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[[The Wilderlands of Absalom]]
 
[[The Wilderlands of Absalom]]
 
== Rank ==
 
== Rank ==
*Human Mage 5
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*Human Mage 4
*XP: 27,965/40,000
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*XP: 10,239/20,000
 
*Alignment: Neutral
 
*Alignment: Neutral
 
*Henchman of [[Ishka]], who is a henchman of [[Karag Two-Blades]]
 
*Henchman of [[Ishka]], who is a henchman of [[Karag Two-Blades]]
*Age: 28
 
 
Anvan was recruited in Rhea's Ford by P'zev the Hairless to be in the employ of Ishka Bronze-skin.
 
 
*Anvan resents the stranglehold that the Wizard's Colleges have on knowledge, and seeks to amass her own libraries on the edge of the wilderness, outside their grasp. (''rob | academia'')
 
*Anvan seeks to be watchful for the needs of spirits within the mortal realm. (''administer | spirits'')
 
*She seeks to not only record the exploits of greatness, but to spread word of it within her own lifetime. (''publicize | legends'')
 
  
 
== Attributes ==
 
== Attributes ==
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*DEX 16 (+2)
 
*DEX 16 (+2)
 
*CON 14 (+1)
 
*CON 14 (+1)
*CHA 11 (originally 8, before [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20197650#post20197650 the pool])
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*CHA 8 (-1)
  
 
== Skills ==
 
== Skills ==
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**'''Common'''  
 
**'''Common'''  
 
*General Proficiencies
 
*General Proficiencies
**'''Mimicry II''' Anvan can imitate animal calls and foreign language accents. With a proficiency throw of 7+, her mimicry (e.g. imitating the screech of a hoot owl or a noise from some other animal) is so authentic as to fool listeners into believing they have heard the actual animal. This proficiency can be selected multiple times.
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**
**'''Collegiate Wizardry''' The character has received formal magical education from a wizard’s guild. She can automatically identify arcane symbols, spell signatures, trappings, and grimoires of her own order, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize (Judge’s discretion). [learned during downtime]
 
 
*Class Proficiencies
 
*Class Proficiencies
**'''Elementalism''' Fire spells do +1 damage per die and impose a -2 saving throw penalty on the target. Elementals summoned from fire gain +1 hp per Hit Die. Anvan's’s magic missiles can be considered to be of this element, if she desires.
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**
  
 
== Combat ==
 
== Combat ==
*AC 2
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*AC
*HP 22
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*HP 14
*Movement Rate 120/40/120
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*Movement Rate
 
*Initiative Modifier +2
 
*Initiative Modifier +2
 
*Attacks  
 
*Attacks  
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== Spells ==
 
== Spells ==
 
*First Level: 2/2
 
*First Level: 2/2
**Burning Hands (cone of searing flame 40' long and 20' wide, 5d4+5 damage, save vs Blast -2 for half damage)
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**Burning Hands
**Shield (self, 3 turns, negates magic missile attacks and grants AC 7 vs missile attacks and AC 5 vs melee attacks. Magic missile attacks are disrupted from all directions.)
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**Shield
 
*Second Level: 2/2
 
*Second Level: 2/2
**Mirror Image (self, 6 turns, 1d4 images)
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**Mirror Image
**Uncanny Gyration (60' range, concentration for up to 6 rounds, save vs Spells to avoid, may fling target up to 20'/round, with 2d6 impact if flung against a hard surface, penalties to attack if under the effect)
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**Uncanny Gyration
*Third Level: 1/1
 
**Fireball (240' range, 5d6+5 damage within 20' diameter, save vs Blast -2 for half damage)
 
  
 
== Equipment ==
 
== Equipment ==
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**Then list
 
**Then list
 
**Those things
 
**Those things
**5788.45 gp kept with Mr. Hand, 78.79 gp on person
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**Individually

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