Crewwin Bockbrugh - Breggle Magician: Difference between revisions

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*Speed X
*Speed X
*Equipped Items
*Equipped Items
**Dagger  
**Slot 1 Dagger  
**Slot 2
**Slot 2
**Slot 3  
**Slot 3  
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*Stowed Items
*Stowed Items
**Spellbook  
**Slot 1 Spellbook  
**Slot 2  
**Slot 2 Bedroll
**Slot 3  
**Slot 3 Waterskin
**Slot 4  
**Slot 4  
**Slot 5  
**Slot 5  

Revision as of 22:44, 23 July 2026

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

Character Details

  • Crewwin Bockbrugh
  • Breggle Magician 3
  • Background: Alchemist's assistant
  • Alignment:
  • Affiliation (if any):
  • Moon Sign: Dead (Waning) Undead monsters attack all others in the party before attacking the character
  • Languages: Woldish, Gaffe, Caprice, Old Woldish, Sylvan
  • XP 5,000/10,000 (+10% xp bonus)

Attributes

  • 11 STR
  • 17 INT (+2)
  • 07 WIS (-1)
  • 10 DEX
  • 11 CON
  • 14 CHR (+1)

Hit Points and Armor Class

  • HP 8
  • AC 11
  • Attack Bonus +0
  • Dagger | +0 to hit | 1d4 dmg
  • Dagger (thrown) | +0 to hit | 1d4 dmg | 10' (+1 to hit), 20', 30' (-1 to hit) range

Save and Skill Targets

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

Kindred and Class Traits

  • Breggle
    • Fur: A breggle character’s thick, woolly fur grants them +1 AC when unarmoured or wearing Light armour.
    • Horns: Breggles may make a melee attack with their horns instead of a weapon. The damage inflicted increases with Level, as indicated in the Breggle Advancement table
  • Magician
    • Arcane Magic: Magicians can use magic items exclusive to arcane spell-casters (for example, magic wands or scrolls of arcane spells)

Spells

  • Spellbook
    • Smythe's Illuminations: Decipher, Ignite/Extinguish, Ioun Shard, Web
  • Spells per day: 2 spells of the 1st Rank, 1 spell of the 2nd Rank
  • List currently memorized spells on the front page of the wiki

Encumbrance

  • Speed X
  • Equipped Items
    • Slot 1 Dagger
    • Slot 2
    • Slot 3
    • Slot 4
    • Slot 5
    • Slot 6
    • Slot 7
    • Slot 8
    • Slot 9
    • Slot 10
  • Stowed Items
    • Slot 1 Spellbook
    • Slot 2 Bedroll
    • Slot 3 Waterskin
    • Slot 4
    • Slot 5
    • Slot 6
    • Slot 7
    • Slot 8
    • Slot 9
    • Slot 10
  • No-slot Items
    • Backpack
    • Ritual Robes
    • A tin whistle that drives cats wild

Money and Treasure

  • 500 gp

Description

  • As a youth, they apprenticed themselves to a master alchemist. They got into a dispute with another apprentice, and ended up locking horns in battle, losing a few teeth but putting out the other apprentice's eye
  • Dismissed from their post, they ended up learning magic from a skilled mage whose horns never grew out to match his abilities, and so was unable to access any of the social privileges available to longhorns
  • As their horns now are growing, the jealous mage has sent them out to find their own way and gather magical items and wisdom from the wilds