John Me (aka John Whorfin, John Aiwendil, Kelekolio, et. al.)
(played by Mike Alterio)

Last updated: 28 September 2002

Race: Half-Elf
Age: 21
Height: 5 ft 2 in
Weight: 113 lbs
Hair: dark brown
Eyes: green
Gender: Male

Class: Clr 3 / Rgr 1 / Rog 2 / Wiz 2
(character level 8)
experience points:28,000
xp needed:36,000

Alignment: chaotic good

Hit points: 57
(8+9+10+4+5+7+8+(d4+2))
Move: 30 feet

Armor class: 14
(base AC10 +4 dex;
+4 with buckler
+7 with shield spell)

BAB: +5
(+1 ranger, +2 cleric, +1 rogue, +1 wizard)
Initiative: +4

+1 Eternal Gold Throwing Ax
only attack: +10
(+5 BAB, +4 finesse, +1 enhance)
damage: 1d6+2
(+1 strength, +1 enhance)

+1 Eternal Gold Throwing Ax
primary attack: +8
(+5 BAB, -2 two wpn, +4 finesse, +1 enhance)
damage: 1d6+2
(+1 strength, +1 enhance)

Mithral Masterwork Throwing Ax
secondary attack: +7
(+5 BAB, -2 two wpn, +4 finesse,
+1 masterwork, -1 buckler)

damage: 1d6

Mighty Comp. Longbow
ranged attack: +10
(+5 BAB, +4 dex, +1 masterwork arrows)
damage: 1d8+1
(+1 strength)

ABILITY SCORES

Str: 12 (+1)
Int: 16 (+3)
Wis: 18 (+4)
Dex: 18 (+4)
Con: 14 (+2)
Chr: 14 (+2)
(+1 dex added at level 4, +1 wis added at level 8)

SAVES

Reflex: +9
(base: +3 rogue, +1 cleric)
(+4 base, +4 dex, +1 arrow)
Fortitude: +8
(base: +2 ranger, +3 cleric)
(+5 base, +2 con, +1 arrow)
Will: +11
(base: +3 wizard, +3 cleric)
(+6 base, +4 wis, +1 arrow)
(Note: extra +2 vs. enchantments)

CLASS ABILITIES

Wizard Spells (Transmuter)
(Spells: 4-4)
(Forbidden School: Evocation)
Wizard Familiar
(Jules the Owl)
Cleric Spells
(Spells: 4-4-3)
Cleric Domain: Trickery
(Bluff, Disguise, Hide are class skills)
Cleric Domain: Luck
(Reroll once per day)
Turning
(five times per day)
Ranger Fighting
(Favored enemy: Demons)
Rogue Abilities
(Sneak Attack +1d6, Evasion)

FEATS

Track (ranger)
Ambidexterity (ranger)
Two-Weapon Fighting (ranger)
Scribe Scroll (wizard)
Alertness (familiar)
Expertise (lvl 1)
Spell Focus - enchantment (lvl 3)
Craft Wondrous Item (lvl 6)

SKILLS

Bluff +13
(10 ranks, +2 chr, +1 lucky arrow)
Concentration +6
(3 ranks, +2 con, +1 lucky arrow)
Craft (weapons) +8
(4 ranks, +3 int, +1 lucky arrow)
Diplomacy +15
(10 ranks, +4 wis, +1 lucky arrow)
Disguise +14
(7 ranks, +2 chr, +1 arrow, +2 bluff syn, +2 kit)
Hide +13
(8 ranks, +4 dex, +1 lucky arrow)
Knowledge (Planes) +7
(3 ranks, +3 int, +1 lucky arrow)
Listen +12
(4 ranks, +4 wis, +1 elf, +1 arrow, +2 alert)
Move Silently +13
(6 ranks, +4 dex, +1 lucky arrow, +2 familiar)
Pick Pocket +17
(10 ranks, +4 dex, +1 arrow, +2 bluff synrgy)
Search +9
(4 ranks, +3 int, +1 elf, +1 arrow)
Spellcraft +9
(5 ranks, +3 int, +1 arrow)
Spot +13
(5 ranks, +4 wis, +1 half-elf, +1 arrow, +2 alert)
Wilderness Lore +11
(6 ranks, +4 wis, +1 arrow)

RACE ABILITIES

Languages:
Common, Elf, Dwarf, Sylvan, Celestial
+1 listen, spot, search
+2 vs enchantments
Immune to sleep effects
Low Light Vision
Elf Blood

