Personal Information
Name: Grey Starr Player: Daniel
Race: Half-Elf Gender: Male Height: 5'11" Age: 31(Nat) - 14 (UnNat) = 17
Class: Bard Level: 13 Weight: 121 lbs
XP: 875,869 Alignment: Neutral Good
Next Level: 880,000 Kit: Charlatan
Ability Scores
Str: 15 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 7%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8
Dex: 12 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: -5% Climb Walls: +0%
Con: 13 System Shock: 85% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 90%
Int: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 9 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 20%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 19 Loyalty Base: +10 Maximum Number of Henchmen: 20
Initial Reaction Adjustment: +8
Saving Throws
Paralyzation: 11 Poison: 11 Death Magic: 11 Petrification: 10 Polymorph: 10
Rod: 10 Staff: 10 Wand: 10 Breath Weapon: 14 Spell: 11
Combat
Hit Points: 74
Base THAC0: 14
Melee THAC0: 14
Missile THAC0: 14
Armor
Natural armor class 10
FINAL: 8
Weapon Proficiencies
Dagger
Sword, long
Sword, short
Crossbow, heavy
Whip

 

Non-Weapon Proficiencies
Acting 18
Appraising 17
Crowd Working 19
Disguise 18
Endurance 13
Etiquette 19
Forgery 11
Gaming 19
Local History 19
Musical Instrument 12
Reading/Writing 18
Riding, Land 12
Rope Use 12
Singing 20
Spellcraft 15
Native Languages
Human - Regional dialect
Racial Abilities

Detect secret doors - Because of their acute senses, half-elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.


Infravision - Infravision with a range of 60'.


Resistance - 30% resistance to sleep and charm spells.

Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, long 14 1 5 1d8 1d12 S M
Sword, short 14 1 3 1d6 1d8 P S
Dagger 14 1 2 1d4 1d3 P S
Whip 14 1 8 1d2 1 - M
Crossbow, Heavy

   Heavy quarrel

14 1/2 10 1d4+1 1d6+1 P S 80 160 240
Rogue Skills
Skill Base Racial Mods Ability Scores Kit Discretionary Points Armor Final
Climb walls 50 +0 +0 +0 +20 +10 80%
Detect noise 20 +0 +0 +0 +60 +0 80%
Pick pockets 10 +10 +0 +5 +50 +5 80%
Read languages 5 +0 +0 +5 +70 +0 80%

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bard 3 3 3 2 1
Cleric Spell Failure Rate: 20% Maximum Wizard Spells Per Level: 14
Wizard Chance to Learn New Spell: 75% Maximum Wizard Spell Level: 8th
Spells Known (WSC=Wizards Spell Compendium; DR=Dragon Magazine)
Spell

