Editing Sir Nelaud, Castle Wizard

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'''Sir Nelaud''', Male Human, Alignment: Chaotic Good; Wizard: 4; CR: 4; Medium Humanoid; HD: 4d4+4 (Wizard); AL: CG; Init: +2; Spd: 30ft. <br />
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'''Sir Nelaud''', Male Human, Wizard: 3; CR: 3; Medium Humanoid; HD: 3d4+3 (Wizard); AL: NG; Init: +2; Spd: 30ft. <br />
 
AC:13 (Flatfooted:10 Touch:13). When wearing +2 ring of protection. <br />
 
AC:13 (Flatfooted:10 Touch:13). When wearing +2 ring of protection. <br />
 
HP: 15<br />
 
HP: 15<br />
STR: 11 DEX: 12 CON: 12 INT: 18 WIS: 14 CHA: 12<br />
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STR: 11 DEX: 12 CON: 12 INT: 18 WIS: 14 CHA: 11<br />
Attacks: +2 base melee, +2 base ranged. <br />
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Attacks: +1 base melee, +1 base ranged. <br />
+2 (1d6, Quarterstaff); <br />
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+1 (1d6, Quarterstaff); <br />
+3 (1d8, Crossbow, light[two-handed]); <br />
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+2 (1d8, Crossbow, light[two-handed]); <br />
Saving Throws: Fort +2, Ref +2, Will +6.<br />
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Saving Throws: Fort +2, Ref +2, Will +4.<br />
'''Skills:''' Concentration +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (nobles) +10, Spellcraft +10, Survival +5<br />
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'''Skills:''' Concentration +7, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (nobles) +10, Spellcraft +10, Survival +5<br />
'''Feats:''' Silent Spell, Spell Focus (Enchantment), Spell Mastery (Charm Person, Comprehend Language, Disguise Self, Sleep)<br />
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'''Feats:''' Silent Spell, Spell Focus (Enchantment), Spell Mastery (Charm Person, Comprehend Language, Disguise Self, Sleep)
'''Spells per day''' (Wiz 6/6/5) from an extensive list much boosted from research in the Old Wizard's Tower :<br />
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'''Spells per day''' (Wiz 6/5/4) from an extensive list much boosted from research in the Old Wizard's Tower :<br />
 
0 -- Resistance, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound: Figment sounds, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation<br />
 
0 -- Resistance, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound: Figment sounds, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation<br />
1st -- Protection from Evil, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, Charm Person, Hypnotism, Sleep, Disguise Self, Magic Weapon<br />
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1st -- Protection from Evil, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, Charm Person, Hypnotism, Sleep, Disguise Self, Magic Weapon<br />
2nd -- Detect Thoughts, Locate Object, See Invisibility, Daze Monster, Hideous Laughter, Invisibility, Misdirection, Command Undead, Alter Self, Cat's Grace<br />
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2nd -- Detect Thoughts, Locate Object, See Invisibility, Daze Monster, Hideous Laughter, Invisibility, Misdirection, Alter Self<br />
 
'''Spells prepared''' (default spell list) <br />
 
'''Spells prepared''' (default spell list) <br />
 
'''0''' - Resistance, Message, Mage Hand, Disrupt Undead, Detect Magic, Daze<br />
 
'''0''' - Resistance, Message, Mage Hand, Disrupt Undead, Detect Magic, Daze<br />
'''1st''' - Disguise Self, Sleep, Magic Weapon, Detect Undead, Charm Person <br />
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'''1st''' - Disguise Self, Sleep, Magic Weapon, Comprehend Language, Charm Person <br />
'''2nd''' - Hideous Laughter, Locate Object, Detect Thoughts, Daze Monster<br />
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'''2nd''' - Invisibility, Locate Object, Detect Thoughts, Daze Monster<br />
 
'''Possessions:'''<br />
 
'''Possessions:'''<br />
 
Weapons: Quarterstaff ; Crossbow, light ; Bolts, crossbow (20)<br />
 
Weapons: Quarterstaff ; Crossbow, light ; Bolts, crossbow (20)<br />
 
Ring of Protection (+2)<br />
 
Ring of Protection (+2)<br />
 
Horn of Goodness<br />
 
Horn of Goodness<br />
Scrolls (1 x Comprehend Languages, 1 x Jump, 1 x Darkvision, 1 x Magic Missile, 1 x Enlarge Person, 1 x Misdirection)<br />
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Scrolls (1 x Comprehend Languages, 1 x Jump, 1 x Darkvision, 1 x Magic Missile, 1 x Enlarge Person)<br />
 