SPECIAL ETERNAL QUALITIES

Wisdom Picks
(spontaneously cast first and second level wis bonus spells)
Permanent Tongues
(PC understands all langs, all hearing PC understand him)
Weapon Finesse (Throwing Ax)
(exactly like the feat)
Eternal Meld
(boosts caster level with friends' help)

SPELLS TYPICALLY PREPARED

wizard spells: 4-4 level cleric spells: 4-4-3 level
mage hand -- (C; close; 5lb; move obj 15' as m-e act) 0 guidance -- (1 min D; touch; gives +1 to a roll) 0
daze -- (DC 15; 1 rnd; close; person) 0 guidance -- (1 min D; touch; gives +1 to a roll) 0
daze -- (DC 15; 1 rnd; close; person) 0 detect magic -- (1 min/lvl C; 60') 0
daze -- (DC 15; 1 rnd; close; person) 0 detect magic -- (1 min/lvl C; 60') 0
grease -- (DC14; 10'x10' or one obj; 1 rnd/lvl; close) 1 command -- (DC17; close; 1 rnd) 1
charm person -- (DC 16; 1 hr/lvl; close; person) 1 command -- (DC17; close; 1 rnd) 1
hypnotism -- (DC 16; 2d4 rnds; close; 2d4 hd creatures) 1 change self -- (DC15; 10 m/lvl; +10 disguise) 1
spider climb -- (10 min/lvl; touch; half speed) 1 pick -- (spontaneously cast, per special ability) 1
calm emotions -- (DC18; med; 1d6 targets/lvl) 2
invisibility -- (DC16; 10 min/lvl; +10 disguise) 2
pick -- (spontaneously cast, per special ability) 2

SPELL BOOK

spell level pages spell level pages
all cantrips except Flare, Light, Read Magic: - - Detect Secret Doors, Identify, Grease 1 6
-- Resistance, Ray of Frost, Detect Poison, Daze, - - Hypnotism, Shield, Spider Climb 1 6
-- Dancing Lights, Ghost Sound, Disrupt Undead, - - Charm Person, True Strike 1 4
-- Mage Hand, Mending, Open/Close, Arcane Mark, - -
-- Detect Magic, Prestidigitation 0 13
Total Pages Used (of 100) 29

JULES THE FAMILIAR

Race: Owl
Size: Tiny
Color: brown

Alignment: chaotic good

Hit points: 28
(based on master hp)
Move: 10 ft., fly 40 ft. (average)

Armor class: 18
(base AC10 +3 dex +2 size +2 natural +1 extra natural)
BAB: +5
(same as master's)
Initiative: +3

Claws
attack: +10
(+5 BAB, +3 finesse, +2 size)
damage: 1d2-2
(-2 strength)

POSSESSIONS

belt of light curing
amulet of shielding

ABILITY SCORES

Str: 6 (-2)
Int: 6 (-2)
Wis: 14 (+2)
Dex: 17 (+3)
Con: 10 (+0)
Chr: 4 (-3)

RACE ABILITIES

+14 move silent checks
+8 listen checks
+8 spot checks in dusk and darkness
Low Light Vision

FEAT

Weapon Finesse (claws)

SPECIAL ABILITIES

Boost Master
(Grants master +2 on move silent checks; also grants master Alertness feat within 5 feet)
Improved Evasion
(For Reflex saves, no damage on success; half on failure)
Extra Natural Armor
(+1 based on master level)
Share Spells
(Spell master casts on self also affects familiar; 5 ft range)
Empathic Link
(Telepathy with one mile range)

SAVES

Reflex: +7
(+4 master base, +3 dex)
Fortitude: +5
(+5 master base)
Will: +7
(+5 master base, +2 wis)

SKILLS

Bluff +7
(10 ranks, -3 chr)
Disguise +8
(7 ranks, -3 chr, +2 bluff synrgy, +2 kit)
Hide +19
(8 ranks, +3 dex, +8 size)
Listen +14
(4 ranks, +2 wis, +8 owl)
Move Silently +23
(6 ranks, +3 dex, +14 owl)
Pick Pocket +15
(10 ranks, +3 dex, +2 bluff synrgy)
Search +2
(4 ranks, -2 int)
Spellcraft +3
(5 ranks, -2 int)
Spot +7 / +15 in dark
(5 ranks, +2 wis, +8 owl in dark)
Wilderness Lore +8
(6 ranks, +2 wis)



