Personal Information
Name: Sir Alaric Dezlentyr of Waterdeep Player:
Race: Human Gender: Male Height: 7'0" Age: 30
Class: Paladin Level: 30 Weight: 385 lbs
XP: 6,851,321 Alignment: Lawful Good
Next Level: 6,900,000 Kit: Divinate (CRE)
Ability Scores
Str: 20 Stamina: 20 Weight Allowance: 535 lbs Bend Bars/Lift Gates: 60%
Muscle: 20 Attack Adj.: +3 Damage Adj.: +8 Max. Press: 700 lbs Open Doors: 17(10)
Dex: 18 Aim: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 20 Health: 20 System Shock: 99% Poison Save: +1
Fitness: 20 Hit Point Adjustment: +2(+5) (Minimum roll 2) Resurrection Chance: 100%
Int: 16 Reason: 16 Max. Spell Level: 8th Max. Spells Per Level: 11 Illusion Immunity: None
Knowledge: 16 Bonus Proficiencies: 5 Chance to Learn New Spell: 70%
Wis: 21 Intuition: 21 Bonus Clerical Spells: 3, 3, 3, 2, 1, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 21 Magic Defense Adjustment: +4 Spell Immunity: Class 3
Cha: 21 Leadership: 21 Loyalty Base: +14 Maximum Number of Henchmen: 30
Appearance: 21 Initial Reaction Adjustment: +10
Saving Throws
Paralyzation: 1 Poison: 0 Death Magic: 1 Petrification: 0 Polymorph: 2
Rod: 3 Staff: 3 Wand: 3 Breath Weapon: 1 Spell: 4
Racial Abilities
Experience bonus - +5% experence point bonus.
Hit point bonus - +1 bonus hit point for every time a level is attainted.

Traits
Inherent Immunity/Disease - +3 bonus to restances vs. natural diseases.
Artistic Ability - Items created by chracter will fetch 1-50% over standard sale price.
Inherent Immunity/Heat - +1 bonus to saves vs. heat based attacks.
Ambidexterity - reduces two weapon fighting penalty by 2.

Turning Undead
Skeleton or 1 HD: D* Wight or 5 HD: D* Mummy or 7 HD: T Ghost or 10 HD: 7
Zombie: D* Ghast: D Spectre or 8 HD: T Lich or 11+ HD: 10
Ghoul or 2 HD: D* Wraith or 6 HD: D Vampire or 9 HD: 4 Special: 13
Shadow or 3-4 HD: D*
# = Roll # or greater on a 1d20 to turn 2d6 undead. D = Automatically destroys 2d6 undead.
T = Automatically turns 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor* Sm-Med Large Type Size PB / S / M / L / EX
Sword, two-handed of Holy Might -22 3 Fa 1d20+20 3d10+20 S L
Composite long bow -12 2 Fa P L
Composite long bow, flight arrow 1d6 1d6 P S 6 12 24 42
Lance, jousting -12 2 Av 1d3+7 1d2+7 B L
Sword, long of The Regenerating Wyrm -18 5/2 Fa 1d8+15 1d12+15 S M
Sword, short +2 -15 5/2 Fa 1d6+12 1d8+12 P S
*Fa (4 or less), Av (5 - 8), Sl (9 - 13), VS (14 or greater)
Combat
Hit Points: 216
Base THAC0: -9
Melee THAC0: -12
Missile THAC0: -11
Armor
Natural armor class 10
Full armor, full plate +5 of Torm (Dusky Purple) -12
Magic Armor adj. -5
Balance Defensive adj. -4
FINAL: -10
Weapon Proficiencies
Axe, battle
Club
Composite long bow (Specialist)
Dagger
Dagger, stiletto
Flail, horseman's
Full armor, field plate
Full armor, full plate
Full armor, scale mail
Knife, throwing
Lance, heavy
Lance, jousting
Lance, light
Lance, medium
Mace, footman's
Mace, horseman's
Martial Arts (Specialist)
Morning star
Pick, horseman's
Pike
Polearm, glaive
Polearm, halberd
Polearm, military fork
Quarterstaff
Shield (medium)
Sword, bastard
Sword, estoc
Sword, katana
Sword, long (Specialist)