Potion of Lesser Restoration<br />
 
Potion of Lesser Restoration<br />
Potion of Invisibility<br />
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Potion of Delay Poison<br />
Potion of Expeditious Retreat<br />
 
Wand of Cause Fear (25 charges) <br />
 
 
Spell component pouch ; Spellbook<br />
 
Spell component pouch ; Spellbook<br />
50 gps in coins, gems<br />
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500? gps in coins, gems<br />
 
Waterskin<br />
 
Waterskin<br />
 
1 day's trail rations<br />
 
1 day's trail rations<br />
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Horse<br />
 
Horse<br />
 
Reins<br />
 
Reins<br />
Saddle<br />
 
 
Saddlebags<br />
 
Saddlebags<br />
 
<br />
 
<br />
FAMILIAR<br />
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FAMILIAR
Moltfeather the raven : CR 1/6; Tiny Animal ; HD 3d8; hp 6; Init + 2; Spd 10, Fly, Average 40; AC 16; Atk -2 base melee, + 5 base ranged; +5 ( 1d2-5, Claw ); SQ: Low-light Vision (Ex); AL N; SV Fort + 2, Ref + 4, Will + 5; STR 1, DEX 15, CON 10, INT 7, WIS 14, CHA 6. Skills: Bluff +3, Concentration +7, Diplomacy +3, Hide +10, Intimidate +3, Listen +3, Spot +5. Feats: Weapon Finesse.   
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Raven : CR 1/6; Tiny Animal ; HD 3d8; hp 6; Init + 2; Spd 10, Fly, Average 40; AC 16; Atk -2 base melee, + 5 base ranged; +5 ( 1d2-5, Claw ); SQ: Low-light Vision (Ex); AL N; SV Fort + 2, Ref + 4, Will + 5; STR 1, DEX 15, CON 10, INT 7, WIS 14, CHA 6. Skills: Bluff +3, Concentration +7, Diplomacy +3, Hide +10, Intimidate +3, Listen +3, Spot +5. Feats: Weapon Finesse.   
  
'''Motivation:''' To guide the other heroes towards the fulfillment of the Green Star Prophesy. Nelaud has located a fragment on the quatrains of Leet that read: ''And when the Green Star Gates are found again, the King shall appoint heroes as blessed as those from any previous cycle. Wyvern-slayers, giant slaughterers, gilded gods on the land. But no salvation shall be won from their adventure. Find instead , O wizards in those days, the poorer company who choose the Long Way Down and its dismal Gate. Though less glorious, their humble band shall at least take the right way into their doom.''  <br />
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Motivation: To guide the other heroes towards the fulfillment of the Green Star Prophesy.
  
'''Background:''' Nelaud is of common birth, having grown up in a simple forest village. He was always a strange and faintly off-putting child, always seeming to be caught up in his own thoughts and having trouble understanding what other people wanted from him. This brought him to the attention of Galad, a reclusive sage living in the area. Examining the young Nelaud, he determined that he had a talent for the secretive arts, and offered to take him as an apprentice. Nelaud's parents, at a loss for what else to do with the boy, agreed.<br />
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Brief background (summary): ???
Nelaud studied with Galad for many years, finding the old man's remote forest home far more to his liking than human society. However, as his apprenticeship was coming to an end, Galad revealed to him that a prophesy long passed down from master to student was about to come true - the kingdom was in grave danger, unless the foretold heroes stepped forth to combat it. He tasked the younger man with finding them and guiding them towards their destiny.<br />
 
Nelaud reluctantly left the forest and, through a series of adventures, found employ as court wizard for the Earl of Pelin. He attempted to use the resources of his position to search for the destined heroes, but only when a young knight named Sir Thomas attended a tournament at the court did he believe he had found the first one. He begged leave of the Earl to travel with the knight for a while, and returned with Sir Thomas to Farkeep.
 

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