Personal Information
Name: Varn Damocles the Elder Player: Tal Meta
Race: Human Gender: Male Height: 6'0" Age: 732
Classes: Bard/Psionicist Levels: 29/9 Weight: 190 lbs
XP: 4,191,577/250,000 Alignment: True Neutral
Next Level: 4,400,000/400,000 Kit: Blade (CRE)
Ability Scores
Str: 20 Weight Allowance: 535 lbs Bend Bars/Lift Gates: 60%
Attack Adj.: +3 Damage Adj.: +8 Max. Press: 700 lbs Open Doors: 17(10)
Dex: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 13 Max. Spell Level: 6th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 3 Chance to Learn New Spell: 55%
Wis: 13 Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 15 Loyalty Base: +3 Maximum Number of Henchmen: 7
Initial Reaction Adjustment: +3
Saving Throws
Paralyzation: -4 Poison: -4 Death Magic: -4 Petrification: -5 Polymorph: -5
Rod: -8 Staff: -8 Wand: -8 Breath Weapon: -1 Spell: -7
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword of Damocles 10 1 2 1d8+11 1d12+11 S M
Blaster, Mk XII (GW)* 11 1 4 P/S/B M 60 120 240
Dagger +1 12 13 1 2 1d4+9 1d3+9 P S 2 4 6
Knife, throwing 17 18 1 8 2d4+8 1d6+9 P/S M 2 4 6
Dagger of throwing +1 12 13 1 2 1d4+9 1d3+9 P S 2 4 6
Dagger of Rust 12 13 1 2 1d4+9 1d3+9 P S 2 4 6
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-535 536-574 575-613 614-652 653-700
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 123.55 pounds (None Encumbrance, 12 Movement)
Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 50 +0 +5 +75 +0 130%
Detect noise 20 +0 +0 +100 +0 120%
Pick pockets 10 +0 +5 +140 +0 155%
Read languages 5 +0 +0 +115 +0 120%

Combat
Hit Points: 94
Base THAC0: 16
Melee THAC0: 13
Missile THAC0: 14
Armor
Natural armor class 10
Armor of Damocles -4
Magic Armor adj. -4
DEX Defensive adj. -3
FINAL: -1
Weapon Proficiencies
Bat'leth
Blaster, Mk XII (GW)*
Boomerang
Cestus
Dagger
Dagger, main-gauche
Flintlock, belt pistol
Short bow
Sword, bastard
Sword, katana
Sword, long
Sword, short
Whip
Non-Weapon Proficiencies
Blind Fighting 13
Contact 14
Crowd Working 15
Disguise 14
Drinking 15
Etiquette 15
Gaming 15
Harness Subconscious 12
Juggling 16
Local History 15
Massage - Carnal 13
Musical Instrument 16
Reading/Writing 14
Rejuvination 12
Seduction - Carnal 15
Sexual Endurance - Carnal 15
Sexual Knowledge - Carnal 13
Singing 15
Spellcraft 11
Swimming 20
Ventriloquism 11
Native Languages
Common, Elf, Elf - dark (drow) dialect, Netherese, Old Oeridian, Sahuagin, Suloise
Character History
Immune to the following spells: Fireball, Cone of Cold, Delayed Blast Fireball, and Mordenkainen's Disjunction.

Permanent spells in effect at all times: Improved Spider Climb, Gaze Reflection, Feather Fall, Tongues, Infravision.

# of Stoneskins remaining:______________
Current Magic Resistance: 40%
Electrical Absorbtion Remaining:_________
Spells Memorized
  • Bard
    • 1st Level
      • Burning Hands
      • Change Self
      • Charm Person
      • Magic Missile
      • Phantasmal Force
      • Taunt
    • 2nd Level
      • Alter Self
      • Continual Darkness
      • Improved Phantasmal Force
      • Knock
      • Web
    • 3rd Level
      • Damocles' Maladweomer x2
      • Fireball x2
      • Lightning Bolt
    • 4th Level
      • Dimension Door
      • Minor Globe of Invulnerability
      • Polymorph Other
      • Protection from Normal Weapons
      • Stoneskin
    • 5th Level
      • Azure Flame - WSC1
      • Damocles' Azure Flame
      • Extension II
      • Passwall
      • Teleport
      • Wall of Force
    • 6th Level
      • Chain Lightning x2
      • Disintegrate
      • Mass Suggestion
      • Tenser's Transformation
    • 7th Level
      • Bigby's Grasping Hand
      • Delayed Blast Fireball
      • Prismatic Spray
      • Teleport Without Error x2
    • 8th Level
      • Polymorph Any Object

