TITLE
CHARACTER SHEET
GENERAL CHARACTERISTICS
Name: Welmar
Class: Bard 6 / Cleric 7 / Wizard 6
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:
Hit Points:124 (6d6 + 7d8 + 6d4)
Module:Aielund Saga Act III
ABILITY SCORES
STR:12
DEX:16 (12)
CON:14 (12)
INT:17
WIS:15
CHA:17 (14)
COMBAT OPTIONS
Base Attack Bonus:+12/+7/+2
Main Hand (Tactical Rapier):+18/+13/+8
Off Hand (Duergar Large Shield):
ARMOR CLASS
AC:38
Touch AC:22
Flat-footed AC:31
SAVING THROWS
Fortitude:+14
Reflex:+15
Will:+20
SKILLS
Appraise9Concentration16
Heal22Listen8
Lore22Perform11
Persuade22Spellcraft22
Tumble7Use Magic Device19
Total skillpoints:158


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
Greater Spell Focus: Divination
Craft Wand
Skill Focus: Heal

SPELLS

Bardic: 3/4/3
    Cantrips:
        Cure Minor Wounds
        Light
        Ray of Frost
        Resistance
        Electric Jolt
    First Level:
        Identify
        Lesser Dispel
        Cure Light Wounds
        Balagarn's Iron Horn
    Second Level:
        Invisibility
        Cure Moderate Wounds
        See Invisibility

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

    First Level:
        2xBless
        3xDivine Favor
        Sanctuary

    Second Level:
        2x Bull's Strenght
        2x Endurance
        Lesser Restoration
        
    Third Level:
        Magic Circle against Alignment
        Clarity
        Protection from Elements
        
    Fourth Level:
        True Seeing
        Restoration

Arcane: 4/5/5/4
    Memorized:
    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
        2x Cat's Grace
        See Invisibility
        Knock
    Third Level:
        Gust of Wind
        2x Fireball
        Flame Arrow

GEAR
Torso:Armour of the Warrior-Poet
Head:Mithril Visored Helm (CHA +3)
Shoulders:Sir Godfrey's Cloak (CON +2)
Waist:Greater Bardic Sash
Neck:Amulet of Natural Armor +4
Arms/wrists:Bardic Gloves of Swordplay
Feet:Greater Boots of Agility (DEX +4)
Right hand:Tactical Rapier
Left hand:Duergar Large Shield
Ring #1:Ring of Elemental Resistance
Ring #2:Lesser Ring of Regeneration
POSSESSIONS

Worn:
    Armour of the Warrior-Poet (AC +9 total 
        ( Base 2, Armor Bonus +3, +4 dodge), SCP 0, ASF 0%, 
        Bonus Spell Bard Level 6, Haste, Only Useable By Bard, Perform +6 )
    Bardic Gloves of Swordplay (Improved Critical:Rapier, 
        Weapon Focus: Rapier, Weapon Specialization (rapier), 
        Saving Throws +1, Discipline +4, Perform +2)
    Mithril Visored Helm (AC +5 Deflection, Listen -1, Spot -1, CHA +3,
        Discipline +4)    
    Sir Godfrey's Cloak (AC +2 Deflection, CON +2, Saving Throws +2)
    Greater Bardic Sash (Damage Reduction 10/+4, Perform +4)
    Duergar Large Shield (AC +6, SCP -2, ASF 15%, Immunity: Paralysis, 
        Weight Reduction 80% )
    Amulet of Natural Armor +4 (AC +4 Natural)
    Greater Boots of Agility (DEX +4, Improved Evasion)
    Lesser Ring of Regeneration (Regeneration +2)
    Ring of Elemental Resistance (Resist Acid, Cold, Fire and Electrical Damage 15/- each)    

 Tactical Rapier 
    Rapier +4 (1d6+4, 18-20/x2)
    Damage Bonus 3 Magical
    Keen
    Massive Criticals 2d6 damage
    Regeneration +2
    Spell Resistane 20
    Weight Reduction 80% of Weight

 Journeyman Staff 
    Magic Staff (1d6, 20/x2)
    Bonus Spell Slot: Wizard level 1
    Damage Bonus 2d6 Electrical
    Only Usable By: Sorcerer, Wizard
    Regeneration +2
    3 Lightning Bolts as lvl 5 caster
    11 Magic Missiles as lvl 5 caster

 Tome of Darkest Magicks 
    Spells Energy Drain,
    Gate,
    Wail of the Banshee or
    Weird as lvl 17 caster once or
    Phantasmal Killer as lvl 7 caster once.    

 Astral Panther summoned by figurine
    True Neutral Magical Beast lvl 16
    AC 28
    HP 143
    STR 21
    DEX 24
    CON 14
    INT 4
    WIS 16
    CHA 12
    Attack bonus: +25/+20/+15/+10 (Base: 16)
    Attacks: 1-6+5, 1-10+5, 1-8+5 (20/x2)
    Fortitude: 13
    Reflex: 18
    Will: 11
    Spell Resistance: 12
    Immune to Poison
    Fast Movement
    Fearless
    Sneak +4d6
    etc.

Kraak
    Raven Familiar

Carrying:
    Helm of the Red Dragon (Immunity to Knockdown, 
        Only Useable by Red Dragon Disciple, True Seeing, 
        Polymorph to Red Dragon once per day )
    Lesser Ioun Stone: Pale Blue (Strenght +2 while active)
    Onyx Panther Figurine
    Lens of Detection (Detect Traps 3 times per day)
    Chime of Opening (Knock 50 times)
    Torch
    A Bag of Displacement (Reduced Weight: Content Weight -60%)
    17 Bags of Holding
    20 Healer's Kits
    Spirits
    3 Potions of Lore
    Potion of Speed
    Various Rings, Scrolls and Potions
    

Gold:

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. However, this man should not be underestimated. If needed with his various magical artefacts, skills, spells and prayers will transform him to be a powerful force of nature in combat. If the battle proves to be too challenging, he is know to stay behind healing the wounded and calling some powerful shadow-like extraplanar being to fight for him.
A black raven has been at his side, watching keenly for anything interesting.

Some rumours tell that the arcane threeo led by this man has been seen traveling with a young dragon, others have told about a great wolf seen in taverns and stores with them. Some even tell that this man can take the form of a great red dragon against powerful foes.
OTHER
Created:2007-05-02
Last modified:2007-05-14