Time

Range Area of Effect Components Page Book
1st Level
1 Affect Normal Fires 1 5 yds/lvl 10 ft radius V, S, M 25 WSC V1
2 Armor 1 rd Touch 1 creature V, S, M 55 WSC V1
3 Burning Hands 1 0 The caster V, S, M 113 WSC V1
4 Filths Bane 1 rd Touch Creature touched V, S 352 WSC V2
5 Fire Cracker 1 rd 90 yds 10 ft radius V, S, M 94 DR#227
6 Grease 1 10 yds 10 x 10 ft V, S, M 412 WSC V2
7 Hair 1 Touch 1 creature V, S 421 WSC V2
8 Identify Special 0 1 item/lvl V, S, M 445 WSC V2
9 Light 1 60 yds 20-ft radius V, M 515 WSC V2
10 Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S 534 WSC V2
11 Sound Bubble 1 0 Special V, S, M 837 WSC V3
12 Sparkler 1 0 Special V, S, M 94 DR#227
13 Tenser's Floating Disc 1 20 yds Special V, S, M 930 WSC V4
14
2nd Level
1 Darkness, 15' Radius 2 10 yds/lvl 15-ft radius V, S, M ? WSC V1
2 Detect Invisibility 2 0 10 yds/lvl V, S, M 235 WSC V1
3 Flare 5 180 ft + 30 ft/lvl Special V, S, M 94 DR#227
4 Fool's Gold 1 rd 10 yds 10 cubic inches/lvl V, S, M 386 WSC V2
5 Goblin Chaser 2 60 yds + 20 yds/lvl Special V, S, M 94 DR#227
6 Improved Phantasmal Force 2 60 yds + 10 yds/lvl 200 sq ft + 50 sq ft/lvl V, S, M 455 WSC V2
7 Melf's Acid Arrow 2 180 yds 1 target V, S, M 556 WSC V2
8 Mirror Image 2 0 6-ft radius V, S 571 WSC V2
9 Rope Trick 2 Touch Special V, S, M 756 WSC V3
10 Scare 2 30 yds + 10 yds/lvl 15-ft radius V, S, M 772 WSC V3
11 Spark Fountain 2 60 yds + 1 yds/lvl 20 ft radius V, S, M 94/95 DR#227
12
13
14
3rd Level
1 Bakarapper 3 120 yds +20 yds/lvl 20 ft radius V, S, M 95 DR#227
2 Dragon whirl 3 60 yds + 10 yds/lvl 5 ft radius V, S, M 95 DR#227
3 Explosive Runes 3 Touch 10-ft radius V, S 332 WSC V2
4 Find Companion ? ? ? ? ? DR#?
5 Fireball 3 10 yds + 10 yds/lvl 20-ft radius V, S, M 367 WSC V2
6 Gust of Wind 3 0 10 ft x 10 yds/lvl V, S, M 419 WSC V2
7 Improved Magic Mouth 3 10yds 1 object V, S, M 454 WSC V2
8 Item 3 Touch 2 cubic ft/lvl V, S, M 470 WSC V2
9 Nondetection 3 Touch 1 creature or item V, S, M 620 WSC V3
10 Roman Candle 3 120 yds Special V, S, M 95 DR#227
11 Tongues 3 0 30-ft radius V, M 943 WSC V4
12
13
14
4th Level
1 Conjour Cabinet 4 1 rd/lvl Special V, S 165 WSC V1
2 Evard's Black Tentacles 1 rd 30 yds 30 sq ft/lvl V, S, M 327 WSC V2
3 Fire Trap 1 turn Touch Object touched V, S, M 365 WSC V2
4 Improved Invisibility 4 Touch Creature touched V, S 454 WSC V2
5 Locate Creature 5 50 yds/lvl One creature V, S, M 523 WSC V2
6 Turn Pebble to Boulder 4 Touch One or more pebbles V, S, M 959 WSC V3
7 Scapegoat 4 Touch 20 ft radius around touched creature V, S, M 771 WSC V3
8 Stoneskin 1 Touch 1 creature V, S, M 884 WSC V4
9 Weave Mythal 4 5 yds/lvl 30-ft radius or Special V, S 1007 WSC V4
10
11
12
13
14
5th Level
1 Advanced Illusion 1 rd 60 yds + 10 yds/lvl One 40-ft cube + one 10-ft cube/lvl V, S, M 25  WSC V1
2 Passwall 5 30 yds 5 x 8 x 10 ft V, S, M 654 WSC V3
3 Satire 1-12 days Special 1 individual V, S 770 WSC V3
4 Teleport 2 Touch Special V 921 WSC V4
5
6
7
8
9
10
11
12
13
14
Kit - Charlatan
Charlatans live off the fat of the land, bending all the rules and hopping through loopholes in the law. It is completely against the personality of the Charlatan to be lawful. Charlatans are limited to NG, N, NE, or CN alignments. Gnomes may become Charlatans and advance up to 6th level.

Special Benefits:

Charm: Charlatans are aware of their unique charm and flair. They have learned to use this gift to sway the reactions of others. However, such charm must be carefully tailored to a specific audience. Charlatans can affect only a small group of people, no larger in number than their current level.

To be charmed, a group must be in average to high spirits. (You can't charm a merchant who's just been robbed.) The Charlatan must mingle among the intended group and chat for at least 1d10 rounds. After this time, those in the group roll a saving throw vs. paralyzation with a penalty of -1 per three levels of the Charlatan. Those who succeed are unimpressed with the Charlatan and may even find him to be an irritation. If they succeed on a natural 20, they see through the Charlatan's facade.

