Campaign Journals

Hall of Heroes


Delen Grothar


Personal Information
Name: Delen Grothar Player: Bitty
Race: Human Gender: Male Height: 5'7"
Class: Rogue/Wizard Level: 1/12 Weight: 123 lbs
XP: 81400 Next Level: 91000
Prestige Classes: None Alignment: Neutral Good
Eyes: Light Blue Hair:  White Grey Deity: Azuth
Age: 74 Hit Points: 38

Ability Scores

Saving Throws

SCORE

MOD

TEMP SCORE

TEMP MOD

TOTAL

BASE SAVE

ABI MOD

MAGIC MOD

MISC MOD

TEMP MOD

STR

6 -2

FORT

(CON)

5

=

4

+

0

+

+

1

+

DEX

12 +1

REF

(DEX)

7

=

6

+

1

+

+

0

+

CON

11 0

15

+2

WILL

(WIS)

10

=

8

+

1

+

+

1

+

INT

20 +5

SAVING THROW MODIFIERS

WIS

13 +1

CHA

13 +1

Armor Class

20

=

10

+

 

+

+

1

+

+

9

NORMAL

ARMOR BONUS

SHLD MOD

DEX MOD

SIZE MOD

MISC MOD

AC MODIFIERS

Initiative

+1

=

1

+

Attack Bonuses

INITIATIVE MODIFIERS

DEX MOD

MISC MOD

TOTAL

ATTACK BONUS

BASE

ATTACK BONUS

ABI MOD

SIZE MOD

MISC MOD

TEMP MOD

MELEE

(STR)

4/-1

=

+

6/1

+

-2

+

+

RANGED

(DEX)

7/2

=

+

6/1

+

1

+

+

Feats

  • Strong Soul
  • Skill Focus: Riding
  • Scribe Scroll
  • Spell Mastery:
    • Silent Image
    • Invisibility
    • Lightning bolt.
  • Craft Wand
  • Craft Magical Arms & Armor
  • Spell Mastery:
    • Dimension Door
    • Teleport
    • Phantom Guardians
    • Chain Lightning
    • Programmed Image
  • Signature Spell: Lightning bolt
  • Improved Counter Spell

 

Skills

     

¡ CAN BE USED UNTRAINED

 … ARMOR CHECK PENALTY APPLIES

SKILL MOD

RANKS

ABI MOD

MISC MOD

KEY ABILITY

SYN

SKILL MOD

RANKS

ABI MOD

MISC MOD

KEY ABILITY

SYN

Alchemy +9 = 4 + 5 + INT

Knowledge

=

+

+

INT

Animal Empathy = + + CHA

Knowledge

=

+

+

INT

Appraise ¡

+5

=

+

5

+

INT

Knowledge

=

+

+

INT

Balance ¡ …

+1

=

+

1

+

DEX

Listen ¡

+4

=

3

+

1

+

WIS

Bluff ¡

+4

=

3

+

1

+

CHA

Move Silently ¡ …

+4

=

3

+

1

+

DEX

Climb ¡ …

-2

=

+

-2

+

STR

Open Lock

+4

=

3

+

1

+

DEX

Concentration ¡

+15

=

15

+

0

+

CON

Perform ¡

+1

=

+

1

+

CHA

Craft ¡

+5

=

 

+

5

+

INT

Perform ¡

+1

=

+

1

+

CHA

Craft ¡

+5

=

 

+

5

+

INT

Pick Pocket ...

  =   +   +  

DEX

Decipher Script

=

+

+

INT

Profession

=

+

+

WIS

Diplomacy ¡

+4

=

3

+

1

+

CHA

Profession

=

+

+

WIS

Disable Device

+6

=

1

+

5

+

INT

Profession

=

+

 

+

WIS

Disguise ¡

+1

=

+

1

+

CHA

Read Lips = + +

INT

Escape Artist ¡ …

+1

=

+

1

+

DEX

Ride ¡

+2

=

1

+

1

+

DEX

Forgery ¡

+5

=

+

5

+

INT

Scry ¡   +5 =   + 5 +  

INT

Gather Information ¡

+4

=

3

+

1

+

CHA

Search ¡

+5

=

+

5

+

INT

Handle Animal

+2

=

1

+

1

+

CHA

Sense Motive ¡

+1

=

+

1

+

WIS

Heal ¡

+1

=

+

1

+

WIS

Speak Language

Hide ¡ …

+4

=

3

+

1

+

DEX

Spellcraft

 

=

 

+

 

+

INT

Innuendo     =   +   +  

WIS

Spot ¡

+1

=

+

1

+

WIS

Intimidate ¡

+1

=

 

+

1

+

CHA

Swim ¡ (-1 for each 5 lbs. of gear)

-2

=

+

-2

+

STR

Intuit Direction     =   +   +  

WIS

Tumble …

 

=

+

 

+

DEX

Jump ¡ …

-2

=

 

+

-2

+

STR

Use Magic Device

 

=

+

 

+

CHA

Knowledge (arcana)

+15

=

10

+

5

+

INT

Use Rope ¡

+4

=

3

+

1

+

DEX

Knowledge (Thay, Red Wizards)

+6

=

1

+

5

+

INT

Wilderness Lore ¡

+1

=

 

