Editing P'zev the Hairless

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[[The Wilderlands of Absalom]]
 
[[The Wilderlands of Absalom]]
 
 
== Rank ==
 
== Rank ==
*L6 Mage (Enchanter)
+
*L2 Mage (Seer)
*XP: 56,045/80,000 (+5% bonus)
+
*XP: 2500/5000
 
*Neutral Alignment  
 
*Neutral Alignment  
*Henchman of PC [[Karag Two-Blades]], with two henchmen of his own: [[Bruna the Potter]] and [[Gerey Cote]]
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*Henchman of PC [[Karag Two-Blades]]
 
*Titles/Holdings: none
 
*Titles/Holdings: none
*Age: 30
+
*Possessing of a faultless sense of duty, this bald scholar who smells of alchemical powders earned the enmity of a criminal figure in Rhea's Ford, having discovered a secret that made him flee into the employ of the Iron Raider. While appreciative of Hira of the Seven's skills as a healer, he's skeptical about her mysticism.
 
+
*Age: 25
A dark-skinned man wearing the red-and-black robes of a War Wizard of Taval, P'zev is not just bald-pated but utterly lacking of any hair. He calls himself P'zev the Perspicacious, but the men have named him 'the Hairless'. He claims the follicles were affected by an alchemical accident, but there are those in the ranks who swear they've seen him shaving in the early hours of morning. He came to Karag's employ after fleeing a city east of Rhea's Ford, having discovered a secret of the criminal element that would not bode well for his health.
 
 
 
*P'zev has always worked for criminal enterprises. (blight | criminals)
 
*P'zev is a logician, and works to ensure that Karag and Hira have the resources for their schemes. (operate | resources)
 
*When Karag makes promises, P'zev delivers on them. (fulfill | lies)
 
  
 
== Attributes ==
 
== Attributes ==
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*General Proficiencies
 
*General Proficiencies
 
**'''Adventuring'''
 
**'''Adventuring'''
**'''Knowledge (geography)''' With a proficiency throw of 11+, the character can recall expert commentary or information relating to this area of knowledge
 
 
**'''Knowledge (geology)''' With a proficiency throw of 11+, the character can recall expert commentary or information relating to this area of knowledge
 
**'''Knowledge (geology)''' With a proficiency throw of 11+, the character can recall expert commentary or information relating to this area of knowledge
**'''Knowledge (history) II''' With a proficiency throw of 7+, the character can recall expert commentary or information relating to this area of knowledge
+
**'''Knowledge (history)''' With a proficiency throw of 11+, the character can recall expert commentary or information relating to this area of knowledge
 
*Class Proficiencies
 
*Class Proficiencies
**'''Magical Engineering II''' The character has specialized knowledge of magical items. He gains a +2 to magical research throws. He can recognize most common magical items after careful investigation with a proficiency throw of 7+, but is unable to recognize uncommon or unique magical items, to divine command words, to distinguish trapped or cursed items from safe ones, or to assess the specific bonus or number of charges remaining in an item.
+
**'''Magical Engineering''' The character has specialized knowledge of magical items. He gains a +1 to magical research throws. He can recognize most common magical items after careful investigation with a proficiency throw of 11+, but is unable to recognize uncommon or unique magical items, to divine command words, to distinguish trapped or cursed items from safe ones, or to assess the specific bonus or number of charges remaining in an item.
 +
 
  
 
== Combat ==
 
== Combat ==
 
*AC 1
 
*AC 1
*HP 25
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*HP 7
*Movement Rate: 120'/40'/120'
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*Movement Rate
 
*Initiative Modifier: +1
 
*Initiative Modifier: +1
 
*Attacks  
 
*Attacks  
**Primary Melee Attack: Dagger 9+, 1d4
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**Primary Melee Attack:  
**Primary Ranged Attack: Dagger 8+, 1d4, 10'/20/'30'
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**Secondary Melee Attack:
 +
**Primary Ranged Attack:
 
*Saves:
 
*Saves:
**Petrification & Paralysis 12+
+
**Petrification & Paralysis 13+
**Poison & Death 12+
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**Poison & Death 13+
**Blast & Breath 14+
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**Blast & Breath 15+
**Staves & Wands 10+
+
**Staves & Wands 11+
**Spells 11+
+
**Spells 12+
  
 
== Spells ==
 
== Spells ==
 
Spellbook
 
Spellbook
*First Level: 2/2
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*First Level: 2/day
**Magic Missile (150' range, 1d6+1 damage, three missiles at L6)
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**Magic Missile
**Sleep (240' range, 4d4 turns, targets one creature of 4+1 HD or less or group of 2d8 HD of creatures of 4 HD or less)
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**Summon Berserkers
**Summon Berserkers (10' range, 3 turns, summons 4 completely loyal berserkers)
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**Sleep
*Second Level: 2/2
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**Invisibility
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Scroll with six spells
**Knock (60' range)
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*First Level
**Summon Hero (10' range, 3 turns, summon L4 fighter)
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**Floating Disc
*Third Level: 2/2
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**Shield
**Earth's Teeth (120' range, 5d6 damage each on 6 creatures within 30' diameter AOE, if hit by attack by L6 Fighter. Caster may select targets.)
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*Third Level
**Fireball (240' range, 6d6 damage within 20' diameter, save vs Blast for half damage)
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**Protection from Evil, Sustained
**Growth
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*Fifth Level
 +
**Animate Dead
 +
**Conjure Elemental
 +
*Sixth Level
 +
**Trollblood
  
 
== Equipment ==
 
== Equipment ==
Gear, Armor, Weapons: 3 stone, 4 items
+
*Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
*Clothing: fur-lined cloak, woolen robes, low boots, belt, gloves, fur hat (23.4 gp)
+
**Then list
*Weapons: dagger (x3) (9 gp)
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**Those things
*Belt: waterskin, coin pouch (1.1 gp)
+
***Riding Horse, HP 7
*Backpack (111.7 gp): Lantern, flasks of oil - common (x3), flint & steel, iron rations (1 week), 100' rope, grappling hook, crowbar, spellbook
 
 
 
Wealth: 12,150.9 gp (kept safe with Mr. Hand), 111.24 gp on person
 
 
 
Cookie, Medium Riding Horse, HP 13/13 (40 gp)
 
*Saddle & Tack (10 gp)
 
*Saddlebag One (26.2 gp): iron rations - two weeks, waterskin - full (x2), spare robe, blankets (x3)
 
*Saddlebag Two (15 gp): tent, stakes & mallet, sacks - large (x5)
 
 
 
 
 
Castle, Medium Draft Horse, HP 9/9 (50 gp total)
 
*Saddlebag One (10.4): flasks of oil - common (x18)
 
*Saddlebag Two (10.4): flask of oil - common (x18)
 
*Saddlebag Three (67): 400' rope, grappling hooks (x2), crowbar (x2)
 
*Saddlebag Four (17): iron rations - three weeks
 
 
 
==Notes==
 
===Background===
 
Possessing of a faultless sense of duty, the hairless scholar who smells constantly of alchemical powders earned the enmity of a criminal figure east of Rhea's Ford, having discovered a secret that made him flee into the employ of the Iron Raider. While appreciative of Hira of the Seven's skills as a healer, he's skeptical about her mysticism.
 

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