TITLE
CHARACTER SHEET
GENERAL CHARACTERISTICS
Name: Welmar
Class: Bard 3 / Cleric 7 / Wizard 3
Race:Human
Size:Medium
Height:5' 2"
Weight:132 lb.
Gender:Male
Age:65 years
Looks: An old, white haired, friendly looking man with a straight back. His eyes are blue as sky.
Alignment:Neutral Good
Deity:Oghma
Speed:30 ft.
Spell Resistance:0
Hit Points:78 (3d6 + 7d8 + 3d4)
Module:Aielund Saga Act II
ABILITY SCORES
STR:12
DEX:12
CON:12
INT:16
WIS:15
CHA:14
COMBAT OPTIONS
Base Attack Bonus:+8/+3
Main Hand (Journeyman Staff):+9/+4
Off Hand:
ARMOR CLASS
AC:17
Touch AC:14
Flat-footed AC:13
SAVING THROWS
Fortitude:+13
Reflex:+12
Will:+18
SKILLS
Appraise4Concentration12
Heal16Listen5
Lore16Perform6
Persuade13Spellcraft16
Tumble6Use Magic Device9
Total skillpoints:103


FEATS

Courteous Magocracy
Silver Palm
Knowledge Domain Powers
Travel Domain Powers
Scribe Scroll
Skill Focus: Lore
Brew Potion
School of Magic: Divination
Spell Focus: Divination

SPELLS

Bardic: 3/2
    Cantrips:
        Cure Minor Wounds
        Light
        Resistance
    First Level:
        Identify
        Lesser Dispel
        Cure Light Wounds

Divine: 6/6/5/3/2
    Memorized:
    Orisons:
        2xResistance
        3xLight
        Virtue

    First Level:
        3xShield of Faith
        Bless
        2xDivine Favor

    Second Level:
        2x Bull's Strenght
        3x Negative Energy Ray
        
    Third Level:
        Darkfire
        Clarity
        Magic Circle against Alignment

    Fourth Level:
        Divine Power
        Hammer of the Gods

Arcane: 4/4/3
    Cantrips:
        Acid Splash
        Electric Jolt
        2x Ray of Frost
    First Level:
        Grease
        2x Magic Missile
        True Strike
        Ray of Enfeeblement
    Second Level:
        Melf's Acid Arrow
        Cloud of Bewilderment
        Cat's Grace

GEAR
Torso:White Wizard's Robe
Head:
Shoulders:Mantle of Spell Resistance
Waist:Bardic Sash
Neck:Scarab of Protection +3
Arms/wrists:Bardic Gloves of Swordplay
Feet:Boots of Travelling
Right hand:Journeyman Staff
Left hand:
Ring #1:Ring of Elemental Resistance
Ring #2:Minor Ring of Regeneration
POSSESSIONS

Worn:
    White Wizard's Robe (AC +3, Universal Saving Throws +1, Concentration 
        +4, Spellcarft +2, Wounding Whispers as level 9 caster 2 Uses/Day)
    Mantle of Spell Resistance (Spell Resistance: 18)
    Scarab of Protection +3 (Universal Saving Throws +3)
    Bardic Sash (Damage Reduction 5/+3, Perform +1)
    Bardic Gloves of Swordplay (Improved Critical:Rapier, 
        Weapon Focus: Rapier, Weapon Specialization (rapier), 
        Saving Throws +1, Discipline +4, Perform +2)
    Boots of Travelling (AC +2, Fast Movement)
    Minor Ring of Regeneration (Regeneration +1)
    Ring of Elemental Resistance (Resist Acid, Cold, Fire and Electrical Damage 15/- each)
    
 The Rose 
    Rapier +2 (1d6, 18-20/x2)
    Massice Criticals: 1d10 Damage
    On Hit: Slow DC=14 50% / 2 Rounds

 Journeyman Staff 
    Magic Staff (1d6, 20/x2)
    Bonus Spell Slot: Wizard level 1
    3 Lightning Bolts as lvl 5 caster
    11 Magic Missiles as lvl 5 caster

