Difference between revisions of "Sir Nelaud, Castle Wizard"

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'''Back to the Campaign: [[Time of the Green Star]]'''<br />
 
'''Back to the Campaign: [[Time of the Green Star]]'''<br />
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'''USES Setting Class: Arthurian Wizard Variant'''
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The wizard cannot use spells from either of the flashy , powerful conjuration or evocation schools. In return for focusing on subtler , setting appropriate magic the Arthurian wizard can prepare TWO additional spells per spell level each day. ONE per level must be from the divination school and ONE from the enchantment school.
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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 />
 
'''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 />

Revision as of 10:43, 9 March 2014

Back to the Campaign: Time of the Green Star


USES Setting Class: Arthurian Wizard Variant

The wizard cannot use spells from either of the flashy , powerful conjuration or evocation schools. In return for focusing on subtler , setting appropriate magic the Arthurian wizard can prepare TWO additional spells per spell level each day. ONE per level must be from the divination school and ONE from the enchantment school.


Sir Nelaud, Male Human, Wizard: 3; CR: 3; Medium Humanoid; HD: 3d4+3 (Wizard); AL: NG; Init: +2; Spd: 30ft.
AC:13 (Flatfooted:10 Touch:13). When wearing +2 ring of protection.
HP: 15
STR: 11 DEX: 12 CON: 12 INT: 18 WIS: 14 CHA: 11
Attacks: +1 base melee, +1 base ranged.
+1 (1d6, Quarterstaff);
+2 (1d8, Crossbow, light[two-handed]);
Saving Throws: Fort +2, Ref +2, Will +4.
Skills: Concentration 6, Knowledge (arcana) 6, Knowledge (history) 6, Knowledge (nature) 6, Knowledge (nobles) 6, Spellcraft 6, Survival 3
Spells per day (Wiz 6/5/4) from an extensive list much boosted from research in the Old Wizard's Tower :
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
1st -- [?choose ten from] Alarm, Endure Elements, Hold Portal, Protection from Chaos/Evil/Good/Law, Shield, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, Charm Person, Hypnotism, Sleep, Color Spray, Disguise Self, Magic Aura, Silent Image, Ventriloquism, Cause Fear, Chill Touch, Ray of Enfeeblement, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person
2nd -- [?choose 8 from] Arcane Lock, Obscure Object, Protection from Arrows, Resist Energy, Detect Thoughts, Locate Object, See Invisibility, Daze Monster, Hideous Laughter, Touch of Idiocy, Blur, Hypnotic Pattern, Invisibility, Magic Mouth , Minor Image, Mirror Image, Misdirection, Phantom Trap, Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand, Alter Self, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Darkvision, Eagle’s Splendor. Fox’s Cunning, Knock, Levitate, Owl’s Wisdom, Pyrotechnics, Rope Trick, Spider Climb, Whispering Wind:
Spells prepared (default spell list)
0 - ? select from lists above
1st -?
2nd - ?
Possessions:
Weapons: Quarterstaff ; Crossbow, light ; Bolts, crossbow (20)
Ring of Protection (+2)
Horn of Goodness
Scrolls (1 x Comprehend Languages, 1 x Jump, 1 x Darkvision, 1 x Magic Missile, 1 x Enlarge Person)
Potion of Lesser Restoration
Potion of Delay Poison
Spell component pouch ; Spellbook
500? gps in coins, gems

? add any other possessions such as a horse , wizard's package gear

FAMILIAR ?


Motivation:???

Brief background (summary): ???