Inventory
  • Items Carried
    • Blaster, Mk XII (GW)*
  • Items Readied
    • Sword of Damocles
  • Items Stored
    • Bard's Cabinet
      • Cloak of Arachnida
      • Cloak of the Manta Ray
      • Golden Girdle of Urnst
      • Potion of Extra-healing x4
      • Potion of Speed
      • Potion of Sweet Water
      • Spellbook, Travelling
      • Sword, bastard +1 Luck Blade
      • Sword, bastard +3 Frost Brand
      • Trident of Fish Command
      • Weaponblack
      • Whetstone
      • Whip
  • Items Worn
    • Amulet of Magic Resistance
    • Armor of Damocles
    • Backpack
      • Bag of Holding, 1000 lbs.
        • Candle x2
        • Lantern, bullseye
        • Oil, lamp (per flask) x2
        • Rope, silk (50 ft)
        • Spellbook, Travelling
        • Spyglass
        • Thieves' picks
        • Wand of Fire
        • Wand of Lightning
        • Wineskin
        • Winter blanket
        • Writing ink (per vial)
      • Grappling hook
      • Paper (per sheet) x5
      • Tent, small
    • Baldric, bandoleer(leather)
      • Dagger +1 x5
    • Baldric, bandoleer(leather)
      • Knife, throwing x5
    • Baldric, bandoleer(leather)
      • Dagger of throwing +1 x3
    • Belt
      • Belt pouch, large
        • Bullet x30
        • Chalk x10
        • Gunpowder x30
        • Signal whistle
      • Belt pouch, small
        • Flint and steel
        • Magnifying glass
        • Mirror, small metal
        • Steel etcher
      • Dagger of Rust
    • Boots, riding
    • Brooch of Shielding
    • Cloak of Protection +5
    • Fine fur cloak
    • Girdle of Giant Strength - Stone
    • Gloves
    • Pin
    • Ring of Protection +3
    • Sash
      • Wand of Magic Missiles
    • Signet ring/personal seal

Spells Known
Spell Time Range Area of Effect Components
1st Level
Alarm 1 rd 10 yds Up to 20 ft cube V, S, M
Burning Hands 1 0 The caster V, S, M
Change Self 1 0 The caster V, S, M
Charm Person 1 120 yds 1 person V, S
Comprehend Languages 1 rd Touch 1 speaking creature or written text V, S, M
Conjure Spell Component 1 1 mile/lvl 3 components/lvl V, S
Detect Magic 1 0 10 x 60 ft V, S
Enlarge 1 5 yds/lvl 1 creature or object V, S, M
Feather Fall 1 10 yds/lvl Special V, S, M
Gaze Reflection 1 0 Special V, S
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Mount 1 turn 10 yds 1 mount V, S, M
Phantasmal Force 1 60 yds + 10 yds/lvl 400 sq ft + 100 sq ft/lvl V, S, M
Read Magic 1 rd 0 Special V, S, M
Shocking Grasp 1 Touch Creature V, S
Spider Climb 1 Touch Creature touched V, S, M
Taunt 1 60 yds 30-ft radius V, S, M
2nd Level
Agannazar's Scorcher - WSC1 3 20 yds 2 ft wide by 60 ft long jet V, S
Alter Self 2 0 The caster V, S
Cat's Grace 2 Touch Creature touched V, S, M
Continual Darkness 2 60 yds. 60-ft. radius V, S
Continual Light 2 60 yds 60-ft radius V, S
Hypnotic Pattern 2 30 yds 30-ft cube S, M
Improved Phantasmal Force 2 60 yds + 10 yds/lvl 200 sq ft + 50 sq ft/lvl V, S, M
Invisibility 2 Touch Creature touched V, S, M
Knock 1 60 yds 10 sq ft/lvl V
Levitate 2 20 yds/lvl 1 creature or object V, S, M
Magic Mouth 2 10 yds 1 object V, S, M
Rope Trick 2 Touch Special V, S, M
Web 2 5 yds/lvl 8,000 cubic ft V, S, M
3rd Level
Blink 1 0 The caster V, S
Damocles' Maladweomer 3 10 yds. 1 creature V, S, M
Dispel Magic 3 120 yds 30-ft cube V, S
Fireball 3 10 yds + 10 yds/lvl 20-ft radius V, S, M
Fly 3 Touch Creature touched V, S, M
Haste 3 60 yds 40-ft cube, 1 creature/lvl V, S, M
Infravision 1 rd Touch Creature touched V, S, M
Lightning Bolt 3 40 yds + 10 yds/lvl Special V, S, M
Phantom Steed 1 turn Touch Special V, S
Protection From Normal Missiles 3 Touch Creature touched V, S, M
Slow 3 90 yds + 10 yds/lvl 40-ft cube, 1 creature/lvl V, S, M
Spectral Force 3 60 yds + 1 yd/lvl 40-ft cube + 10-ft cube/lvl V, S
Tongues 3 0 30-ft radius V, M
4th Level
Conjure Elemental-Kin 1 turn 60 yds Special V, S, M
Contagion 4 30 yds 1 creature V, S
Dimension Door 1 0 The caster V
Fire Shield 4 0 The caster V, S, M
Ice Storm 4 10 yds/lvl 20 or 40 ft radius V, S, M
Improved Invisibility 4 Touch Creature touched V, S
Minor Globe of Invulnerability 4 0 5-ft radius V, S, M
Polymorph Other 4 5 yds/lvl 1 creature V, S, M
Polymorph Self 4 0 The caster V
Protection from Normal Weapons 3 Touch Self or Creature touched V, S, M
Stoneskin 1 Touch 1 creature V, S, M
Wall of Fire 4 60 yds Special V, S, M
5th Level
Cloudkill 5 10 yds 40 x 20 x 20 ft cloud V, S
Cone of Cold 5 0 Special V, S, M
Damocles' Azure Flame 5 50 yds 20 ft radius V, S, M
Extension II 4 0 Special V
Feeblemind 5 10 yds/lvl 1 creature V, S, M
Invulnerability to Normal Weapons 2 0 5-ft rad. V, M
Passwall 5 30 yds 5 x 8 x 10 ft V, S, M
Teleport 2 Touch Special V
Wall of Force 5 30 yds 10-ft sq/lvl V, S, M
6th Level
Antimagic Shell 1 0 1 ft/lvl diameter V, S
Chain Lightning 5 40 yds + 5 yds/lvl Special V, S, M
Contingency 1 turn 0 The caster V, S, M
Disintegrate 6 5 yds/lvl 1 creature or 10 x 10 x 10 ft cube V, S, M
Enchant an Item Special Touch 1 item V, S, M
Globe of Invulnerability 1 rd 0 5-ft radius V, S, M
Invulnerability to Magical Weapons 3 0 5-ft rad V, M
Mass Suggestion 6 30 yds 1 creature/lvl V, M
Tenser's Transformation 6 0 The caster V, S, M
7th Level
Bigby's Grasping Hand 7 10 yds/lvl Special V, S, M
Delayed Blast Fireball 7 100 yds + 10 yds/lvl 20-ft radius V, S, M
Mordenkainen's Sword 7 30 yds Special V, S, M
Prismatic Spray 7 0 70 x 15 ft spray V, S
Spell Turning 7 0 The caster V, S, M
Teleport Without Error 1 Touch Special V
Vanish 2 Touch 1 object V
8th Level
Bigby's Clenched Fist 8 5 yds/lvl Special V, S, M
Permanency 2 rds Special Special V, S
Polymorph Any Object 1 rd 5 yds/lvl Special V, S, M
Serten's Spell Immunity 1 rd/recipent Touch Creature(s) touched V, S, M