POSSESSIONS

item weight cost
lucky broken iron arrow of death -- (family heirloom; treat as luckstone for possessor of both halves) 1 10,000
mithral and bulette buckler +3 -- (nonmagic, dwarf-forged; holy symbol set as mithril inlay; no chance of arcane failure) 4 10,200
eternal gold ax +1 -- (forged & enchanted by dwarves, made of eternal gold) 4 2,308
mithral masterwork ax +1 -- (nonmagic, forged by dwarves) 2 1,308
mighty composite longbow -- (grants a +1 str bonus to arrow damage) 3 200
10 masterwork arrows-- (in quiver) 1.5 70
10 silver arrows -- (in quiver) 1.5 10
silver dagger -- (carefully concealed) 1 10
everburning headband -- (custom item: this headband has a continual flame cast upon it) * 100
nonmagical torc -- (formerly a +2 torc of protection, now nonmagical) * 50
nonmagical ring -- (formerly a ring of concentration, now nonmagical) * 10
spell component pouch 3 5
explorer's outfit * *
backpack -- (contains spell book, disguise kit, holy water, holy symbol, writing supplies, lucky coins) 2 2
spell book -- (see above) 3 15
disguise kit -- (10 uses left) 8 50
wooden holy symbol -- (really just a backup symbol -- usually shield is used) 0.1 1
one vial of holy water -- (2d4 vs undead, 1 hp damage on splash) 1.3 25
ink, paper, pen -- (used for writing and mapping) * 10
lucky coins -- (1 Morkoth gp, 1 Mithral piece, 1 New Avalon gp, 1 New Orc coin (thanks Tim!), 1 Teth gp (thanks, Jean!), 1 blank Teth God gp, 1 Lotharian Mountain Dwarf gp) * 20
belt pouch -- (contains scroll, money, whistle) 3 1
scroll case -- (contains scroll) 0.5 1
scroll -- (two cure light wounds spells: each 1d8+1) * 50
signal whistle 0.1 1
53 gold pieces * 53
owl familiar -- (usually rides on shoulder, wears magic belt, amulet -- see above) * 100
belt of light curing -- (custom item: 3x day; thought-activated; touch a wounded target, who heals 1d8+1 hp, per CLW spell) * 1,200
amulet of shielding -- (custom item: 3x day; thought-activated; touch target, then protected by Shield spell for one minute) * 1,200
Total 39 27,000

DESCRIPTION

John Aiwendil is a short half-elf with black hair. He dresses in green pants and vest, with no armor, although he wears a small round shield on his left arm. He carries two axes, bow and arrows, and an owl on his shoulder. He wears a ring and a torc. His head is wreathed in cool fire: illusionary flames rise from his headband, illuminating as brightly as a torch. He is generous, and often gives to charitable causes, those in need, and random folks.

NOTES, BACKGROUND

A wanderer and adventurer in all his past lives, John is known by many names in many lands.

DISADVANTAGES AND RESTRICTIONS

Self Reliant
(The PC can own only a limited number of magical items: only 3 permanent weapons, 4 other permanent items, and 5 non-permanent items may be owned. Extra items must generally be donated to worthy NPC causes, but extra crafted items, donated or not, can be personally made for NPCs or other PCs. Physical objects with spells cast on them (like an everburning torch or a spell book protected with a secret page spell) do not count against these limits. Items belonging to the PC's familiar, animal friend, or cohort do count against the PC's limits.)

Traditional Ranger Ethos
(The PC is committed to protecting the weak and doing good deeds. Personal wealth is restricted exclusively to that which can be carried. No personal permanent abode can be established. If the Leadership feat is taken, no followers are gained, although a special cohort is gained.)


CHARACTER PROGRESSION

Character Level One: start as a rogue.
Class: Rogue 1
Hit Points: 6+2 hp = 8 hp
BAB +0
Ref +2, Fort +0, Will +0
Feats: Expertise
Ranks - Skills
... 4 - Bluff (Chr)
... 4 - Craft (Int) (weaponsmith)
... 4 - Diplomacy (Wis)
... 4 - Disguise (Chr)
... 4 - Hide (Dex)
... 4 - Listen (Wis)
... 4 - Move Silently (Dex)
... 4 - Pick Pocket (Dex)
... 4 - Search (Int)
... 4 - Spot (Wis)
... 2 - Wilderness Lore (Wis)
Special: Sneak attack +1d6.

