Joremey Logueweave - Human Enchanter: Difference between revisions

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==Money and Treasure==
==Money and Treasure==
*54 SP, 46 GP
*54 SP, 46 GP
*216 GP in Prigwort moneychanger's safe
*218 GP in Prigwort moneychanger's safe


==Description==
==Description==
*A tall and thin man with bronze skin and white hair, Joremey is thoughtful but plodding, quite slow to leave his inner world and respond. His green eyes look deeply and seem to draw one in, compelling though odd. He is constantly running his hands over walls and objects, searching for any feeling of magic within. A long and dirty sheepskin coat protrudes from beneath his stained chainmail, an ancient longsword swings from his leather belt, a hat made from 3 stitched-together weasels sits low over his forehead.
*A tall and thin man with bronze skin and white hair, Joremey is thoughtful but plodding, quite slow to leave his inner world and respond. His green eyes look deeply and seem to draw one in, compelling though odd. He is constantly running his hands over walls and objects, searching for any feeling of magic within. A long and dirty sheepskin coat protrudes from beneath his stained chainmail, an ancient longsword swings from his leather belt, a hat made from 3 stitched-together weasels sits low over his forehead.

Latest revision as of 16:42, 13 May 2026

https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces

Character Details[edit]

  • Joremey Logueweave
  • Human Enchanter 2
  • Background: Wayfarer
  • Neutral
  • Affiliation (if any):
  • Moon Sign: Goat (+2 to Cha when interacting with Breggles)
  • Languages: Woldish, Gaffe, Sylvan
  • XP 2574/3500 (15% bonus from Human, Prime Abilities)

Attributes[edit]

  • STR 10
  • INT 16 +2
  • WIS 15 +1
  • DEX 5 -2
  • CON 11
  • CHR 15 +1

Hit Points and Armor Class[edit]

  • HP 12/12
  • AC 12
  • Attack Bonus +0

Save and Skill Targets[edit]

  • Doom 11
  • Ray 12
  • Hold 13
  • Blast 16
  • Spell 14
  • .
  • Listen 6
  • Search 6
  • Survival 6
  • Detect Magic 5

Kindred and Class Traits[edit]

  • Hooman
    • Leadership: Loyalty rating of retainers increased by 1
    • Decisiveness: Humans act first in initiative
    • Spirited: Add’l 10% to XP gained
  • Enchanter
    • Detect Magic: must touch the object, place, or creature; target 5; 1 turn
    • Fairy Runes
    • Glamours
    • Magic Items: can use arcane magical items
    • Resistance to Divine Aid: 2 in 6 chance that beneficial holy magic will fail

Spells and Glamours[edit]

  • Glamours
    • Subtle Sight - The caster can sometimes spot invisible creatures or objects, perceiving them as a faint, shimmering outline.
    • Silver Tongue - The caster can communicate with any being, including mundane animals. Can only be used for one language per day.
  • Runes
    • Sway the Mortal Mind (lesser, 1/day) - A single mortal must Save Versus Spell or be charmed by fairy magic.
    • Ice Storm (greater, 1/level) - A maelstrom of ice and sleet falls in a 30' diameter. Creatures inside take 3D8 damage.

Encumbrance[edit]

  • Speed 30
  • Equipped Items
    • Slot 1 Longsword
    • Slot 2-3 Chainmail
    • Slot 4 Lantern - hooded, ornate (found in a bog) FULL
    • Slot 5 Iron shortsword, +1 damage against Fairies and demi-Fey, -1 damage otherwise
    • Slot 6
    • Slot 7
    • Slot 8
    • Slot 9
    • Slot 10
  • Stowed Items
    • Slot 1 Tinderbox
    • Slot 2 Preserved ration
    • Slot 3 Regular ration
    • Slot 4 Tent
    • Slot 5 Waterskin
    • Slot 6 Crowbar
    • Slot 7 Flask of oil
    • Slot 8 Clay pipe
    • Slot 9 Bedroll
    • Slot 10 Coins
    • Free hand - empty sack
  • No-slot Items
    • Backpack
    • Clothes - dirty sheepskin coat
    • Pipeleaf (p.130) - 2 Lanksbottom leaf, 2 Old Doby, 2 Burglar’s Blend
    • Ink, quill, 5 sheets paper
    • Grobnott's iron key
    • 2 amber-studded bracelets of twisted gold (750GP each)
    • Note in Gaffe incriminating Rodger Burl (IC post #429)

Money and Treasure[edit]

  • 54 SP, 46 GP
  • 218 GP in Prigwort moneychanger's safe

Description[edit]

  • A tall and thin man with bronze skin and white hair, Joremey is thoughtful but plodding, quite slow to leave his inner world and respond. His green eyes look deeply and seem to draw one in, compelling though odd. He is constantly running his hands over walls and objects, searching for any feeling of magic within. A long and dirty sheepskin coat protrudes from beneath his stained chainmail, an ancient longsword swings from his leather belt, a hat made from 3 stitched-together weasels sits low over his forehead.