Psionics
PSPs: 41 MTHAC0: 12 MAC: 8
Devotions: 14 Sciences: 5 Disciplines: 3
Attacks: Ego Whip (EW), Psionic Blast (PB), Psychic Crush (PsC), Id Insinuation (II), Mind Thrust (MT)
Defenses: Intellect Fortress (IF), Mental Barrier (MB), Mind Blank (MBk), Thought Shield (TS), Tower of Iron Will (TW)
Power PSPs Range Area of Effect MAC
Clairsentient
Devotions
See Magic 6/2 20 feet Personal 9
Psychoportive (Primary)
Sciences
Phase Object 6/3 20 yards One object 9
Probability Travel 11/hour/5 Unlimited Individual + 8
Teleport 10+/5+ Unlimited Personal 9
Devotions
Dimension Walk 5/2 Not applicable Personal 8
Dimensional Door 3/1 50+ yards Not applicable 7
Dream Travel 1/25miles/1 500 miles Personal 7
Duo-Dimension 6/3 0 Personal 6
Phase 6/2 0 Personal 10
Time/Space Anchor 3/1 0 3 yards 8
Teleport Lock 4/2 30 yards One creature 8
Wrench 10/5 30 yards One undead 8
Shadow Walk 9/4 1,000 yards Personal 7
Telepathic
Sciences
Mindlink 7+/3+ Unlimited Individual 8
Mindflame 30/15 0 5' by 20' cone (max of six creatures) 7
Devotions
Send Thoughts 3+/2+ Unlimited Individual 8
Psychic Messenger 4/2 200 miles 1sq. yd. 5
Synaptic Static 11/5 0 20/50/90 yards 6
Truthear 3/1 0 Hearing 10

Kit - Blade (CRE)
Blades are master artisans with bladed weapons. Everyone has seen a Blade in action at fairs and carnivals. They are the knife throwers who pop balloons while blindfolded and swallow slender sabers such as those used by lawless pirates on the high seas.

