Exploring the Halls of Arden Vul: Gaius
Name
Gaius Valerius is the seventh son of a prominent Archontean house. Not likely to inherit wealth, he attended the Collegia of the Order of Thoth. Tall and awkward, with a crooked nose and a weak chin, he nevertheless bears the air of one accustomed to privilege.
- Lawful Level 2 Archontean Magic User
- Alignment Goal: Make his own fortune. Uphold the laws and traditions of the Great Empire of Archontos.
- XP: 2000/X
- Traits: ambitious, curious, arrogant
- Secondary Skill: Mapmaker
- Languages: Archontean, Mithric, Thorcin
Attributes
- Strength 9
- Intelligence 16 (+2)
- Wisdom 7 (-1)
- Dexterity 8 (-1)
- Constitution 10
- Charisma 7 (-1)
Conflict
- HP:
- AC: (Unarmored AC: )
- Initiative Bonus: -1
- Bonus to reaction rolls:
- Movement:
Attacks/round: 1
Max Cleaves: 2
Weapons:
- Dagger, +0, 1d4
Saving Throws
- Death/poison:
- Magic wands:
- Paralysis/Petrification:
- Breath Attacks:
- Spells/rods/staves:
Racial Abilities
- X
- Y
Class Abilities
- Magical research - a magic-user of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a magic-user reaches 9th level, they are also able to create magic items.
- Spell casting - Magic-users carry spell books containing the formulae for arcane spells. The level progression table shows both the number of spells in the magic-user's spell book and the number they may memorize, determined by the character's experience level.
- Using magic items - As spell casters, magic-users are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).
- Order of the Fifth Circle trained: Cantrip - The character can expend small amounts of magical energy to accomplish basic tasks. The character may do so as often as desired and can produce the following general effects: shed light in a 5’ radius, extinguish a fire no larger than a torch or lantern, clean or dry a 25-sq.-ft. area, produce small gusts of wind, open or close unlocked and unbarred doors and windows, etc. Generally, cantrips have a maximum range of 45’, and last for no more than one hour. It takes one round to cast a cantrip. The caster can cast offensive cantrips as well. These minor spells can take any form, but all inflict untyped magical damage; a caster who tosses small balls of fire isn’t actually doing fire damage. Such spells have a range of 25 feet and do 1d4 points of damage, or 60 feet and 1d2 points of damage. Both require a successful ranged attack roll and the target does not get to make a save.
Spells
- Spells/day: L1 X/X | L2 Y/Y | L3 Z/Z
Spells memorized
- L1:
- L2:
- L3:
Spells Known:
- L1:
- L2:
- L3:
Equipment
Encumbrance:
Worn:
- X
- Y
Held:
- A
- B
Backpack:
- Q
- R
Stashed (where):
- V
- W
Wealth:
- Coinpurse:
- Factor (which factor):
Hired Help
Retainers:
- X
Mercenaries:
- Y
Specialists:
- Z