Forgotten Realms - Age of Worms Adventure Path
Dungeons & Dragons 3.5 Edition
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Played by Shane Bradley; 0 GEMs
4 Games Played, Created 08/11/2006
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Name Vichand Droverson |
Alignment Chaotic Neutral (Evil tendencies) |
Male Human |
Medium Humanoid (Human) |
Character Level 3 |
Last Played September 7, 2006 |
Classes Mage Blade 3 |
Craft Points 600 |
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Hit Dice 3d8+6 |
100% |
75% |
50% |
25% |
Initiative Modifier +2 (+2 Dex) |
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30 |
22 |
15 |
7 |
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Size |
Dex |
Natural |
Armor |
Helm |
Shield |
Deflection |
Dodge |
Morale |
Circumstance |
Other |
AC |
Touch |
Flat-Footed |
+0 |
+2 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
12 |
12 |
10 |
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Ability |
Base |
Race |
Age |
Inherent |
Level |
Magic |
Total |
Mod |
STR |
14 |
+0 |
+0 |
+0 |
+0 |
+0 |
14 |
+2 |
DEX |
14 |
+0 |
+0 |
+0 |
+0 |
+0 |
14 |
+2 |
CON |
14 |
+0 |
+0 |
+0 |
+1 |
+0 |
15 |
+2 |
INT |
13 |
+0 |
+0 |
+0 |
+0 |
+0 |
13 |
+1 |
WIS |
13 |
+0 |
+0 |
+0 |
+0 |
+0 |
13 |
+1 |
CHA |
15 |
+1 |
+0 |
+0 |
+0 |
+0 |
16 |
+3 |
LUCK |
12 |
+0 |
+0 |
+0 |
+0 |
+0 |
12 |
+1 |
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BAB +2
melee touch +4
ranged touch +4
Grapple +4; Bull Rush +2
Space/Reach 5 ft./5 ft.
Speed 30 ft. (6 squares)
Senses Listen +1; Spot +2
Lives Remaining 8
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Saves |
Base |
Ability |
Magic |
Misc |
Total |
Special |
Fortitude |
+1 |
+2 |
+0 |
+0 |
+3 |
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Reflex |
+1 |
+2 |
+0 |
+0 |
+3 |
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Will |
+1 |
+1 |
+0 |
+0 |
+2 |
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Weapon |
Atk |
Full Atk |
Dmg |
Crit |
Type |
unarmed strike |
melee |
+4 |
+4 |
1d3+2 nonlethal |
20/x2 |
B |
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Spell/Effect |
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Duration |
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Caster/Level |
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Languages Auran, Chondathan, Common, Thorass
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Feats
Armor Proficiency (light),
Armor Proficiency (medium),
Martial Weapon Proficiency (all),
Modify Spell,
Shield Proficiency (all),
Simple Weapon Proficiency (all),
Weapon Focus (greatsword)
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Skills
Appraise +1 (+1 Int, 0 ranks),
Balance +2 (+2 Dex, 0 ranks),
Bluff +3 (+3 Cha, 0 ranks),
Climb +2 (+2 Str, 0 ranks),
Concentration +4 (+2 Con, 1 ranks, +1 racial),
Diplomacy +4 (+3 Cha, 1 ranks),
Disguise +3 (+3 Cha, 0 ranks),
Escape Artist +2 (+2 Dex, 0 ranks),
Forgery +1 (+1 Int, 0 ranks),
Gather Information +3 (+3 Cha, 0 ranks),
Heal +5 (+1 Wis, 3 cross-class ranks, +1 racial),
Intimidate +9 (+3 Cha, 6 ranks),
Jump +2 (+2 Str, 0 ranks),
Knowledge (arcana) +3 (+1 Int, 2 ranks),
Knowledge (religion) +5 (+1 Int, 3 ranks, +1 racial),
Listen +1 (+1 Wis, 0 ranks),
Ride +2 (+2 Dex, 0 ranks),
Search +1 (+1 Int, 0 ranks),
Sense Motive +1 (+1 Wis, 0 ranks),
Sneak +2 (+2 Dex, 0 ranks),
Spellcraft +6 (+1 Int, 5 ranks),
Spot +2 (+1 Wis, 0 ranks),
Survival +0 (+1 Wis, 0 ranks),
Swim +2 (+2 Str, 0 ranks),
Use Rope +2 (+2 Dex, 0 ranks)
Armor Check Penalty -0; Swim Check Penalty -0
Permanent Class Skills Knowledge (localDaggerford), Knowledge (religion)
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Spellcasting and Spell-Like Abilities |
Mage Blade Eldritch Spells Per Day (0-level 2; 1st 3;)
- DC to Resist 13 + spell level
- Recovers Spells Dawn; Requires 8 Hours Rest Yes
- Caster Level 3rd; Overcome Spell Resistance d20+3; Primary Ability Score Charisma
Eldritch Spells Readied (0-level 3; 1st 3;)
0-levelbash, detect magic, ghost sound.
1stacrobatics, mudball, veil of darkness.
Spellcasting Record |
0-level: |
5 |
1st: |
5 |
2nd: |
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3rd: |
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4th: |
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5th: |
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6th: |
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7th: |
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8th: |
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9th: |
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Special Attacks & Qualities |
Athame (Su): The mage blade selects a bladed weapon that she is proficient with and performs a daylong ceremony to make it her key weapon, also called an "athame." A mage blade can have only one athame, and the athame must be a physical weapon (not the creation of a spell), although it can be enhanced with magic. The athame gains a +1 enhancement bonus, which functions only in the mage blade's hands. At 4th level, and every four mage blade levels afterward, this bonus increases by +1 (maximum +5), The weapon does not have to be masterwork to use it as an athame, but if the mage blade ever wants to enhance it with weapon special abilities, such as keen or dancing, it must be masterwork. This ability provides enough of an enhancement bonus to give the blade special abilities without first giving it at least a +1 enhancement bonus using the normal item creation rules.
The athame gains a small modicum of sentience in the ceremony. It has a very basic empathic link with the mage blade, so the character always knows where the weapon is (distance and direction). The athame serves as a special focus for all the mage blade's spells. As long as it remains in her hands, her spells have no somatic components. A mage blade can create a new athame by performing the ceremony again, but this results in the destruction of the previous athame, if it still exists.
Net (Item): A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).
A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
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Equipment & Possessions |
Magical Items None
Potions None
Mounts None
Nonmagical Items None
Platinum (pp) 0, Gold (gp) 0, Silver (sp) 0, Copper (cp) 0
Other Wealth None
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Biographical Information |
Height 5 ft. 10 in.; Weight 185 lb.; Age 23; Hair Black; Eyes Blue
Patron Deity Tempus; Homeland Daggerford; Heritage 100% Human; Background Daggerford Acolyte
Character History
Vichand Droverson grew up the son of a caravan driver. At an early age Vichand's father noticed his son taking a liking to the tales of the caravan guards, and eventually brought his son to the temple of Tempus in Daggerford for training. The Droverson family, while not always being a very ruly bunch, had a deep affection for the Duke and felt that it would be a honor to have their son work as a guard for the town ruler. All was well until 1372, when the duke and his family were murdered. Vichand, 21 at the time, lost interest in working for the government and began to turn his time to discovering new gold, new drink, and women of little virtue. Vichand has trained in both Eldrich spell-casting and proper sword fighting allowing him to be a formidable Mage Blade.
Character Level Record |
Mage Blade |
Mage Blade |
Mage Blade |
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Slain Enemy Record
2 Tiefling Guards
Adventures
AoW-001: The Whispering Cairn (by Erik Mona)
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