Blades also perform amazing displays of weapon skill and control as they flash various weapons all about their bodies with deadly precision. Oriental Blades are perhaps the most skilled at this particular art form. Using weapons such as the three-piece rod, nunchaku, or the katana, Oriental Blades put on amazing displays of rapid weapon movement, including offensive and defensive spins, katas, and ritual dances. Occidental Blades are also impressive, as they rapidly spin short swords, quarterstaves, or sickles about them.

Besides rapid displays of weapon skill, Blades also perform slow, elegant dances, involving incredibly precise movement and timing. These dances include thrusts, lunges, leaps, graceful arcs, etc

Special Benefits:

Weapons Display: For this ability to have an effect, the Blade must whirl a non-missile weapon about his body. The observer must be close enough to the Blade to see the display (e.g., a darkness spell negates the effect). The display has no effect upon those already engaged in close combat, as they are too busy to pay attention to the show. Also, Weapons Display works only on those of Low (5) or better Intelligence, who can either use weapons or have seen them used. (It is impossible to impress green slime by twirling a dagger in your fingers.) Likewise, a highly intelligent creature that has never seen a weapon used will also be unintimidated by the Blade's display.

By whirling a melee or hurled weapon about, a Blade can affect the morale and courage of others. Such a display of skill, precision, and deadly grace lowers opponents' morale by 2 (but it does not require an immediate morale check) and inspires allies, giving a +1 bonus to allies' attack rolls.

The display must occur for a full round without interruption. During this time, any successful attack upon the Blade, or failed saving throw by the Blade, disrupts the display.

Weapons Display may be used only once per encounter; the display lasts for one round per level of the Blade.

This ability requires a lot of room; it cannot be done in a narrow corridor. Specifically, the Blade must be able to stand with his arms extended while holding out the weapon and be able to move his arms in all directions without contacting any obstructions.

Handle Weapon: Blades train and perform with weapons in both hands. Although all thieves are allowed to attack with two weapons (see Chapter 9 of the PHB), Blades suffer no penalty to their main weapon and only a -2 penalty to the attack roll with their secondary weapon.

Blades are considered to be ambidextrous. They can shoot a bow equally well with either their left or right hand, they can wield a sword in either hand, and they can throw daggers with either hand-all with no penalties.

When a Blade tries to catch small weapons that are thrown at him, the attack roll (see the juggling proficiency) is made using the Blade's level as a bonus.

Trick Throw: Although this ability is called "trick throw," it functions the same for both missile weapons and hurled weapons. Trick throw enables a Blade to perform called shots (as per Chapter 9 in the DMG). The usual -4 attack roll penalty is lessened by 1 for every five experience levels of the Blade (round fractions up). Thus 1st- through 5th-level Blades suffer only a -3 penalty, 6th- through 10th-level Blades suffer only a -2 penalty, and so on.

Because Blades throw weapons blindfolded, they extend the blind-fighting proficiency to include hurled weapons and missile weapons (to a maximum range of 30 feet).

Defensive/Offensive Spin: Defensive and offensive spins are elements of a good weapon display. They have other uses as well.

A defensive spin is a specialized form of parrying (see Chapter 9 of the PHB ) in which the Blade whirls his weapon to create a deadly shell about his body. A Blade may not attack during any round in which he is performing a defensive spin. The Blade's Armor Class is lowered by half the Blade's level (round fractions up) during this maneuver. In addition, any creature that makes a melee attack on the Blade must roll a successful saving throw vs. paralyzation or suffer damage equal to half the Blade's level (round fractions up; the damage is limited to the weapon's maximum damage, including any bonuses of the weapon). A defensive spin may be used only once per combat; it lasts for a maximum number of rounds equal to the Blade's Constitution. A successful hit upon the Blade disrupts his concentration and ends the defensive spin.

An offensive spin is a much more threatening maneuver. The Blade creates a fearsome-looking display of skill directed at a specific opponent. The spin must last for the entire round, during which the Blade does not attack (nor does he receive any Armor Class adjustment, as he would for a defensive spin). On the next round, the Blade makes a normal attack roll. If this hits, the victim must roll a successful morale check or it will try to stay at least ten feet from the Blade (going off to attack other members of the Blade's party or fleeing in terror if the Blade is the only available opponent). Offensive spins may be attempted only once on a particular creature. Furthermore, the Blade cannot have been damaged by that creature prior to the offensive spin attack (a creature won't fear someone it has already injured). This is a difficult condition to fulfill, as the creature gets a free round to attack while the Blade is the first round of the offensive spin. Offensive spins function only against creatures of Low (5) or better Intelligence.

If the Blade's spin is interrupted (either voluntarily or by a successful attack), the Blade does not get an attack that round.

Special Hindrances: Unlike many other bards, Blades do not gain the 10th-level ability to use all forms of written magical items. Blades study weapons, not scrolls, maps, and books.

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 10/06/1999 09:00 AM