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Father Amarandé - Half-elf Magic-User/Cleric


Arbuthnott

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Name: Amarandé

1.jpg.dc33af06716ec74e822c8dffc0c0d1a8.jpg

Class: Magic User 2 / Cleric of Mystra 3

Stats: Str: 9; Dex: 12; Con: 10; Int: 16; Wis: 16; Cha: 13

Details: Half-elf (Sun), Male, Middle Aged, CG, 63 years old

XP: Magic User: 3,742 / 5,000; Cleric: 3,742 / 6,000

HP: 8/12 THAC0: 20 AC: 6 (10)

Saves: Paralyze/Poison/Death: 10; Rod/Staff/Wand: 11; Petrification/Polymorph: 13; Breath: 15; Spell: 12; +2 Magical Defense Adjustment

Abilities: Turn Undead; +2 saves vs magic; Function in both magic-dead and wild-magic zones; Detect Magic 1/day; Spellcraft bonus

Languages: Common, Illuskan, Midani (Uloushinn), Elven, Sylvan, Draconic

Current Effects: Armour (until dispelled; 5/9 hp); Sacred Guardian: Myself (until sundown tonight)

 

Bio:

Born of the fleeting union between Sylaria of Evermeet and the Archwizard Gondorlin of Everlund, I spent my first six years in an idyllic paradise, full of magic, beauty and splendor. Truly, nothing comes close to the joy of Evermeet, where the elves' long years allows for perfection in even the smallest of details. It also takes them a long time to reach decisions, which was the only reason I wasn't expelled the moment I was born; half-elves don't belong at Evermeet, you see? There's nothing perfect in the blight that is my heritage.

Sent to live with my father, I found little peace in Everlund, so full of bustle and corruption. As a powerful enforcer, my father had little time for me back then, and I admit to making things harder for him with my constant comparisons and nitpicking. He could have been a good father, had I given him the chance, but back then he just seemed too... well, human. He had magic, which was one of the few things that interested me, but I only ever saw those lessons as a way to connect him to my mother rather than to appreciate him in his own right. He sent me to study in Silverymoon; I think he was trying to introduce me to more half-elves, show me that I'm not alone, but back then all I saw was another parent telling me to leave.

Looking back on my time at the temple of Mystra, I was a rebellious youth. I spent more than my fair share of nights in the local jail; not for any serious crimes, but pure delinquency and boredom. It took me many years to understand what the priests were trying to show me, to understand the things my father told me, but of course I am part elf; I move too slowly for humans, and by the time I came to appreciate him, my father had already succumbed to old age. Now, magic is all I have left of either of them, although it is so much more than that. Alustriel once gave a demonstration to us initiates of the might of Mystra, of her love and care. I will never speak of that day, but neither age nor experience shall ever take those memories from me.

Upon graduating, I was encouraged to continue my education through experience, to bring Mystra to the lands even as I learn more of her domain. Unlike most of my fellows, I decided to travel east through the Anauroch, spending time with various Bedine tribes before moving south towards Cormyr and the Dalelands. I have made a name for myself among the less fortunate folk, giving freely of the blessings my goddess provides, and more recently I was picked up by a group of adventurers to lend aid in their endeavours. And now, we're on our way to meet Lheo, and perhaps Elminster himself! Things really are starting to come together quite nicely.

Edited by Arbuthnott (see edit history)
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Stats:

To Hit Bonus: 0
Damage Bonus: 0
Weight Allowance: 35
Max Press: 90
Open Doors: 5
Bend Bars: 1%
Lift Gates: 1%

Reaction Adjustment (surprise): 0
Missile To Hit Bonus: 0
AC Bonus: 0

HP Bonus: 0
System Shock: 70%
Resurrection Survival: 75%
Poison Save: 0
Regeneration: N/A

Bonus Languages: 5
Max Spell Level (MU): 8th
Chance to Learn Spell (MU): 70%
Max # of Spells/Level (MU): 11
Spell Immunity: N/A

Magical Defense Adjustment: +2
Bonus Spells (Cleric): 2x 1st, 2x 2nd
Chance of Spell Failure (Cleric): 0
Spell Immunity: N/A

