John of Tymora
Squire of Waterdeep
Wait! We need a geoguide....
Age: Hair: Height: |
26 Black 5' 11" |
Sex: Eyes: Weight: |
Male Brown 165 lbs. |
Race: Class: Align: |
Human Priest of Tymora Lawful Neutral |
John of Tymora is always one to take chances and trust in his luck, having total faith that Lady Luck will take care of the outcome of his choices. He became a priest of Tymora recently, spending years in her service as a monk, running the various casino games found within the Tower of Luck in Waterdeep.
Not long after he made the jump from monk to priest, he found out in a rather disturbing way that his father died. He'd been away from his father for about 8 years, but learned of his murder-like death from a posting on a board in the city. He promptly claimed to be his son, and after much questioning and poking a prodding, they agreed that this was the one who had the rights to his father's estate.
John was shocked! An estate? Where did he get that? Well, he was going to find out, as soon as he found a band of hearty adventurers to accompany him. He was warned of hobgoblins in the Kryptgarden forest to the north who were possibly occupying the keep his father had recently built. He found an eclectic party of a couple warriors and a mage and they set out to find this lost keep.
And they did find it. Not hard at all, for some strange reason. They were promptly greeted by a hail of arrows from hobgoblins posted atop the walls. They were a little confused as to why there were only 3, but hey, they were able to get in when the drawbridge was lowered to release an infantry squad to eliminate the scum and bring back the bodies for dinner.
The rest is history. The mage stepped to the front, almost dying in the process, and weakened the enemy. The warriors then took charge and ran rough-shod over the wary hobgoblins. John snuck past the squad and entered the keep, quickly sneaking to the catwalk and firing arrows down upon the enemy. Tymora brushed that one off, calling it all a lucky strike. They infiltrated the keep, and by using the dead bodies to invoke fear, drove the rest out of the keep.
Upon returning to Waterdeep, John was awarded the deed to the land since it fell within Waterdeep's jurisdiction of surrounding lands, and awarded him the title of "Squire of Waterdeep."
Strength
Hit Probability
Damage Adjustment
Weight Allowance
Maximum Press
Open Doors
Bend Bars/Lift Gates |
11
+0
+0
40
115
6
2% |
|
Intelligence
Max # of Languages
Max Spell Level
Learn Spell
Spells per Level
Spell Immunity |
12
3
--
--
--
Nil |
Dexterity
Reaction Adjustment
Missile Attack Adjustment
Defensive Adjustment |
11
+0
+0
-0 |
|
Wisdom
Magical Defense Adjustment
Bonus Spells
Spell Failure
Spell Immunity |
14
+0
1st: 2
0%
Nil |
Constitution
Hit Point Adjustment
System Shock
Resurrection Survival
Poison Save
Regeneration |
10
+0
70%
75%
+0
Nil |
|
Charisma
Maximum # of Henchmen
Loyalty Base
Reaction Adjustment |
12
5
+0
+0 |
Hit Points: 16
|
|
Armor Class 1
Silver Plate Mail
|
Saving Throws
vs. Paralyze, Poison
vs. Rod, Staff, or Wand
vs. Petrify/Polymorph
vs. Breath Weapon
vs. Spells |
10
14
13
16
15 |
|
Experience
Current:
Next for Level Up:
Current Level:
Maximum Level: |
3,420
6,000
3
Infinite
|
Weapon Proficiencies
Bastard Sword
Mace |
|
Non-Weapon Proficiencies
Swimming
Etiquette
Read/Write Common
Horse Riding
Mus. Inst.: Yarting
Seamanship
Speak Elven |
Str +0
Chr +0
Int +1
Wis +3
Dex -1
Dex +1
|
Spell Progression:
3 / 1
|