Those who fail have been caught up in the Charlatan's tales and find him to be a most remarkable person. The effects of the charm are identical to the wizard spell of the same name. However, it is not magical in any way, and future saving throws are not made based on Intelligence and time. Rather, every time the Charlatan stresses the relationship-by calling for a favor, or requesting delicate information-the paralyzation saving throw is rerolled. The DM can give bonuses or penalties depending on how much stress the request puts on the relationship.

Masquerade: The ability of masquerading requires much study, time, and effort on the part of the Charlatan. This enables a Charlatan to appear to have a specific skill. This is not a disguise, as the proficiency of that name. Rather, it is the ability to appear proficient at the chosen skill. The character picks up the language ('buzz words'), professional mannerisms, and general techniques to help him in his endeavor.

Unlike the True Bard, the Charlatan only appears to be a jack-of-all trades. He does not study skills to use them, but for the sake of conning others into believing he has them.

The use of this ability is resolved by the DM in much the same manner as an illusion spell. If the performance is not overly suspicious and the characters watching have no reason to disbelieve the bard's ability, then the attempt appears genuine. Otherwise, a saving throw vs. paralyzation is rolled with a -1 penalty per three levels of the Charlatan. Those who succeed realize that the Charlatan is a fraud.

A Charlatan can use his masquerade ability to fake any nonweapon proficiency or secondary skill. Furthermore, if the Charlatan rolls a successful Intelligence check with a -10 penalty, he actually functions as if he really knows the skill or proficiency (for this one check only). Thus, a Charlatan can actually succeed just enough to keep skeptics satisfied.

For example, if Tiel is masquerading as a cleric, she can claim to know the healing proficiency even though she doesn't really have it. Unless those she heals are suspicious, they will believe that the attempts are genuine (if they are suspicious, roll as described two paragraphs prior to this one). First Tiel's player rolls an Intelligence check with a -10 penalty. If that roll succeeds, she next rolls a healing proficiency check. If this check also succeeds, the patient is healed of 1d3 points of damage. If the Intelligence check fails, everyone watching rolls a saving throw vs. paralyzation (with a -1 penalty per three levels of the Charlatan) to notice that the Charlatan is a fraud. If the Intelligence check succeeds but the healing check fails, the patient and onlookers notice only that a valid attempt was made but it just didn't help.

Each time Tiel masquerades as a healer, an Intelligence check is rolled with a -10 penalty. If the check succeeds, a successful healing proficiency check will actually heal 1d3 points of damage.

Detect Fakery: Because Charlatans are so skilled at faking their personalities, lying, and concealing their feelings and reactions, they can see right through false personae and verbal trickery when others attempt them. As the old saying goes, "You can't con a con man." Any time a Charlatan player requests it, he can try to determine if someone is lying, operating under false pretenses (including a masquerade), or swindling him. A Charisma check is rolled. Success means the Charlatan realizes the deception.

Furthermore, a Charisma check with a -10 penalty enables the Charlatan to determine a person's alignment. This requires that the Charlatan speak with and observe the individual for 1d10 rounds.

Swindling: Major cons, such as duping a king into believing that you are a highly respected sage, drawing him into your inner confidence, and then relieving him of the crown jewels, should be done only through role-playing. However, Charlatans hone such skills by constantly performing minor swindles and tricks. These are far too numerous and insignificant to role-play every time. Swindling covers this aspect of a Charlatan's skill repertoire.

By performing various cons, sleight-of-hand, and other deceptions, a Charlatan is often able to walk away from a merchant with far more than a fair deal. The same is true of any common outlay of coins, such as buying meals at a tavern, paying for a room at an inn, and purchasing ordinary items. In instances like these, the Charlatan makes a pick pockets roll. If successful, the cost of the item is reduced to the percentage rolled; this is what the Charlatan pays. If the roll fails by more than the Charlatan's Charisma, the con is seen through. Swindle rolls above 95 are always detected by the victim.

