 days), vial of antitoxin, waterskin, whetstone.

    Biographical Information
     Height: 3 ft. 1 in.; Weight: 35 lb.; Age: 42; Hair: Blonde; Eyes: Blue
     Patron Deity: Mystra; Homeland: Dalelands; Heritage: 50% Lightfoot Halfling, 50% Celestial
     Carrying Capacity: light load— up to 0 lbs.; medium load— 0-0 lbs.; heavy load— 0-0 lbs.; drag— 0 lbs.

     Platinum (pp): 0, Gold (gp): 10,692, Silver (sp): 0, Copper (cp): 0

    Character Level Record
    Half-Celestial Half-Celestial Half-Celestial Half-Celestial Half-Celestial Half-Celestial Half-Celestial Half-Celestial Fighter Marshal
    Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer
     
    Paladin of Honor Paladin of Honor Fighter Fighter Fighter Holy Monk Holy Monk      
    Sorcerer Sorcerer Sorcerer Sorcerer Archmage Archmage Archmage      

    Spellcasting Record
    0-level: 2 1st: 4 2nd: 2 3rd:   4th: 5
    5th: 7 6th: 2 7th:   8th: 3 9th:  

    Empower Spell:      
    Maximize Spell:      
    Quicken Spell:      
         

     Picture:

     Character Background: The Goodbarrel clan has a long history of traveling to any location that offers opportunity. They have always had a real knack for opening successful pubs or watering holes if you will. Most in the clan were either bartending or waiting on patrons at a very young age. By the time they reach adolescence most play some type of instrument, sing or at the very least tell a great story. The ability to offer a wide variety of entertainment and serving outstanding ale endears them to most any place they go.
    The clan has also had its share of adventurers. You don't have to work in a pub too long before you start hearing stories of gold, glory and adventure. Most leave for a year or so and come back with exciting stories that have been passed down through the generations. A rare few have brought exotic weapons, strange magical items or even hides of unique animals. No one brought back anything stranger than Milo Goodbarrel.
    Milo left for an adventure and was gone some 5 years. He was sorely missed because he told funny jokes and played a great mandolin. When he finally returned he brought with him a son. The story is Milo fell in love with a celestial and they wed. Soon after, his wife bore him a child named Welby. Due to complications at birth, Welby's mother died a week after bringing him into this world.
    After a couple of years of trying to raise Welby on his own he decided he would rejoin his clan. He was greeted warmly but everyone couldn't get over the sight of this child. He was striking to look at but he had these very small wings and strange eyes. No matter, he was a Goodbarrel and when he was old enough he was serving ale like any other boy his age would do.
    Welby soon realized he had an inner power few if any in his clan had. He could manipulate things with his mind. He started using this power to earn extra tips in the tavern and he was a real fan favorite. He could make glasses float in the air or shoot off fireworks at will. Welby continued his success in the family business until he reached the status of bartender. He loved this position. All the information one could want was obtainable at a bar. People for some reason trust their bartenders and soon Welby too started hearing stories of adventurers.
    He continued to develop his magic and soon could do amazing things. It was only a matter of time before an adventuring opportunity came along he could not refuse. He took this adventure and has not stopped since. When not adventuring he bartends or plays music at a local tavern in order to gather information about any exciting opportunities that may come available.
     Slain Enemy Record: 1 Half-Green Dragon Horned Devil Figher/Marshal, 1 Steel-Clad Legionnaire Munifex I