Difference between revisions of "Sir Nelaud, Castle Wizard"

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Revision as of 11:13, 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
Feats: Silent Spell, Spell Focus (Enchantment), Spell Mastery (Charm Person, Comprehend Language, Disguise Self, Sleep)
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 - Resistance, Message, Mage Hand, Disrupt Undead, Detect Magic, Daze
1st - Disguise Self, Sleep, Magic Weapon, Comprehend Language, Charm Person
2nd - Invisibility, Locate Object, Detect Thoughts, Daze Monster
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
Saddle
Saddlebags

FAMILIAR
Moltfeather the raven : CR 1/6; Tiny Animal ; HD 3d8; hp 6; Init + 2; Spd 10, Fly, Average 40; AC 16; Atk -2 base melee, + 5 base ranged; +5 ( 1d2-5, Claw ); SQ: Low-light Vision (Ex); AL N; SV Fort + 2, Ref + 4, Will + 5; STR 1, DEX 15, CON 10, INT 7, WIS 14, CHA 6. Skills: Bluff +3, Concentration +7, Diplomacy +3, Hide +10, Intimidate +3, Listen +3, Spot +5. Feats: Weapon Finesse.

Motivation: To guide the other heroes towards the fulfillment of the Green Star Prophesy.

Brief background (summary): ???