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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
=
10
+
+
+
+
+
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+
TOTAL
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
=
+
+
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+
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+
+
=
+
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=
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
128 gold
Languages
Description
Duensel is a well-dressed young man with dark brown hair and blue eyes. On occasion, twin sigils of light hover near his head. A holy symbol of Pelor is pinned prominently to his finely embroidered robes. He has a benevolent aura about him.
Personality
Duensel is curious and scholarly. He has difficulty expressing himself, having been sheltered for most of his life. However, he has a kind heart and is always looking out for the safety of others. Pelor exemplifies his beliefs of goodness and devotion to others.
Character Traits
TRAIT: Specialized at Craft(weaving) (+1 on this craft, -2 on others)
Character Flaws
FLAW: Noncombatant (-2 to melee atk)
Contacts / Friends
Alfred, fellow collegiate wizard. Location unknown Burgont: (ex?)member of their army
Enemies
Anhusu: at war with Burgont Norati: at war with Burgont
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=442846][B][SIZE=+1]Duensel Bloodwing[/SIZE][/B][/URL] M NG Human, Illumian (Races of Destiny) Focused Specialist Transmuter (Complete Mage), [B]Level[/B] 4, [B]Init[/B] +1, [B]HP[/B] 22/22, [B]Speed[/B] 30 [B]AC[/B] 14, [B]Touch[/B] 14, [B]Flat-footed[/B] 13, [B]Fort[/B] +3, [B]Ref[/B] +2, [B]Will[/B] +5, [B]Base Attack Bonus[/B] 2 [B] Quarterstaff [/B] 1 (1d8-1, ) [B]10 bolts Light Crossbow [/B] 4 (1d8, ) (+3 Armor, +1 Dex) [B]Abilities[/B] Str 13, Dex 12, Con 15, Int 19, Wis 13, Cha 12 [B]Condition[/B] None
Condition and Effects
Additional Information
Other Notes
[
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This character intends to enter War Weaver (Heroes of Battle). Background: Duensel grew up in Zevah, the capital of Burgont. He was the son of weavers. The family made a decent living in the city and expected him to continue their trade. However, Duensel was sickly as a child and mostly stayed indoors, reading. One day, as Duensel decided to attempt a magical ritual to create fire. The experiment worked, but... in his success, he managed to ignite several carpets his parents had intended to sell. He and his parents were caught in the fire, but were saved by the nearby priests of Pelor. Their wounds were life-threatening were nothing in the face of Pelor's touch. Despite the near-death experience, Duensel's curiosity was undeterred. The event had shown him a new way to live. Pelor, the Shining One, god of Protection, Healing, and all that is Good exemplified everything that Duensel wanted to be. While he quickly determined that he had little expertise in divine magic, he continued to demonstrate a raw talent for the arcane. Thus, his parents gladly sent him to the wizard college in Zevah, Wizard Hall. It was Duensel's first time away from home, so he had a lot of difficulty adjusting to his new life. He barely had time to attend the weekly prayer, for Wizard Hall worked them very hard. The academy taught more than just magic; it taught tactics and military strategy. If there was one thing he was glad for, it was a friend, Alfred, who kept him company during his training. Alfred felt he was a bit too devoted in his worship of Pelor (a soft option when Boccob was the god of magic), but Duensel persisted. His dedication paid off; he could cast the simplest of cure spells. The Anhusu invasion of Thaill shocked everyone. Despite their hatred for all things arcane, Duensel felt little ill-will to its people. And with Thaill's plea for help, it appeared that war was imminent. The Burgont troops were indeed able to push back and save Thaill from the brink of annihilation in the coming years, and Duensel fully expected to join them. Instead, after graduation, he and Alfred found themselves sailing directly to the heart of Anhusu. Many warships set sail in order to launch a surprise attack on Ishoy. The enemy capital was far-removed from the front lines of the battlefield, so it was reasonable to assume it would catch them off-guard. Duensel supported the plan, for taking the head of the enemy would bring a swift end to the war and the suffering associated with it. However..., it was out of Burgont's calculations that the devious Norati would assault them at sea. Their ships were sunk, and many drowned in the sea. Duensel was luckier. Clinging to the wreckage, he was washed ashore to the Association of Adventurers where he was saved by some guild members. Duensel was shocked from the horrific destruction and death he had witnessed. He was able to relay information about the Norati attack to the guild but otherwise stayed in his room alone, brooding and in prayer. He was eventually enlightened with the wisdom of Pelor; Duensel decided that he wanted to end the suffering caused by the war. The epiphany left him marked with the sigils of Mind (Naen) and Magic (Krau). It would take a strong will to achieve his dream. With no place left to go until the war ended, Duensel asked whether he could join the Association of Adventurers. It was an unusual situation, but he was allowed to demonstrate his abilities. The standard wizard display drew little enthusiasm from the guild, but the kicker that secured his invitation was his ability to cast healing spells. In the end, Duensel's kind heart and selflessness set him apart from other mages. The guild would not regret taking him in as one of their own. Duensel has barely had time to adjust to life in the guild when the adventure begins... =================== Sources Complete Arcane: Collegiate Wizard feat Complete Champion: Sun Disk of Pelor (masterwork holy symbol) Complete Divine: Arcane Disciple Complete Mage: Focused Specialist, Quill of Scribing item Heroes of Battle: not used yet, but I intend to use War Weaver Magic Item Compendium: some items Player's Handbook Races of Destiny: Illumian, but flavored as a human devoted to and marked by Pelor Spell Compendium: Some spells =================== Spellbook Lvl 0 (many) Lvl 1 (6+4, +4) Benign Transposition Comprehend Languages Cure Light Wounds Endure Elements Identify Protection From Evil Scholar's Touch (Races of Destiny) Spontaneous Search Unseen Servant Enlarge Person Expeditious Retreat, Swift Feather Fall Nerveskitter Ray of Clumsiness Lvl 2 (4, 4) Chain of Eyes Cure Moderate Wounds Glitterdust Invisibility Bull's Strength Heroics Pyrotechnics Quick Potion