Marvin MacDavid

Human Vampire Cleric Knight of the Raven


Player: Michael Davidson
Age: 33
Gender: Male
Height: 5’10”
Weight: 190lb.
Handed: Right
Race: Human
Class: Cleric (lvl 7), Knight of the Raven (lvl 7), Vampire (ecl 8)
Experience: 98276 (253000)
Speed: 20 ft.
Size: Medium
Languages: Common
Literate: Common
Alignment: Neutral Good
Religion: Pelor
Str – 16(12) (3)
Dex – 16(14) (
Con – 16(14) (3)
Wis – 16(14) (
Int – 11 (0)
Cha – 20 (5)
Base Attack bonus: +11/
Epic Attack Bonus: +1
Fortitude save: +15 (10
Reflex save: 9 (4dex+2+1esb)
Will save: 11 (10wis-3+1esb)
Gold: 0 gp
HP: 176 (176)
AC: 20 (10 7 armour3 dex+6 natural+2 shield+2 ring)
Touch: 13
Flatfooted: 25
Initiative: 6 (dex4)
Spells per day: lvl 0 – 6, lvl 1-9, lvl 2-8, lvl 3-7, lvl 4-7 lvl 5-8, lvl 6-6, lvl 7-2
Spell Resistance:
Damage Reduction: 10/silver
Energy Resistance: Acid – 10, Cold – 10, Fire – 10, Electricity – 10, Sonic – 10
Domains: Sun, Glory, Destruction and Chaos
Fast Healing: 5

Celestial Armour – +7 AC, armour check penalty –2, Max Dex +8, 20% failure, 20lb.
Light Fortification Heavy Steel Shield – +2 AC, armour check penalty –2, 15% failure, 45lb. protects from critical hits 25% of the time

Weapons Equipped:
2 (MC) Light Maces (belt) – 16, 1D63, crit X2, 4 lb., bludgeoning
2 Undead Bane Light Crossbow with Distance (back) – +16, 1D84, 19-20/X2, 120ft. 4 lb. piercing, 2 to hit against undead, +2d62 damage against undead.
2 (MC) Hand Crossbows (bracers) – 13, 1D4, 19-20/X2, 2 lb. piercing
2 Handaxes (belt) – +15, 1D6
3, X3, 3lb. slashing
2 Short Swords (belt) – 15, 1D63, 19-20/X2, 2lb. slashing
Heavy Repeating Crossbow (back) – 13, 1D10, 19-20/X2, 120ft. 12lb. piercing
Sunsword (sheath) – +16, 1D10
4, 19-20/X2, 2lb. slashing
Holy Avenger (sheath) – 17, 1D65, 19-20/X2, 4lb. slashing, cold iron
Slam – 15, 1D63+energy drain+2 corruption

Wearing: 101 lb.
(Clothing) white shirt, white pants – 5 lb.
(Belt) 2 light maces, 2 short swords, 2 handaxes, silver holy symbol, bolt bags (397 bolts), Holy Avenger, Sunsword – 40 lb.
(Armour/Robe) Celestial Armour – 20 lb.
(Cloak/Cape) white cape, ten flasks of water – 10 lb.
(Boots) white boots
(Two Rings) Ring of Protection +2, Ring of Righteousness
(Bracers) hand crossbows – 4 lb.
(Gloves) Gloves of Dex +2
(Amulet/Necklace) Amulet of Health +2
(Back) light crossbow – 4 lb. repeating crossbow – 12 lb.

Concentration – +15, Rank: 12, con
(cc) Intimidate – +9, Rank: 4, cha
Knowledge (religion) – +17, Rank: 17, int
Spellcraft – +14, Rank: 14, int
(cc) Perform (sing) – +6, Rank: 1, cha
Spot – +4, Rank: 1, wis, -2, +2
Listen – +3, Rank: 0, wis, -2, +2

Simple Weapon Proficiency
Quick Draw
Weapon Finesse
Exotic Weapon Proficiency (Hand Crossbow)
Improved Turning
Rapid Reload (Hand Crossbow)
Weapon Focus (Light Crossbow)
Enduring Life
Weapon Spec (Light Crossbow)
Combat Reflexes
Improved Initiative
Lightening Reflexes
Touch of Taint

Special abilities:
Lightbringer – cast dancing light, flare, light at will
Undead detection – detect undead up to 60ft at will
Halt Undead – 2/day, daylight spell cast on self when used
Cure light wounds 3/day
Light Focus – When casting light spells pick one of the following:
Double radius
2 DC
+1 caster level
Turn Undead 13/day at lvl 15
Greater turning 2/day at lvl 15
Smite Undead 3/day
Smite 1/day
Blood Drain – Successful pin deals 1D4 Con damage and gains 5 hp.
Children of the Night – Summon 1D6
1 rat swarms, 1D6+1 bat swarms or 3D6 wolves once per day which serve for an hour.
Dominate – As spell but cast at will with eye contact.
Create Spawn – Victims which die of energy drain become vampire spawn.
Energy Drain – Natural attack deals negative two levels and gains 10 hp.
Alternate Form – Can turn into a bat, dire bat, wolf or dire wolf as a standard action.
Gaseous Form – Can turn into gas and gain fly 20ft as a standard action.
Spider Climb at will
Turn Resistance +4

