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Jarek of Waterdeep

Personal Information
Name: Jarek of Waterdeep Player: Jon Burfoot
Race: Human Gender: Male Height: 6'0"
Class: Fighter \ Bard Level: 5 \ 9 Weight: 170 lbs
XP: 10000 \ 142500  
Kit: Swashbuckler Alignment: Neutral Good
Eyes: Blue Hair: Black Deity: The Lady of Joy
Age: 27
Ability Scores
Str: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
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: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
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: 17 Loyalty Base: +6 Maximum Number of Henchmen: 10
Initial Reaction Adjustment: +6
Saving Throws
Paralyzation: 11 Poison: 11 Death Magic: 11 Petrification: 10 Polymorph: 10
Rod: 10 Staff: 10 Wand: 10 Breath Weapon: 13 Spell: 11
Hit Points: 67
Base THAC0: 16
Melee THAC0: 16
Missile THAC0: 14
Natural armor class 10
Bracers of Defense AC 5 -5
DEX Defensive adj. -3
Swashbuckler Kit bonus -2
Weapon Proficiencies
Dagger, main-gauche
Long bow
Mace, footman's
Sword, rapier (Specialist)
Non-Weapon Proficiencies
Animal Handling 12
Appraising 17
Dancing 17
Etiquette 17
Hunting 12
Local History 17
Musical Instrument 16
Reading/Writing 18
Riding, Land 16
Singing 17
Tumbling 17
Ancient Languages 17
Modern Languages 17
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Dagger, main-gauche +4 Defender 12 1 2 1d4+4 1d3+4 P/S S
Sword, rapier +3 Frostbrand 12 3/2 4 1d6+6 1d8+6 P M

Class \ Kit Abilities

    Followers - Attracts followers after a stronghold is built and 9th level is reached.
    Weapon specialization - Allows specialization in one weapon.

    Alter moods - While performing before a non-hostile group, the bard may alter the group's mood. Everyone who hears the bard perform must save vs. paralyzation, with a penalty of one for every three levels of the bard. If the save fails, the group's mood may be shifted one level in the direction wished by the bard.
    Climb walls* 60% - Allows the bard to climb smooth or vertical surfaces.
    Counter effects - Allows the bard to counter song based attacks.
    Detect noise* 20% - May hear faint sounds.
    History 45% - Gives a bard a 5% chance per level to identify a magic item by closely examining the item.
    Pick pockets* 20% - Allows the bard to pilfer small items from another's pocket or purse.
    Rally friends - By spending three rounds, the bard may grant their comrads a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus to Morale rolls. The range of the effect is 10 feet, and lasts one round per level of the bard.
    Read languages* 5% - Gives a chance to read languages not familier to the bard.
    Scroll use - Allows the use of magic scrolls at 10th level.
    Wizard spells - Allows the bard to cast wizard spells.
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy

    Benefits: When unarmored or wearing armor no heavier than studded leather, swashbucklers gain a +2 armor class bonus. This bonus is in addition to any other AC modifiers such as a high Dexterity and magical defensive items. (This is equal to the optional defensive bonus class ability, and the two cannot be combined.) Also, due to their roguish charm, swashbucklers gain a +2 reaction roll bonus from NPC members of the opposite sex.
    Hindrances: As the swashbuckler seeks out adventure, so too does adventure find him. Life, and the DM, should conspire to make reality interesting for the character. For example, if a swashbuckler is fleeing the outraged sibling of one of his paramours, his flight might carry him across the path of a defenseless peasant who is being harassed by a gang of ruffians. Or, if a swashbuckler leaps overboard to escape the buccaneers who shanghaied him, he discovers that the waters are infested with sahuagin riding sharks.

  • Items Readied
    • Dagger, main-gauche +4 Defender
    • Sword, rapier +3 Frostbrand (Empathic: Abilities Unknown)
  • Items Worn
    • Bracers of Defense AC 5
    • Cloak of Elvenkind
    • Ring of Warmth
    • Harper Pin
    • Elven Harp of uncertain magics
    • Baldric
    • 3 Throwing Knives
Character Description and History

A Full Wish was used to grant him knowledge of Ancient Elfin Lore (Treat as Ancient History, Elf with a proficiency roll of 17)

After a brief career as a moderately successful if sporadic adventurer in the swashbuckler style, with a somewhat roguish outlook on life, Jarek had a chance meeting with an incarnation of The Lady Of Joy. He stayed with her for a year and a day becoming enamored of the Bardic lifestyle as a wandering minstrel and storyteller. He was contacted by agents of the Harpers shortly thereafter and was part of a group that explored a small part of Myth Drannor. During his adventures there, with the company of the White Raven, he gained his elfin magic items and his rapier.

A lean looking handsome man with black hair and blue eyes. He has extraordinary balance and hand-eye co-ordination and is well versed in hand-to-hand combat. He dresses well favoring darker colors with hints of reds and purples. He has a certain roguish charm about him, and a winning smile that few can resist. Some of his more romantic escapades have led him into conflict with a few would-be suitors of ladies that he has pursued.

Although originally a warrior by trade, Jarek's heart was not really in it. He was a romantic at heart and did not really study hard in the arts of war. He was too slim and undisciplined to be a true warrior or knight, but was well educated and more a fop. He had the wrong temperament to be a priest, and lacked the discipline to study The Art. His father, a well-to-do merchant despaired of him ever becoming a leader of men and a soldier, as he was too tender hearted to become a merchant. His younger brother, Balinor, became head of the merchant house when his father retired. Jarek dallied in several areas of study. The one area he did excel in was swordplay and mastered the lightweight rapier at an early age. His meeting with The Lady Of Joy changed him, and gave him a direction in his life, bringing joy and laughter where he can. He is a good friend to those with sorrows and well able to lighten the darkest mood with a witty story or joke. He also knows when to be a good friend and lend a quiet shoulder. His transformation into a talented bard released his sporadic talent for The Art, but he still refuses to study in depth. One of his companions in The Company Of The White Raven, Llewellyn of The Dale offered to tutor him in magic. This he regrets to this day, as Jarek is a wayward student given to sporadic bursts of study. Jarek's usual list of spells are ones that can be cast quickly and that can be quite showy. A volley of Magic Missiles, a blast of light, or sudden illusion are his favorites.

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

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