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 Alignment: chaotic good Hit points: 57 +1 Eternal Gold Throwing Ax +1 Eternal Gold Throwing Ax secondary attack: +7 (+5 BAB, -2 two wpn, +4 finesse, +1 masterwork, -1 buckler) damage: 1d6 Mighty Comp. Longbow |
ABILITY SCORES
Str: 12 (+1) SAVES Reflex: +9 CLASS ABILITIES Wizard Spells (Transmuter) FEATS Track (ranger) |
SKILLS
Bluff +13 RACE ABILITIES Languages: SPECIAL ETERNAL QUALITIES Wisdom Picks |
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 Alignment: chaotic good Hit points: 28 Claws |
POSSESSIONS belt of light curing ABILITY SCORES Str: 6 (-2) RACE ABILITIES +14 move silent checks FEAT Weapon Finesse (claws) |
SPECIAL ABILITIES
Boost Master SAVES Reflex: +7 |
SKILLS
Bluff +7 |
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)