Sword, ninja-to
Sword, rapier
Sword, short (Specialist)
Sword, two-handed (Expert, Chosen Weapon, Specialist, Grand Master)
Sword, wakizashi
Warhammer
Whip
Fighting Style:
Two Weapon (+2)
Two Weapon
Two-handed Weapon
Weapon and Shield
One-handed Weapon
One-handed Weapon (+2)
Thrown Weapon/Sling
Missile
Horse Archer
Non-Weapon Proficiencies
Animal Handling 12
Animal Training 10
Armorer 15
Blind Fighting 11
Brewing 12
Endurance 15
Etiquette 14
Fire-Building 13
Fishing 11
Gaming 15
Heal 18
Heraldry 15
Herbalism 16
Hunting 12
Local History 14
Navigation 12
Painting 20
Religion 19
Riding, Airborne 11
Riding, Land 14
Rope Use 13
Running 13
Seamanship 13
Swimming 14
Tumbling 12
Weaponsmithing 17
Modern Languages 15
Dwarf, Elf, Halfling, Human - regional dialect
Native Languages
Common
Reading/Writing 14
Common, Dwarf, Elf, Human - regional dialect

Class Abilities
Paladin
����Circle of power - If in possession of a holy sword, it will project a 10 foot diamater sphere which repells hostile magic.
����Detection - By concentrating, may detect evil creatures up to 60 feet away.
����Faithful mount - May summon special steed at 4th level.
����Healing - May heal two hit points per paladin's level to anyone once per day with a touch.
����Health - Immune to all natural disease.
����Priest spells - May cast Priest spells at 4th level.
����Protection from evil - Radiate an aura 10 feet in diamater of Protection from Evil.
����Saving throw bonus - +2 bonus to all saves.
����Turn undead - Turn undead at two levels lower in ability.
����Weapon specialization - May specialize in one weapon.
����Minor Spheres of Magic - Law, Protection
����Major Spheres of Magic - All, Guardian, Healing, Time, Charm (kit)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Paladin 4 3 3 3
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 11
Wizard Chance to Learn New Spell: 70% Maximum Wizard Spell Level: 8th
Spells Memorized
  • Paladin
    • 0th Level
    • 1st Level
      • Cure Light Wounds x4
    • 2nd Level
      • Cure Moderate Wounds x2
      • Nap
    • 3rd Level
      • Remove Curse
      • Repair Injury x2
    • 4th Level
      • Cure Serious Wounds x3
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-535 536-574 575-613 614-652 653-700
Movement: 17 12 8 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 144.74 pounds (None Encumbrance, 17 Movement)
Inventory
  • Animals
    • Horse, draft
      • Bit and bridle
      • Horseshoes and shoeing
      • Lance, heavy +3
      • Sack, large
        • Cannons x3
        • Shirt x3
        • Tunic
        • Vest
      • Sack, large
        • Rope, silk (50 ft) x2
        • Signet ring/personal seal
        • Wax (per lb)
        • Wineskin
        • Wineskin
      • Saddle bags, large
      • Saddle blanket
      • Saddle, pack
        • Winter blanket
      • Tent, large
    • Horse, heavy war
      • Barding, full plate
      • Bit and bridle
      • Horseshoes and shoeing
      • Saddle bags, large
        • Common robe
      • Saddle blanket
      • Saddle, riding
        • Wineskin
  • Items Carried
    • Bag of Holding, 1500 lbs.