 Astral Panther summoned by figurine
    True Neutral Magical Beast lvl 14
    AC 26
    HP 128
    STR 20
    DEX 24
    CON 14
    INT 4
    WIS 16
    CHA 12
    Attack bonus: +21/+16/+11 (Base: 14)
    Attacks: 1-6+5, 1-10+5, 1-8+5 (20/x2)
    Fortitude: 11
    Reflex: 16
    Will: 9
    Spell Resistance: 12
    Immune to Poison
    Fast Movement
    Fearless
    Sneak +4d6
    etc.

Kraak
    Raven Familiar

Carrying:
    Hide of the Grizzly (AC +6, MDB +4, SCP -1, ASF 20%, STR +2)
    The Rose
    Ring of Fire Resistance
    Large Druid Shield
    Onyx Panther Figurine
    77 Ice Bullets
    Torch
    Wand of Magic Missiles (14 times Magic Missiles as lvl 3 caster)
    Wand of Lightning (1 times Lightning Bolt as lvl 5 caster)
    A Bag of Displacement (Reduced Weight: Content Weight -60%)
    7 Bags of Holding
    17 Healer's Kits
    Spirits
    3 Potions of Lore
    Potion of Speed
    Bags full of powerful and valuable stuff

Gold: 0

BACKGROUND
Welmar lived a quiet and peaceful life as a farmer in a small rural village, in the
harsh climate of the north. He was well known in the region for his singing
voice and dubious tales. Every night he spent time at the local tavern, telling
and listening to tales, learning what happened in the world outside, but never
dared to leave his wife or his family.

He was about sixty, when his wife died of a plague, unknown to the local
healers. His children had moved out and left him before, so he had nothing to
keep him in the village anymore. Oghma visited him in a dream shortly after the
death of his wife, asking questions of him, and suggesting that with greater
knowledge, loss of life and tragedy could be avoided.
Knowledge holds great value, but whatever it is, it cannot be biased. Welmar
agreed, and started his new life, as a journeying taleteller, collecting
information in service of his god. Little by little he found himself gaining the
favor of Oghma, attaining priesthood of the faith.

He seems to be quite weak and fragile, but his age hasn't destroyden all his
physical strenght aquired in the long hard years in the fields.
He is no great hero, and he does not want to be, he only collects pieces of
information and tales to be told for the generations to come.

Lately he has been traveling in a strange kingdom called Aielund, where
strange things happen and priests only worship one deity called simply "God".
With him travels two strangers who somehow stuck to him in a small very rainy
willage, a brooding young half-elf with arcane and martial skills of no small
measures and some bloodthirsty greedy midget with no useful skills at all.
With these heroes he has slain dragons, brought barbarian tribes down to
their knees, shown the power of knowledge to many of the goblin and
koboldkin. Merchants seem to be quite friendly to him, but not as friendly
women from tavern wenches to noble ladies and barbarian women in their
chainmail bikinis.

Some ill-minded family called the Bartlets has had some counters with these
heroes, giving their lives, their clothes and their trinkets before them with no ill
intention from this great group.
Assassins and mystical warrior monks alike have felt the arcane powers of
these wanderers.

Though Welmar likes his clothes plain and a spear in his hands, working as a
cane, the recent troubles with different sorts of enemies has led him to wear
more protective and dangerous gear. People say that lesser weapons or
elemental forces have little or no effect on this old man, that he heals instantly
many wounds, strikes with great power and accurancy with his beautiful
ornament rapier. Some claim that these are only legends brought by his many
deeds and his party's fame, some think there is some truth in them. His
powers as a healer are unquestionable as are his habit of womanising.
Anyhow it is remarkable how this old man continues to strive on in the webs of
assasination attempts and epic battles.

After gaining some powers as a bard and a cleric, Welmar has started to
pursue knowledge by means of arcane lore as his skills in battle are starting to
fade away with his age.
OTHER
Created:2007-02-26
Last modified:2007-05-19