+

1

+

WIS

Inventory
  • Items Readied /Worn
    • Violet Spark: a rune covered dagger +3
      • Violet Spark grants the owner a +1 luck bonus to all Saving Throws. Any creature struck by the dagger is affected by the "Fairy Fire" spell (violet flames). The Dagger also drains a random spell from a creature struck if it has a spell memorized. The drained spell can then be read and/or cast 1 Turn later by the owner as if on a scroll. The blade it self has Purple glowing runes running up and down the blade. When a spell is drained the runes organize themselves so that when read magic is cast you can learn/cast the spell.
    • Thunder Staff
      •  The Thunderstaff is a 6-foot long Quarterstaff carved from a duskwood tree. The base is capped with a 3 inch long mithrial spike, allowing the staff to be used as a spear. the top is capped with a representation of a dragons's head forged in mithral. The powers of the staff are activated by silent act of will combined with direct physical contact. Used as a staff of spear, the Thunder Staff has damage and attack bonus of +1 for every 6 levels of the weilder. with max being +5. The Thunder Staff does not use charges but instead it uses spell energy to empower it to create one of the staff's effects. At least as many memorized spells, in any combination, must be sacrificed as the level of effect to be generated. Using the spells also requires a peroid of attunement. A spell caster must carry, touch, or be at least with in 10ft. of the staff for 1 week per level of the new spell level to be employed. The spell effects are as follows:
        • ¥ Shocking Grasp(1st)
        • ¥ Stinking Cloud(2nd)
        • ¥ Lightning Bolt(3rd)
        • ¥ Thunder Staff(4th)
        • ¥ Lightning Reflection(5th)
        • ¥ Chain Lightning(6th)
        • ¥ Lightning Snake(7th)
        • ¥ Lightning Storm(8th)
        • ¥ Dragon Shape[blue](9th)
    • Ring of the Stars
      •  This ring has two modes of operation- at night and underground- both of which work only in relative darkness. During night hours, under the open sky, it's functions are as follows:
        • ¥ Dancing Lights (once/hour)
        • ¥ Light (twice/night)
        • ¥ Ball lightning (once/night)
        • ¥ Shooting Stars (3x/week)
      • Indoors at night or underground, it's functions are as follows:
        • ¥ Fairy fire (2x/day)
        • ¥ Spark shower (1x/day)
    • Cloak of the Bat
      •  Fashioned of dark brown cloth this cloak offers a +10 circumstance bonus to Hide checks, and can also be used to hang upside down from the ceiling as a bat. At night or in darkness the wearer can polymorph into an ordinary bat and fly accordingly. The wearer can also hold the edges and fly as the spell. Either flying powers is for up to one hour at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like amount of time. It also grants the wearer a +2 deflection bonus to Ac.
    • Wand of Ice Storm (29)
    • Wand of Lightning bolt {6th level} (14)
    • Gloves of Health: +4 bonus to con
    • Daern's Instant Fortress
    • Bracers of Armor +4
    • Ring of Protection + 3

Character Description:

Delen grew up in Tasseldale's capital city, Tengal's Mark. Considered a small town by most standards Delen's youthful boredom quickly lead to the so called learning of "more useful" skills, stealing horses. Delen's horse thievery quickly got him into trouble with the local authorities, who immediately hired an adventuring wizard named Molarian to catch the horse thief. Much to Delen's surprise he was caught only hours after Molarian was hired, though he was never turned in to be sentenced. Molarian wanted to retire and find a worthy apprentice to pass on his knowledge. After seeing Delen's strong spirit and youthful intelligence he made his decision and volunteered Delen to become his magical progeny. Delen did not agree to Molarian's form of punishment at first and resisted him at every turn. As the weeks passed and after being continually outsmarted by the old wizard the young Delen gave in and began his studies of the Arcane. Delen soon became good friends with Molarian and swiftly advanced in his studies. Perfering Illusion magic over MolarianÕs conjuration magic, Delen soon became fascinated with the power that magic gave him. An abuse of this power, even though it was with good intent, lead to Molarian's death at the hand of Zhent wizards. Swearing to avenge his master, and atone for his arrogant mistake. He began to hunt out and reveal Zhentarim spies located in Tengal's Mark with reckless abandon that would have eventually lead to his untimely death but for a chance meeting with Arthorn Storkwood, a local ranger and member of the Harpers. Arthorn took aided and taught Delen the virtues of patience and forethought that got them both thought several Zhentarim intrigues. Soon after Delen became a member of the Harpers under Arthorn's careful guidance. Several years after his induction into the Harpers, during a routine diplomatic mission with a Nobel Sembian family, Delen fell in love with that family's only daughter, or maybe you could say she fell in love with him, through the accidental use of a Dagger of Venom filled with a love potion. They remained in love throughout their sometimes rough and mostly deadly adventures, and settled down to start a family in Thentia, a small city on the north side of the Moonsea. Their first child was a girl whom they named Shimmer. Delen was given his Thunder Staff as a gift, for his efforts against the Zhentarim, from Khelben "Blackstaff" Arunsun. Many years later Delen's wife and child were killed by a Red Wizard, for actions as a Harper. Delen vowed again to avenge his loved ones deaths and to destroy both the Zhents and the Red wizards. Since then Delen was successful in defeating the Thayan zulkir of Illusion and was also pivotal in aiding Randal Morn with his ascension back to power in Dagger Dale, by retrieving the lost Sword of the Dales.

 


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