Max # of Henchmen: 5
Loyalty Base: 0
Reaction Adjustment (Social): +1

Edited by Arbuthnott (see edit history)
Name
Ability Scores
11,13,10,15,15,12
repeat(drop(4d6,lowest),6) 2,2,4,5,1,2,5,6,1,3,3,4,3,5,5,5,2,4,5,6,1,2,4,6
Hit Points (MU2)
1
1d4 1
Hit Points (C2)
4
1d8 4
Starting Funds
50
3d6*10 2,1,2
Magic User Spells
10
3d4 3,3,4
Learn: Armour
12
1d100 12
Learn: Featherfall
22
1d100 22
Learn: Magic Missile
4
1d100 4
Learn: Mending
54
1d100 54
Learn: Mount
100
1d100 100
Learn: Shield
21
1d100 21
Learn: Sleep
64
1d100 64
Learn: Unseen Servant
41
1d100 41
Learn: Enlarge
30
1d100 30
2nd level re:Learn:Mount
4
1d100 4
Horse Traits: Amadeus
8
1d10 8
Horse Traits: Bolo
3
1d10 3
Amadeus HP
4
2d8 3,1
Amadeus HP (max 1st HD)
13
1d8+8 5
Bolo HP (max 1st HD)
18
2d8+8 6,4
Korlar HP (Max 1st HD)
13
1d8+8+2 3
Snicker HP (Max 1st HD)
16
1d8+8+2 6
Pike HP (Max 1st HD)
18
1d8+8+2 8
1st HD for everyone
4,5,4,8,5
repeat(1d10,5) 4,5,4,8,5
Hit Points (C3)
3.5
1d8/2 7
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Equipment:

Weight of Amarandé: 115 lbs
Weight carried: 20 lbs
Weight carried by Amadeus: 48 lbs
Weight carried by Bolo: 186 lbs

In Hand:
-Quarterstaff

On Body
-Common Robe
-Good Cloth Cloak
-Riders of Mistledale pin
-Skull cap helmet
-Soft Boots

Underbelt
-Money Pouch:
Silver 2; Copper: 2
-Pouch: Chalk x2, Potion of Healing, Chunk of Magical Basalt
-Smoking Pipe

Overbelt
-Sling
-Bullet Pouch: Bullets x20
-Small Pouch of Flour
-Small Pouch of Marbles x2

Backpack
-Book: The Art of Weaponcrafting
-Holy Spellbook [Detect Magic; Read Magic; ...]
-Scrollcase: Sheet of Parchment x3; Copy of Map of Daggerdale region; Copy of Bandit Note; Transcription of Featherfall
-Scrollcase, Bone: Map of Daggerdale region
-Vial of ink, half full

Light Warhorse named 'Amadeus'
-HP: 9; Trait: Bucks; Full speed: 170 lbs; Movement Rate: 24; Grey Mare
-Bit and Bridle
-Horseshoes (full set)
-Riding Saddle

Riding Horse named 'Bolo'
-HP: 15; Trait: Steps on Feet; Full Speed: 180 lbs; Movement Rate: 24; Chestnut Stallion
-Bit and Bridle
-Horseshoes (full set)
-Pack Saddle
-Saddle Bags, Large

Bolo's Pack Saddle
-Cloth, Common 10 sq. yds x2: Short Sword x6; Short Bow x6; Dagger x12
-Dry Rations x16
-Iron Pot x2
-Knife
-Quiver of 12 Flight Arrows x3
-Rope, Silk 50 ft.
-Tent, small
-Wineskin x4 (2x water, 2x empty)
-Wooden Bowl x8
-Wooden Ladle

Bolo's Large Saddle Bags
-Box of Salt, herbs and uncommon spices
-Grain and Stabling x32
-Sack of Flour
-Salted Herring x13
-Salted Lamb Steak x12
-Salted Pork Steak x11
-Smoked Ham x9
-Tobacco
-Wineskin (water)

Pack of War Hounds named Korlar, Snicker and Pike
-Korlar: HP: 9; Trait: Big ol' softy; THAC0: 19; 2d4 dmg 1/rd; AC: 6; Movement Rate: 12; Large Black Mastiff; Male
-Snicker: HP: 16; Trait: Energetic; THAC0: 19; 2d4 dmg 1/rd; AC: 6; Movement Rate: 12; Copper Greyhound; Male
-Pike: HP: 15; Trait: Snappy; THAC0: 19; 2d4 dmg 1/rd; AC: 6; Movement Rate: 12; Black and Gray Border Collie; Female