      • Alexandrite (80000 gp) x5
      • Ring of Infravision
      • Ring of Warmth
    • Composite long bow
    • Holy item
    • Lance, jousting
    • Quiver
      • Composite long bow, flight arrow x20
    • Shield, medium +5
  • Items Readied
    • Sword, two-handed of Holy Might
  • Items Worn
    • Belt
      • Belt pouch, large
        • * Gold Pieces x327
      • Belt pouch, large
        • * Gold Pieces x300
        • * Platinum Pieces x20
    • Boots, riding
    • Full armor, full plate +5 of Torm (Dusky Purple)
    • Gloves
    • Great Helm of Torm
    • Ring of Readiness
    • Ring of Truth
    • Scabbard, hanger, baldric
      • Sword, long of The Regenerating Wyrm
    • Scabbard, hanger, baldric
      • Sword, short +2
    • Scabbard, hanger, baldric
  • Transport
    • Galleon
Paladin Spells Granted
Spell Time Range Area of Effect Components
1st Level
Bless 1 rd 60 yds 50-ft cube V, S, M
Blessed Watchfulness 4 Touch Creature touched V, S
Cause Fear 1 10 yds 1 creature V, S
Cause Light Wounds 5 Touch Creature touched V, S
Combine* 1 rd Touch Circle of priests V, S
Command 1 30 yds 1 creature V
Cure Light Wounds 5 Touch Creature touched V, S
Curse 1 rd 60 yds 50-ft cube V, S, M
Detect Evil 1 rd 0 10 ft x 120 yds V, S, M
Detect Good 1 rd 0 10 ft x 120 yds V, S, M
Endure Cold/Endure Heat 1 rd Touch Creature touched V, S
Know Age 1 0 1 object or creature V, S, M
Know Time 1 0 The caster V, S
Orison 4 10 yds Varies V, S
Protection From Evil 4 Touch 1 creature V, S, M
Protection From Good 4 Touch 1 creature V, S, M
Protection from Chaos 4 Touch 1 creature V, S, M
Purify Food & Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S
Putrefy Food and Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S
Remove Fear 1 10 yds 1 creature/4 lvls V, S
Ring of Hands* 5 0 Special V, S
Ring of Woe* 5 0 Special V, S
Sacred Guardian 1 Touch Creature touched V, S, M
Sanctuary 4 Touch 1 creature V, S, M
2nd Level
Barkskin 5 Touch 1 creature V, S, M
Calm Chaos 1 20 yds 1d6 creatures/lvl V, S
Cause Moderate Wounds 5 Touch Creature touched V, S
Cure Moderate Wounds 5 Touch Creature touched V, S
Enthrall 1 rd 0 90-ft radius V, S
Hesitation 2 30 yds 20-ft radius circle V, S, M
Hold Person 5 120 yds 1d4 persons in 20-ft cube V, S, M
Iron Vigil 1 turn 0 The caster V, S
Music of the Spheres 4 50 yds 20-ft diameter circle V, S, M
Mystic Transfer* 1 rd 0 The caster V, S
Nap 2 Touch 1 creature/lvl V, S, M
Resist Acid and Corrosion 5 Touch Creature touched V, S
Resist Fire/Resist Cold 5 Touch 1 creature V, S, M
Sanctify* 1 turn 10 yds 10 yd x 10 yd sq/priest V, S, M
Silence, 15-foot Radius 5 120 yds 15-ft radius V, S
Slow Poison 1 Touch 1 creature V, S, M
Withdraw 5 0 The caster V, S
Wyvern Watch 5 30 yds 10-ft radius V, S, M
3rd Level
Accelerate Healing 1 turn Touch 1 creature V, S
Bestow Curse 6 Touch Special V, S
Choose Future 3 Touch 1 Creature V, S, M
Dictate 6 30 yds Up to 6 creatures in a 20-ft cube V
Dispel Magic 6 60 yds 30-ft cube or 1 item V, S
Emotion Control 5 10 yds 1 creature/5 lvls of the caster within a 20' cube V, S, M
Glyph of Warding Special Touch Special V, S, M
Hold Poison 1 Touch Creature touched V, S, M
Line of Destruction* 1 rd 0 30-yd line V, S, M
Line of Protection* 1 rd 0 30-yd line V, S, M
Magical Vestment 1 rd 0 The caster V, S, M
Negative Plane Protection 1 rd Touch 1 creature V, S
Protection From Fire 6 Touch 1 creature V, S, M
Remove Curse 6 Touch Special V, S
Remove Paralysis 6 10 yds/lvl 1d4 creatures in 20-ft cube V, S
Repair Injury 1 turn Touch Creature touched V, S
Rigid Thinking 1 turn 60 yds 1 creature V, S
Strength of One 3 10 yds 1 creature + 1 creature/2 lvls V, S
Unfailing Premonition 6 0 The caster V, S
4th Level
Age Plant 1 rd 30 yds 1 plant, seed, or tree/lvl V, S, M
Body Clock 4 Touch 1 creature V, S, M
Cause Serious Wounds 7 Touch 1 creature V, S
Cloak of Bravery 6 Touch 1 creature V, S, M
Cloak of Fear 6 Touch 1 creature V, S, M
Cure Serious Wounds 7 Touch 1 creature V, S
Dimensional Anchor 1 10 yds/lvl 1 creature V, S
Focus* 1 day 10 ft Special V, S, M
Fortify* 6 0 Creature touched V, S, M