Character Level Two: add a level of cleric.
Class: Cleric 1 / Rogue 1
Hit Points: 8 hp + d8+2 hp = 10+1d8 hp
BAB +0
Ref +2, Fort +0+2=+2, Will +0+2=+2
Feats: Expertise
Ranks - Skills
... 4+1=5 - Bluff (Chr)
... 4 - Craft (Int) (weaponsmith)
... 4+1=5 - Diplomacy (Wis)
... 4+1=5 - Disguise (Chr)
... 4+1=5 - Hide (Dex)
... 4 - Listen (Wis)
... 4 - Move Silently (Dex)
... 4 - Pick Pocket (Dex)
... 4 - Search (Int)
... 0+1=1 - Spellcraft (Int)
... 4 - Spot (Wis)
... 2 - Wilderness Lore (Wis)
Special: Sneak attack +1d6; Turning, Luck & trickery domains, Cleric spells (3-1).

Character Level Three: add a level of ranger.
Class: Cleric 1 / Ranger 1 / Rogue 1
Hit Points: 10+1d8 hp + d10+2 hp = 12+1d8+1d10 hp
BAB +0+1=+1
Ref +2, Fort +2+2=+4, Will +2
Feats: Track, Ambidexterity, Two-Weapon Fighting, Expertise, Spell Focus (Enchant)
Ranks - Skills
... 5 - Bluff (Chr)
... 4 - Craft (Int) (weaponsmith)
... 5 - Diplomacy (Wis)
... 5 - Disguise (Chr)
... 5+1=6 - Hide (Dex)
... 4 - Listen (Wis)
... 4+2=6 - Move Silently (Dex)
... 4 - Pick Pocket (Dex)
... 4 - Search (Int)
... 1 - Spellcraft (Int)
... 4 - Spot (Wis)
... 2+4=6 - Wilderness Lore (Wis)
Special: Sneak attack +1d6; Favored enemy: demons; Turning, Luck & trickery domains, Cleric spells (3-1).

Character Level Four: add a level of wizard.
Class: Cleric 1 / Ranger 1 / Rogue 1 / Wiz 1
Hit Points: 12+1d8+1d10 + 1d4+2 hp = 14+1d4+1d8+1d10 hp
BAB +1
Ref +2, Fort +4, Will +2+2=+4
Feats: Track, Ambidexterity, Two-Weapon Fighting, Expertise, Spell Focus (Enchant), Scribe Scroll
Ability Scores: +1 Dex
Ranks - Skills
... 5 - Bluff (Chr)
... 0+2=2 - Concentration (Con)
... 4 - Craft (Int) (weaponsmith)
... 5 - Diplomacy (Wis)
... 5 - Disguise (Chr)
... 6 - Hide (Dex)
... 0+2=2 - Knowledge (planes) (Int)
... 4 - Listen (Wis)
... 6 - Move Silently (Dex)
... 4 - Pick Pocket (Dex)
... 4 - Search (Int)
... 1+1=2 - Spellcraft (Int)
... 4 - Spot (Wis)
... 6 - Wilderness Lore (Wis)
Special: Sneak attack +1d6; Favored enemy: demons; Turning, Luck & trickery domains, Cleric spells (3-1); Wizard Spells (3-1), Transmuter (no Evocation).

Character Level Five: add a level of cleric.
Class: Cleric 2 / Ranger 1 / Rogue 1 / Wiz 1
Hit Points: 14+1d4+1d8+1d10 hp +1d8+2 = 16+1d4+2d8+1d10 hp
BAB +1+1=+2
Ref +2, Fort +4+1=+5, Will +4+1=+5
Feats: Track, Ambidexterity, Two-Weapon Fighting, Expertise, Spell Focus (Enchant), Scribe Scroll
Ranks - Skills
... 5+2=7 - Bluff (Chr)
... 2 - Concentration (Con)
... 4 - Craft (Int) (weaponsmith)
... 5+2=7 - Diplomacy (Wis)
... 5+1=6 - Disguise (Chr)
... 6 - Hide (Dex)
... 2 - Knowledge (planes) (Int)
... 4 - Listen (Wis)
... 6 - Move Silently (Dex)
... 4 - Pick Pocket (Dex)
... 4 - Search (Int)
... 2 - Spellcraft (Int)
... 4 - Spot (Wis)
... 6 - Wilderness Lore (Wis)
Special: Sneak attack +1d6; Favored enemy: demons; Turning, Luck & trickery domains, Cleric spells (4-2); Wizard Spells (3-1), Transmuter (no Evocation).

