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Personal Information
Name: Wybaar Player: Steven Lord
Race: Human Gender: Male Height: 5'7"
Class: Invoker Level: 14 Weight: 177 lbs
XP: 1,505,200 Next Level: 1,875,000
Kit: Reaver (See below) Alignment: Neutral Good
Eyes: Brown Hair: Black Deity: Mystra
Age: 28
Ability Scores
Str: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 10%
Attack Adj.: +0 Damage Adj.: +1 Max. Press: 195 lbs Open Doors: 9
Dex: 21 Missile Adjustment: +4 Pick Pockets: +20% Open Locks: +25%
Reaction Adjustment: +4 Armor Class: -5 Move Silently: +20% Climb Walls: +20%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 19 Max. Spell Level: 9th Max. Spells Per Level: All Illusion Immunity: 1st Level
Bonus Proficiencies: 8 Chance to Learn New Spell: 95%
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: 8 Poison: 8 Death Magic: 8 Petrification: 6 Polymorph: 6
Rod: 4 Staff: 4 Wand: 4 Breath Weapon: 8 Spell: 5
Hit Points: 50
Base THAC0: 16
Melee THAC0: 16
Missile THAC0: 12
Natural armor class 10
Bracers of Defense AC7 -3
DEX Defensive adj. -5
Ring of Protection +3 -3
Weapon Proficiencies

Short sword
Non-Weapon Proficiencies
Riding, Land-based 16
Hunting 12
Reading / Writing 20
Spellcraft 17
Swimming 16
Engineering 16
Modern Languages:
Common, Elven, Dwarven,   Gnome, Minotaur


#AT Speed


Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Sword, Sun Blade 19 1 2 1d8+3 1d12+3 S M
  • Items Readied
    • Sword, Sun Blade
  • Items Worn
    • Bracers of Defense AC 7
    • Ring of Protection +3
    • Boots of Flying (Fly 15 MC A)
    • Amulet of Proof against Detection and Location
  • Items Carried
    • Decanter of Endless Apple Juice
    • Pitons
    • Snowshoes
    • Winter Blanket
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Invoker 6 6 6 5 5 3 2
Character Description and History

Wybaar was born on Krynn. As a child and into his early teens he trained with his brothers in the art of swordplay. However, at the age of 16 he had a run-in with a mage who was passing through his town. He discovered that he had been born with the Art latent in his blood. He trained for eight years at a mage school; however, when he returned home he still trained with his brothers to keep his body in good condition.

At the age of 24 he underwent the Test in the Tower of High Sorcery at Wayreth. He passed, but as he was leaving the Tower he was engulfed in a magical vortex which tore some of his knowledge of magic from his mind. However, he still remembered how to use a sword.

When he awoke, he walked to the nearest town and discovered, to his amazement, that he wasn't on Krynn anymore. He wandered around for several hours before joining up with a group of young adventurers who were being gathered to obtain the hide of a displacer beast by a local wizard. By the end of the adventure, he had come to doubt the sanity of some of his companions (especially Torav and the priest of Azuth, Yxylu), but had become friends with them.

The group, which never formally agreed on a name, travelled around Faerun for several years, banishing evil and generally acting like adventurers. The high point of the group's exploits occurred when they managed to kill (after inadvertently waking) the Tarrasque.

Wybaar eventually accepted that he was now a child of Faerun rather than Krynn and began to worship Mystra, much to the delight of the priestess Serra. However, she was quite displeased when Wybaar, Tashia, and Maysrill used (abused) the Deck of Nasty Things, a fairly nasty chaotic artifact. This item is responsible for Wybaar's superhuman coordination, Maysrill's intelligence, and the other strange abilities of the members of their adventuring group.

A fight with a chronomancer from Netheril threw most of the party, except Torav and Maysrill, ahead in time to a point where Maysrill ruled the newly rebuilt city of Cormanthor. Wybaar traded a potent magical item for training as a reaver and was last seen on the floating city of Cormanthor heading toward Thay intent on repaying it for its hostility on an earlier trip and destroying its evil.


Reaver Kit

The Reaver is a destroyer among mages. The first, last, and best solution to any problem is arcane violence, used swiftly and extensively. Reavers attain a unique mastery of destructive magicks at the expense of learning defensive and utalitarian spells. In fact, through their single-minded devotion to their destructive powers, their other spell abilities atrophy.

16 Con
Human only

Taking the kit
Characters wanting to take this kit must find a reaver to introduce them to this ultra-violent variant of Invocation/Evocation. The character must be at least 5th level to take the kit, and will function as an invoker in all respects save those listed below. If the character is not already an invoker, they will lose 2 levels when taking this kit, which may be regained through normal levelling. Invokers do not suffer any penalty for adopting this kit.

Dropping the kit
A reaver may renounce this kit at any time, simply by declaring their intent to do so. Any levels that were lost when the kit was adopted are not restored. Characters return to the class they were prior to adopting the kit, whether that be mage or invoker.

Reavers may only access the schools of Invocation/Evocation, Necromancy, and Divination (Lesser and Greater).

All Invocation/Evocation spells cast by a reaver do an extra 2 points of damage per die.

When casting an Invocation/Evocation spell, a reaver can add extra damage dice by making a Con check at -1 per added die. Success means that the spell causes the additional damage (including the +2 per die). Failure causes the reaver to fall unconscious for 1d4 turns.

Saving throws made against Invocation/Evocation spells cast by a reaver incur a -1 penalty for every 3 full levels of the reaver (this replaces the Invoker modifier rather than being cumulative).

Casting times for Invocation/Evocation spells are halved for a reaver (round up to the nearest segment).

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

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