For example, Tiel tries to swindle a barkeeper for a 10-gp glass of imported wine (Tiel has only six gold coins left). Tiel's pick pockets roll is a 53 and she has a Charisma of 16. She rolls a 25 and swindles her way into paying only two gold and one electrum for the wine (25% of the original cost). If she had rolled a 54-69 the barkeeper would have noticed the error and politely requested the remainder of the money. On a 70 or above the barkeeper would not only have noticed the error, but he would have realized that Tiel tried to swindle him (with unpleasant consequences for Tiel).

Swindling rolls should not be used for amounts in excess of 10 gp per level of the Charlatan. Such grand swindles require full role-playing.
Magical Items
Item Description Charges Charges Remaining
Silver Horn of Valhalla 1/7 days calls 2d4 2nd level berserkers with AC 4 12 hp6 turns or opponent defeated. - -
Ring of fire resistance immune to the norm. 10 dmg/rnd in extremes. save +4 and -2 per die vs. exceptional heat. - -
Character History (in point form)

Now... this is a story all about how my life got flipped, turned upside down, and I'd like to take a minute, just sit right there I'll tell you how I became the prince of a town called Verbo-bonk (???) (Well Elder really)... In... West Leilon born and raised on the playground is where I spent most of my days, chillin' out, maxin', relaxin', all cool and all shooting some crossbow outside the school... When a couple of guys said "we're up to no good" started making trouble in my neighborhood, I got in one little fight and my (step)mom got scared she said "you're movin' with your Dad and auntie in Waterdeep"... (Song ends here... sorry...).. and it was here I found I had no auntie, just a Dad who went on to use me as a prop in his schemes... I left as soon as I was able to get the money from the rich widows myself... hehe..

I'll not detail everything but here is a key timeline... (Stories might not be remembered the same by others who were with me at the time they took place... for instance, Daenara never remembers how great I was)

