Difference between revisions of "Sir Nelaud, Castle Wizard"

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+2 (1d8, Crossbow, light[two-handed]); <br />
 
+2 (1d8, Crossbow, light[two-handed]); <br />
 
Saving Throws: Fort +2, Ref +2, Will +4.<br />
 
Saving Throws: Fort +2, Ref +2, Will +4.<br />
'''Skills:''' Concentration 6, Knowledge (arcana) 6, Knowledge (history) 6, Knowledge (nature) 6, Knowledge (nobles) 6, Spellcraft 6, Survival 3<br />
+
'''Skills:''' Concentration +7, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (nobles) +10, Spellcraft +10, Survival +5<br />
 
'''Spells per day''' (Wiz 6/5/4) from an extensive list much boosted from research in the Old Wizard's Tower :<br />
 
'''Spells per day''' (Wiz 6/5/4) from an extensive list much boosted from research in the Old Wizard's Tower :<br />
 
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<br />
 
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<br />
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<br />
+
1st -- Protection from Evil, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, Charm Person, Hypnotism, Sleep, Disguise Self, Magic Weapon<br />
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: <br />
+
2nd -- Detect Thoughts, Locate Object, See Invisibility, Daze Monster, Hideous Laughter, Invisibility, Misdirection, Alter Self<br />
 
'''Spells prepared''' (default spell list) <br />
 
'''Spells prepared''' (default spell list) <br />
 
'''0''' - ? select from lists above<br />
 
'''0''' - ? select from lists above<br />
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Spell component pouch ; Spellbook<br />
 
Spell component pouch ; Spellbook<br />
 
500? gps in coins, gems<br />
 
500? gps in coins, gems<br />
 
+
Waterskin<br />
? add any other possessions such as a horse , wizard's package gear<br />
+
1 day's trail rations<br />
 +
Bedroll<br />
 +
Sack<br />
 +
Flint and steel<br />
 +
10 candles<br />
 +
Map case<br />
 +
3 pages of parchment<br />
 +
Ink<br />
 +
Inkpen<br />
 +
Spell component pouch<br />
 +
Spellbook<br />
 +
Case with 10 crossbow bolts<br />
 +
Horse<br />
 +
Reins<br />
 +
Saddlebags<br />
 
<br />
 
<br />
 
FAMILIAR ?
 
FAMILIAR ?

Revision as of 10:54, 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 +7, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (nobles) +10, Spellcraft +10, Survival +5
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 -- Protection from Evil, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, Charm Person, Hypnotism, Sleep, Disguise Self, Magic Weapon
2nd -- Detect Thoughts, Locate Object, See Invisibility, Daze Monster, Hideous Laughter, Invisibility, Misdirection, Alter Self
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
Waterskin
1 day's trail rations
Bedroll
Sack
Flint and steel
10 candles
Map case
3 pages of parchment
Ink
Inkpen
Spell component pouch
Spellbook
Case with 10 crossbow bolts
Horse
Reins
Saddlebags

FAMILIAR ?


Motivation:???

Brief background (summary): ???