Character Level Six: add a level of cleric.
Class: Cleric 3 / Ranger 1 / Rogue 1 / Wiz 1
Hit Points: 16+1d4+2d8+1d10 hp +1d8+2 = 18+1d4+3d8+1d10 hp
BAB +2+1=+3
Ref +2+1=+3, Fort +5, Will +5
Feats: Track, Ambidexterity, Two-Weapon Fighting, Expertise, Spell Focus (Enchant), Scribe Scroll, Craft Wonderous Item
Ranks - Skills
... 7+2=9 - Bluff (Chr)
... 2 - Concentration (Con)
... 4 - Craft (Int) (weaponsmith)
... 7+2=9 - Diplomacy (Wis)
... 6+1=7 - Disguise (Chr)
... 6 - Hide (Dex)
... 2 - Knowledge (planes) (Int)
... 4 - Listen (Wis)
... 6 - Move Silently (Dex)
... 4 - Pick Pocket (Dex)
... 4 - Search (Int)
... 2 - Spellcraft (Int)
... 4 - Spot (Wis)
... 6 - Wilderness Lore (Wis)
Special: Sneak attack +1d6; Favored enemy: demons; Turning, Luck & trickery domains, Cleric spells (4-2-1); Wizard Spells (3-1), Transmuter (no Evocation).

Character Level Seven: add a level of rogue.
Class: Cleric 3 / Ranger 1 / Rogue 2 / Wiz 1
Hit Points: 18+1d4+3d8+1d10 hp +1d6+2 = 20+1d4+1d6+3d8+1d10 hp
BAB +3+1=+4
Ref +3+1=+4, Fort +5, Will +5
Feats: Track, Ambidexterity, Two-Weapon Fighting, Expertise, Spell Focus (Enchant), Scribe Scroll, Craft Wonderous Item
Ranks - Skills
... 9+1=10 - Bluff (Chr)
... 2 - Concentration (Con)
... 4 - Craft (Int) (weaponsmith)
... 9+1=10 - Diplomacy (Wis)
... 7 - Disguise (Chr)
... 6+2=8 - Hide (Dex)
... 2 - Knowledge (planes) (Int)
... 4 - Listen (Wis)
... 6 - Move Silently (Dex)
... 4+6=10 - Pick Pocket (Dex)
... 4 - Search (Int)
... 2 - Spellcraft (Int)
... 4+1=5 - Spot (Wis)
... 6 - Wilderness Lore (Wis)
Special: Sneak attack +1d6, Evasion; Favored enemy: demons; Turning, Luck & trickery domains, Cleric spells (4-2-1); Wizard Spells (3-1), Transmuter (no Evocation).

Character Level Eight: add a level of wizard.
Class: Cleric 3 / Ranger 1 / Rogue 2 / Wiz 2
Hit Points: 20+1d4+1d6+3d8+1d10 hp +1d4+2 = 22+2d4+1d6+3d8+1d10 hp
BAB +4+1=+5
Ref +4, Fort +5, Will +5+1=+6
Feats: Track, Ambidexterity, Two-Weapon Fighting, Expertise, Spell Focus (Enchant), Scribe Scroll, Craft Wonderous Item
Ranks - Skills
... 10 - Bluff (Chr)
... 2+1=3 - Concentration (Con)
... 4 - Craft (Int) (weaponsmith)
... 10 - Diplomacy (Wis)
... 7 - Disguise (Chr)
... 8 - Hide (Dex)
... 2+1=3 - Knowledge (planes) (Int)
... 4 - Listen (Wis)
... 6 - Move Silently (Dex)
... 10 - Pick Pocket (Dex)
... 4 - Search (Int)
... 2+3=5 - Spellcraft (Int)
... 5 - Spot (Wis)
... 6 - Wilderness Lore (Wis)
Special: Sneak attack +1d6, Evasion; Favored enemy: demons; Turning, Luck & trickery domains, Cleric spells (4-2-1); Wizard Spells (4-2), Transmuter (no Evocation).


Site Map | 28 September 02

copyright © 2002 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)