Free Action 7 Touch 1 creature V, S, M
Imbue With Spell Ability 1 turn Touch Person touched V, S, M
Modify Memory Special 30 ft 1 creature V, S
Neutralize Poison 7 Touch 1 creature or 1 cubic ft of substance/2 lvls V, S
Poison 7 Touch 1 creature or 1 cubic ft of substance/2 lvls V, S
Uplift* 12 hrs 0 One priest V, M
Portrait

Sir Alaric of Waterdeep

Character History
Alaric was the son of very rich merchants from Waterdeep, who died during one of their caravan trips that they had personally vouched for, leaving Alaric and his older brother Arlos to take care of themselves. Arlos was too preoccupied with taking over the business at the age of 17 years old and he couldn't afford to take care of a 4 year old.
Alaric went to live with his aunt and uncle who were rich land owners and trained and hired mercenaries. Alaric grew up learning the art of combat and became a warrior. At age 16 he joined the Waterdeep City Watch. He grew into a giant of a man 7 foot tall and 300+ pounds of pure muscle and became very proficient with the long sword and short sword combination.
At age 23 during an adventure with some friends Alaric came face to face with Torm the True, his deity. Torm laid his hand on Alaric's head and made him a Paladin. To honor Torm Alaric took up the two-handed sword, which he has become a High Master at wielding. Now he crusades for Torm and destroyes evil when he can.
Recently on an adventure in a dragon's lair, which nearly killed him and six other adventurers, he accidently came across the Throne of the Gods. Upon resting upon it as he thought about if he had the strength and endurance of a giant he could have done more. To his surprise his muscles grew and his magical armor expanded to compensate he also felt rejuvinated. He immediately stood up and knelt in front of the Throne and prayed to Torm thanking him for his gift and renewing his code of enoblement.
Afterwards he told his companions about the Throne and what had happened to him. Everyone took their turn on the Throne and when they were done the sealed off the entrance to the Throne room.
As a gift from a friend he was passed on the good Crown of Might. Which after wearing for a while he turned over to the High Priest of Torm in Waterdeep. Along with enough money to built a great temple for Torm in Waterdeep.
He bought himself a home close to his family and invested in four new galleons for the family shipping business.
But his destiny wouldnt let him rest. Even as he worked in his home and taught his three followers, the Cult of the Dragon were hatching a plan for revenge.
Simultaniously they attacked the homes of his friends and his while they slept. He was able to fight off his attacks and went to the aid of his friends, but it was too late.
They had taken his friend Shen and made it look as oif they had killed him.
Alaric, his followers and his friend Kindra and her folllowers along with the Paladin Lady Morgan, Her brother Dustin and the warrior Caithen, rode out of Waterdeep the next morning. Determined to confront and defeat the lich leader of the Cult of the Dragon in the north.
The battled long and hard and with help of Torm were victorious. They shattered the power the Cult had in the north.
Torm appeared before the group, made up of mostly his followers, and commended them on a job well done.
Torm told Alaric that he was his champion and as such had alot to do. Torm told to form the knighthood that Alaric had been working on as his Penace of Duty.
Torm told them that they knighthood would flourish but it would take time and that it was good that Alaric was so young.
That was five years ago. The shy young man that Alaric was only a few short years ago is gone. Replaced by a wise and well respected leader.
Alaric built a keep a few hours ride from Waterdeep. Currently the knighthood has 30 full members(9th lvl+) and several squire members.
Two years ago, Alaric married a beautiful golden haired woman named Sif. They are expecting a child due in the spring.

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 01/02/2000 05:06 AM