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Max Stormsailor


Personal Information
Name: Max Stormsailor Player: Lance Jones
Race: Human Gender: Male Height: 6'
Class: Cleric Level: 5 Weight: 170 lbs
XP: 17,768 Next Level: 27,500
Kit: None Alignment: Neutral Good
Eyes: Brown Hair: Brown Deity: Lathander
Age: 19
Ability Scores
Str: 15 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 7%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8
Dex: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 18 System Shock: 99% Poison Save: +0
Hit Point Adjustment: +2(+4) Resurrection Chance: 100%
Int: 9 Max. Spell Level: 4th Max. Spells Per Level: 6 Illusion Immunity: None
Bonus Proficiencies: 2 Chance to Learn New Spell: 35%
Wis: 17 Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 18 Loyalty Base: +8 Maximum Number of Henchmen: 15
Initial Reaction Adjustment: +7
Saving Throws
Paralyzation: 9 Poison: 9 Death Magic: 9 Petrification: 12 Polymorph: 12
Rod: 13 Staff: 13 Wand: 13 Breath Weapon: 15 Spell: 14
Combat
Hit Points: 38
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 17
Armor
Natural armor class 10
Chainmail armor +1 -5
Magic armor adj. -1
Shield adj. -1
DEX Defense adj. -2
FINAL: 1
Weapon Proficiencies

Footman's Flail
Footman's Mace
Hammer

Non-Weapon Proficiencies
Astrology 9
Direction Sense 18
Fishing 16
Reading \ Writing 10
Seamanship 17
Weapons

THAC0

#AT Speed

Damage

Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Footman's Flail
18
1
7
1d6+1
2d4
B
M
Footman's Mace +1
17
1
6
1d6+2
1d6+1
B
M
Inventory
  • Items Readied
    • Mace +1
    • Mace Flail
  • Items Worn
    • Chainmail armor +1
    • Shield
    • Backpack
    • 2 Belt Pouches
    • Robes with Symbol of Lathander
    • Silver Holy Symbol of Lathander
    • Armband of Healing (3 healing spells per day heal maximum amount)
  • Items Carried
    • Powder of Magic Detection (10 applications)
    • Scroll - Cure Disease
    • Scroll - Cure Light Wounds (x2)
    • Scroll - Cure Disease, Dispel Magic (11th lvl), Neutralize Poison, Heal
    • Scroll - Cure Disease
    • 3 ft. long stick w/Continual Light cast on it.
    • Metal Mirror
Turning Undead
Skeleton or 1 HD: T Wight or 5 HD: 10 Mummy or 7 HD: 19 Ghost or 10 HD: -
Zombie: T Ghast: 13 Spectre or 8 HD: 20 Lich or 11+ HD: -
Ghoul or 2 HD: 4 Wraith or 6 HD: 16 Vampire or 9 HD: - Special: -
Shadow or 3-4 HD: 7 # = Roll less than # on a 1d20 to turn 2d6 undead. T = Automatically turns 2d6 undead.
D = Automatically destroys 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric
5
5
2
Character Description and History

Character History:

Max Stormsailor is a Morninglord (Priest of Lathander) from Waterdeep. His father (Mentos, Lvl. 10 MU) is a noble and well respected mage in Waterdeep. Max has no siblings and his mother died of disease when he was one year old. As a result, Max's father sheltered the boy quite heavily for his entire youth, causing him to be somewhat naïve. In addition, the child has been spoiled quite a bit, never lacking for anything he wanted.

At age 14, Max informed his father he wanted to train in the Priestly ways of Lathander, the Morninglord. After a hefty donation to the temple of Lathander in Waterdeep, Max was taken into training with favored status. He showed quite an unusual amount of wisdom and aptitude and moved through his initial training quite quickly. Max was apprenticed to a respected Morninglord, Gart Fisherpriest (Pr8), who served on various ships around Waterdeep. It was under the tutelage of Gart that Max learned skills of shipwright, seamanship, fishing, and direction sense as well as the Priestly ways of Lathander. Max earned the surname of "Stormsailor" by almost single handedly saving a ship from foundering during a terrible storm.

>From the time he was old enough to walk, Max's best friend has been a half-elf named Ren. Ren's family were killed when he was three and Max's father has raised him as his own son and taken him in as a favored pupil in the studies of magic. Max and Ren often talked about the possibility of adventuring when they were old enough. Finally the day came when Max asked to leave the Temple of Lathander in Waterdeep and go out into the world. Due to his favored status at the Temple, Max was allowed to begin adventuring, provided he first ran an errand for the Temple. The errand consisted of delivering several scrolls to a Morninglord in Luskan.

Max immediately went to see his best friend Ren and asked him to go along. Ren was already ready to go, having been asked by Max's father (who was worried about his only son) to accompany Max on his journey. Mentos is still quite protective of his son Max and is concerned that he is still somewhat naïve because of the way he sheltered the child when he was young. He will scry on his son from time to time and may provide some assistance if he sees a dire need.

On their way to Luskan, Max and Ren made a stop in Leilon. At the White Shark Tavern, they met a brash young Dwarf named Wangar who joined them and accompanied them to Luskan. Once in Luskan, the trio met a hulking young ranger, his mischievous gnomish friend, and a young local druid. Together, these six formed the "Company of the Burning Scimitar" and have had many adventures all along the Sword Coast.

So far, Max is a somewhat disillusioned with the adventuring life. It's not as glamorous as he originally thought it would be. Long hours riding, marching, and sleeping on the cold ground are not the type of life he has been accustomed to. However, he has no desire to stop at this point. He has had many opportunities to serve Lathander both in word and deed and feels it is the will of his God that he continue adventuring with his current companions. Max also enjoys travelling in the company of his best friend Ren. He doesn't want to abandon him or his other companions that he has grown fond of. Max has grown quite fond of his dwarven adventuring companion Wangar. The magical plate mail that the dwarf wears is red and yellow, which are primary colors of Max's god Lathander the Morninglord. Max feels that the armor is a gift from Lathander and that the Morninglord favors his dwarven friend.

 

Appearance and Personality:

Max is a very handsome young man of about average stature with well-groomed short brown hair and brown eyes. He will always be clean shaven when possible. His long sleeved robe of yellow with red trim and the symbol of Lathander proudly displays his status as a Morninglord.

Because he was sheltered as a young child, the only things he sometimes can be naïve about certain everyday things. Max actually tends to act more naïve about many things than he actually is in order to let people underestimate him. He is quite competent and confident in his priestly skills and has read a lot of books about the adventuring life and about the Swordcoast area. Max also learned a lot from his mentor priest, Garth, who was a retired avdenturer. Max is therefore quite competent in dangerous situations, but can sometimes be gullible when it comes to things like bartering for supplies, weapons, or armor.

Being used to an affluent life, Max sometimes complains about the loss of luxuries but is tough enough to suck it up and go on. However, when in civilized areas, Max spares no expense for luxurious lodging, fine meals, and of course, a daily bath.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0


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