1D20+27 turn check
3D6+20 HD damaged

Depraphity – 8
Weak Willed
Corruption – 3

Harry – Will save DC 10+1/2 level+Cha, -2 AC for one round
Baffle – Will save DC 10+1/2 level+Cha, cannot attack for one round
Falter – Provokes attacks of opportunity even with 5ft step
Channel Spell – Can cast a spell as a standard action

Spells prepared: spell failure 0%
0 level – Create Water, Resistance X 4, Detect Magic
1st level – Disrupt Undead X 2, Protection from Evil, Bless Water, Detect Evil, Sanctuary, Hide from Undead, Divine Favor, Shield of Faith
2nd level – Bless Weapon X 2, Aid, Consecrate, Eagle’s Splendor, Bull’s Strength, Lesser Restoration, Status
3rd level – Searing light X 5, Continual Flame, Dispel Magic
4th level – Holy Smite X 2, Divine Power, Death Ward, Restoration X 2, Air Walk
5th level – Flame Strike X 3, Raise Dead, True Seeing, Disrupting Weapon, Righteous Might
6th level – Bolt of Glory X 2, Undeath to Death, Banishment Heal, Animate Object
7th level – Sunbeam, Holy Word, Resurrection

Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
Glory Domain Spells
Spell Name Brief Description
1 Disrupt Undead
Deals 1d6 damage to one undead.
2 Bless Weapon
Weapon strikes true against evil foes.
3 Searing Light
Ray deals 1d8/two levels damage, more against undead.
4 Holy Smite
Damages and blinds evil creatures.

5 Holy Sword
Weapon becomes +5, deals +2d6 damage against evil.
6 Bolt of Glory
Fires a magical bolt that deal damage according to the target’s type and origin.
7 Sunbeam
Beam blinds and deals 4d6 damage.

8 Crown of Glory
The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.
9 Gate
Connects two planes for travel or summoning.

Disrupt Undead
Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Bless Weapon
Level: Pal 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 min./level Saving Throw: None Spell Resistance: No
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.

Searing Light
Level: Clr 3, Sun 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).

Holy Smite
Evocation [Good]
Level: Good 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius burst Duration: Instantaneous (1 round); see text Saving Throw: Will partial; see text Spell Resistance: Yes
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.
The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

Holy Sword
Evocation [Good]
Level: Pal 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Melee weapon touched Duration: 1 round/level Saving Throw: None Spell Resistance: No
This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a 5 holy weapon (5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.
This spell does not work on artifacts.
Note: A masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack.

Bolt Of Glory
Evocation [Good]
Level: Glory 6
Components: V, S , D F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell projects a bolt of energy from the Positive Energy Plane against one creature. The caster must succeed at a ranged touch attack to strike the target. A creature struck suffers varying damage, depending on its nature and home plane of existence:
Creature’s Origin/Nature
Damage Maximum Value
Material Plane, Elemental Plane, neutral outsider 1d6/2 levels 7d6
Negative Energy Plane, evil outsider, undead creature 1d6/level 15d6
Positive Energy Plane, good outsider - -

Evocation [Light]
Level: Drd 7, Sun 7 Components: V, S, DF Casting Time: 1 standard action Range: 60 ft. Area: Line from your hand Duration: 1 round/level or until all beams are exhausted Saving Throw: Reflex negates and Reflex half; see text Spell Resistance: Yes
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.
Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Crown Of Glory
Level: Glory 8
Components: V, S , M, D F
Casting Time: 1 full round
Range: Personal
Area: 120-ft.-radius emanation centered on you
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.
The caster gains a +4 enhancement bonus to his or her Charisma score for the duration of the spell. All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to the caster. Any such creature that wants to take hostile action against the caster must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell’s area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to the caster, but are not affected by this spell.
When the caster speaks, all listeners telepathically understand him or her, even if they do not understand the language. While the spell lasts, the caster can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or more aren’t affected by this power. Only creatures within range at the time a suggestion is given are subject to it.
Material Component: worth at least 200 gp.

Conjuration (Creation or Calling)
Level: Clr 9, Sor/Wiz 9 Components: V, S, XP; see text Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: See text Duration: Instantaneous or concentration (up to 1 round/level); see text Saving Throw: None Spell Resistance: No
Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.
Second, you may then call a particular individual or kind of being through the gate.
The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.
A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.
Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.
You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.
Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).
If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can’t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.
A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell.
If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. (Some creatures may want their payment in “livestock” rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.
Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.
Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.
XP Cost: 1,000 XP (only for the calling creatures function).


Marvin MacDavid

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