Edited by Arbuthnott (see edit history)
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Cleric Spells:

Major Spheres: All, Astral, Charm, Combat, Creation, Divination, Elemental, Guardian, Healing, Necromantic, Numbers, Protection, Summoning, Thought, Travelers, War, Wards

Minor Spheres: Animal, Chaos, Law, Plant, Sun, Weather

Spell Slots: 4 x 1st level, 3 x 2nd level

1st level:
-Analyze Balance
-Animal Friendship
-Anti-Vermin Barrier
-Bless [X]
-Call Upon Faith
-Combine
-Command
-Courage
-Create Water
-Cure Light Wounds [ ]
-Detect Evil
-Detect Magic
-Detect Poison
-Detect Snares and Pits
-Emotion Read
-Endure Heat/Cold
-Entangle
-Faerie Fire [X]
-Invisibility to Animals
-Invisibility to Undead
-Know Age
-Know Direction
-Know Time
-Light
-Locate Animals or Plants
-Log of Everburning
-Magical Stone
-Mistaken Missives
-Morale
-Pass Without Trace
-Personal Reading
-Protection from Evil
-Purify Food and Drink
-Remove Fear
-Ring of Hands (combine)
-Sacred Guardian [ ]
-Sanctuary
-Shillelagh
-Speak with Astral Traveler
-Thought Capture
-Weighty Chest

2nd level:
-Aid [ ]
-Augury
-Aura of Comfort
-Barkskin
-Calm Chaos
-Chant
-Charm Person or Mammal
-Create Holy Symbol
-Detect Charm
-Dissension's Feast
-Draw Upon Holy Might
-Dust Devil
-Emotion Perception
-Enthrall
-Find Traps
-Fire Trap
-Flame Blade
-Frisky Chest
-Goodberry
-Heat Metal
-Hesitation
-Hold Person
-Idea
-Know Alignment
-Lighten Load
-Messenger
-Mind Read
-Moment [ ]
-Music of the Spheres
-Mystic Transfer
-Nap
-Obscurement
-Produce Flame
-Rally
-Resist Fire/Cold
-Sanctify
-Silence, 15' Radius [ ]
-Slow Poison
-Snake Charm
-Speak With Animals
-Spiritual Hammer
-Trip
-Warp Wood
-Withdraw
-Wyvern Watch
-Zone of Truth

 

Magic User Spells:

Spell slots: 2 x 1st level

Max Spells Known: 1st: 11/11

Spells Learned:
1st level:
-Armour
-Enlarge
-Featherfall [ ]
-Magic Missile
-Mending
-Mount
-Read Magic
-Shield
-Sleep [ ]
-Transcribe
-Unseen Servant

Spellbook
1st level:
-Armour
-Detect Magic
-Enlarge
-Featherfall
-Magic Missile
-Mending
-Mount
-Read Magic
-Shield
-Sleep
-Transcribe
-Unseen Servant

Edited by Arbuthnott (see edit history)
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Spell Research:

Magic User:

Transcribe:
1st level transmutation
Range: 5 ft.
Components: S, M (enough parchment and ink to complete the transcription)
Duration: 1 round/level
Casting Time: 3
Area of Effect: The material components designated
Saving Throw: N/A

When cast, the spellcaster can put their thoughts to paper without lifting a finger, causing words and pictures to appear upon the blank page remotely at the speed of thought. This is of course a feat of concentration on the spellcaster's part; if the caster attempts to transcribe external information, such as reading a book or listening to a conversation, or else suffer any distraction then they must make a successful intelligence check to retain their focus throughout. On a failure, the caster's thoughts wander, causing the transcription to smudge, and they must make a save vs spell or take 1d4 damage +1/level of the spellcaster. Due to the concentration required to enact this spell, the average spellcaster can transcribe from a written source at a rate of a single page per round.

This spell will not function with more costly material components; due to this, it is impossible to make functional scrolls or spellbook-quality transcriptions through use of this spell. However, it is possible to use the product of this spell as a template for later transcription using the necessary time and resources; recreating a spell in this way is harder than it would be from a properly written source, and thus requires an intelligence check to correctly recreate the spell.

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