  • At 16 met my current group... The Saviors -Which consisted of Crystal Starr the Halfling Thief (no relation), Bruce the Human warrior, Daenara the Elvin mage, Zert the Human fighter, Balin the Dwarven cleric, Shaundra the Human cleric, and Moon the Human Cleric of Peace...
  • In a funny incident Bruce dies... But the new Human warrior Steele is there to fill the Gap... Shaundra goes missing but is not missed as the Good Human Cleric Moon is still there... but he's not that peaceful... with his Staff of Smiting he keeps killing the bad guys... (Memory - Steele knocks down the door THEN Daenara casts Sleep through the door.. night Steele... hehe)
  • Zert Betrays us!... He turns and try's to take us out... He gets away in the end... But not before I get him in the face with Melf's Acid arrow... I manage to save everyone else from the horrors of Temple of Elemental Evil,
  • Actually manage to smuggle a Dark Elf onto the Island of Evermeet... He does his job assonating the Good Dark Elf cleric... I get caught After the Fact... Naturally I talk my way out of it... Banned from the Island... Assassin kidnaps Daenara and new Husband, Human Paladin, Bastion... I get help and go to the Rescue again...
  • Somehow I died this day, and became Troll food... Who says a random encounter is easy?!?!?... and would you believe I was re-incarnated as a Woman!.. a Human Woman!!!... Time was now spent finding the cure to this situation... but I made some needed money pimping myself for the experience... I didn't like it... I do get that cure in the form of a well made wish... I feel Stronger now... An younger, about 18 again!
  • With Zert running away with a serious stash of Elvin Artifacts we recieve a Special boat from the Elves to assist on our quest to return them all...
  • Tricked Daenara into going to a "Mages" keep to learn new spells... She gets captured and impregnated with evil seed... My Dad makes an appearance and I remove one of his hands... (Sorry Mr. Lucas)... I get paid, then return to save Daenara being quite the Hero I might add!...
  • Spent Close time with the Fallen Goddess of Beauty, Sune... The time of troubles was long and well fought... (I think she -Sune- had a crush on me)...
  • Myth Drannor was a place that no one could find... but being resourceful I lead us there and we come out with some pretty unusual powers... I for one can take wraith form...
  • Moon dies horribly and Daenara disappears... But not all is wrong, as we have the Human Priestess of Sune with us...
  • We leave the known world of Fauran in search of Daenara (the lost Mage) and end up in a Hell like place we knew as Darksun... But with me in Charge we find her there and once again save her ASS!... she owes me again...
  • I meet my best Bud, Victor Von Bane, Human Necromancer extraordinaire in Diamond gate back on Faerun... The Riddlemaster takes us for a ride... but we get the crown in the end... And for honourable mention (and to make me feel better) Steele try's on a Girdle... OF FEMINITY!
  • I suddenly have a change of heart and find I can't even imagine betraying my friends... shortly after this the Harpers have me as an agent on the field... (I discovered my Mom is an Elf whom is now a Ghost of some kind Aiding the Harpers however she can)
  • I manage to save Crystal from a nasty addiction to Green Cheese (of the worst kind)...
  • No-one else remembers (of course)... but it was MY wish that saved Illyrana and Daenara from the Sphere of Annilation... only to have Illyrana die again from a Sphere of Annilation...
  • Daenara returns to Evermeet to Try a desperate spell and bring Illyrana as Cathshee Lycanthrope...
  • A return trip to Myth Drannor to retrieve the Arm of Valour to Defeat the Orc God...  We all meet Shaundakul. and Triston has an added cause (other then women)... Squire Bob dies a terrible death here... poor sap...
  • Life was at it's worst when Triston the Half-elf Gallant was in the group... He went on to become an avid follower and future Avatar of Shaundakul... Boring God of travelers and whatever... Steele put on some size (potion of growth) and fought hard and unwell against the God of Orcs... The Cleric Herik Walkerton priest of Tymora lost his luck this day... Lucky for the Orcs???... I of course saved the day somehow.. I'm sure it is recorded somewhere...
  • We travel to Undermountian (not for the first time) to save the Mad Mage Hallister... it was boring but Bastion the Paladin did lose his powers for who knows why...
  • Still yet another Thief appears in the group.... errr... fighter....  Half-Elf nobody whom I carefully removed an important item from...
  • It's vauge but I saved us all from beholders... it was nothing... really... I am a hero after all... soon to be a God...
  • I get married to an Elf... (And I hated them!!!) Illyrana... Daenara's Sister no less... She's a Psionist... no secrets between us... (except I have the ring of mind shielding... hehe) We go on to have a Litter of 5 young kits... Because the wife became a Lycanthrope of some kind (the good kind!)... My boy Tig is showing signs of a Charlatan in him... Training begins immediately!...
  • A return to Verbo-bonk where I get recognized as a hero and become an Elder of the City... Terax represents his Brother, long lost Balin...
  • Betrayed again... this time it's Dimitra (surprise!)... In Dragon Mountain, she leaves with Zert no less... She always was unstable... I knew she was wrong when she didn't like me!...
  • It happens again.. Only this time I know how I died!... In an Epic battle of mages I come to Daenara's rescue as she has nothing left!... BUT she cast Cone of Cold AFTER I start my attack (remembers Steele and the Sleep spell)... I survive this, but the opponent mage I am attacking casts it back at her!!!! I die... And Low I come back as, you guessed it, a WOMAN!!!! Once more I quest, for a Wish this time...
  • While as lady I manage to save the day again as I raise enough money to get Mighty Servent back into our possession, of which I return to the Queen of Evermeet (not that it makes up for my past crimes)...
  • Well... feeling more manly again... Stronger again... but less stamina it seems... no worries... I am gifted with the Beauty of a God... as always!... Look at me... Just 16 in Body!!... and some Potions to keep me young to boot!...
  • Zert caught me somehow... He had help of course... And the interrogation is terrible... But I'd never betray my Friends!!!!
  • We were busy here... Trips to Amn and Teather in the South where my skills with money and people are most handy!... Another Elf in the group (I can't stand them sometimes... righteous losers)... There's much more... and I am the Hero... but it was so rushed and dull... Ask Daenara to tell you...
  • Well... at the moment I find myself trapped in the Abyss for eternity... But fear not... My heart, she is a changing again and I WILL bargain my way out... after all, I did save the wife from this fate!... I'll need Daenara on my side... We'll conquer the World Together!... Bastion must Die!!!

(Partially) Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion