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This Character is played by Scott
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Category: Character

Elberich Mahler| Class/Level: | Wizard 12 (Conjurer) | | XP: | 67,971 (Next: 78,000) | | Alignment: | Chaotic Good | | Deity: | None | | Race: | Human (Saxon) | | Gender: | Male | | Birth Date: | June 24, 1259 | | Age: | 34 | | Height: | 5'10" | | Weight: | 170 lbs | | Hair: | Black | | Eyes: | Blue | | Skin: | Pale | | Affiliations: | The Green Griffons (currently assigned to the Sea Griffons) |
Ability Scores| Stat | Score | Bonus | PB | Notes and Adjustments |
|---|
| Str | 10 | +0 | 10 | | Dex | 14 | +2 | 14 | | Con | 14 | +2 | 14 | | Int | 21 | +5 | 18 | Level Adj: 4th, 8th, 12th | | Wis | 12 | +1 | 12 | | Cha | 12 | +1 | 12 |
Combat Information Armor Class| Type | Value | Composition | Notes |
|---|
| Normal | 16 | 10 +2 (dex) +4 (Mage Armor) | | | Flat-footed | 14 | 10 +4 (Mage Armor) | | | Touch | 12 | 10 +2 (dex) | +4 (Mage Armor) vs. incorporeal attacks |
Hit Points| Type | Amount | Notes |
|---|
| Base | 40 | 4 + 11d4 (3,4,2,3,4,3,3,4,2,4,4) | | Bonus | 24 | 2 (con) * 12 (level) | | Total | 64 | |
Combat Values| Type | Bonus | Modifiers | Notes |
|---|
| Initiative: | +2 | +2 (dex) | | BAB: | +6/+1 | | Grapple: | +6/+1 | +0 (str) +0 (size) | | Ranged Touch: | +8 | +6 (BAB) +2 (dex) | | Weapon | Attack | Damage | Notes |
|---|
| Light Crossbow | +8 | 1d8, 19-20/x2 | 80 ft. range increment | | Quarterstaff | +6/+1 | 1d6, 20/x2 | | | Scramasax | +6/+1 | 1d6, 19-20/x2 | 10 ft. range increment |
Saving Throws| Save | Bonus | Base | Modifiers |
|---|
| Fortitude | +6 | +4 | +2 (con) | | Reflex | +6 | +4 | +2 (dex) | | Will | +9 | +8 | +1 (wis) |
Feats & Skills
| Level | Feat | Src | Description |
|---|
| 1st, Racial Bonus | Spellcasting Prodigy | RH | For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes. | | 1st, Wizard Bonus | Scribe Scroll | PH | You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. | | 1st | Spell Focus (Conjuration) | PH | Add +1 to the Difficulty Class for all saving throws against spells from the Conjuration school of magic. | | 3rd | Greater Spell Focus (Conjuration) | PH | Add +1 to the Difficulty Class for all saving throws against spells from the Conjuration school of magic you select. This bonus stacks with the bonus from Spell Focus. | | 5th, Wizard Bonus | Extend Spell | PH | An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level. | | 6th | Silent Spell | PH | A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level. | | 9th | Quicken Spell | PH | Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity. | | 10th | Spell Penetration | PH | You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. | | 12th | Craft Staff | PH | You can create any staff whose prerequisites you meet. Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges. Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price. |
Skill List| Skill | Bonus | Ranks | Modifiers | Notes |
|---|
| Appraise | +5 | 0 | +5 (int) | | Balance | +2 | 0 | +2 (dex) | | Bluff | +1 | 0 | +1 (cha) | | | Climb | +0 | 0 | +0 (str) | | Concentration | +17 | 15 | +2 (con) | | Decipher Script | +19 | 14 | +5 (int) | | | Diplomacy | +1 | 0 | +1 (cha) | | | Disguise | +1 | 0 | +1 (cha) | +10 with Hat | | Escape Artist | +2 | 0 | +2 (dex) | | Forgery | +5 | 0 | +5 (int) | | Gather Information | +1 | 0 | +1 (cha) | | Heal | +1 | 0 | +1 (wis) | | Hide | +2 | 0 | +2 (dex) | | Intimidate | +1 | 0 | +1 (cha) | | | Jump | +0 | 0 | +0 (str) | | Knowledge (Arcana) | +20 | 15 | +5 (int) | | Knowledge (Geography, Koln) | +7 | 2 | +5 (int) | | | Knowledge (History, Koln) | +6 | 1 | +5 (int) | | | Knowledge (Local, Koln) | +7 | 2 | +5 (int) | | | Knowledge (Religion) | +16 | 11 | +5 (int) | | Knowledge (the Planes) | +13 | 8 | +5 (int) | | Knowledge (War) | +6 | 1 | +5 (int) | | Listen | +7 | 6 | +1 (wis) | | Move Silently | +2 | 0 | +2 (dex) | | Profession (Apothecary) | +10 | 9 | +1 (wis) | | Profession (Scribe) | +3 | 2 | +1 (wis) | | Ride | +2 | 0 | +2 (dex) | | Search | +5 | 0 | +5 (int) | | Sense Motive | +6 | 5 | +1 (wis) | | Speak language | | 3 | | Flemish (1), Frankish (1), Frisian (1) | | Spellcraft | +22 | 15 | +5 (int) +2 (syn) | | | Spot | +11 | 10 | +1 (wis) | | Survival | +1 | 0 | +1 (wis) | | Swim | +1 | 1 | +0 (str) | | Use Rope | +2 | 0 | +2 (dex) |
| Languages | Category |
|---|
| Saxon | Native Tongue | | Aquilatin | Int Bonus | | Arcanum | Int Bonus | | Draconic | Int Bonus | | Flemish | Purchased | | Frankish | Purchased | | Frisian | Purchased | | Urok | Int Bonus |
Magic Spellcasting| Caster Level | Wizard 11 | | Specialization | Conjuration | | Prohibited | Enchantment, Necromancy |
Spells Per Day| Base Spells | 4/4/4/4/3/3/2 | | Bonus Spells | 0/2/2/1/1/1/1 (Int + Spellcasting Prodigy) | | Specialization | 1/1/1/1/1/1/1 (Conjuration only) | | Total Spells | 5/7/7/6/5/5/4 |
Spells Known (* = Conjuration)| Level | Known | Spell List |
|---|
| Cantrips | 15 | Acid Splash*, Amanuensis, Arcane Mark, Caltrops*, Dancing Lights, Detect Magic, Detect Poison, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic | | 1st | 16 | Alarm, Burning Hands, Color Spray, Comprehend Languages, Endure Elements, Expeditious Retreat, Grease*, Identify, Jump, Kelgor's Fire Bolt* (PH2), Mage Armor*, Magic Missile, Mount, Protection from Evil, Shield, Silent Image | | 2nd | 20 | Acid Arrow*, Alter Self, Arcane Lock, Blur, Bull's Strength, Darkvision, Detect Thoughts, Fog Cloud*, Fox's Cunning, Glitterdust*, Gust of Wind, Invisibility, Knock, Protection from Arrows, Resist Energy, Rope Trick, See Invisibility, Shatter, Spider Climb, Web* | | 3rd | 16 | Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic, Fireball, Fly, Gaseous Form, Haste, Invisibility Sphere, Lightning Bolt, Major Image, Nondetection, Phantom Steed*, Slow, Stinking Cloud*, Tongues, Water Breathing | | 4th | 8 | Acid Bolt*, Black Tentacles*, Detect Scrying, Dimension Door*, Fire Shield, Greater Resistance, Orb of Force*, Remove Curse, Secure Shelter*, Stoneskin | | 5th | 5 | Break Enchantment, Cloudkill*, Major Creation*, Permanency, Polymorph | | 6th | 2 | Acid Fog*, Disintegrate, Superior Resistance |
Spells Memorized (* = Conjuration)| Level | Number | DC | Spell List |
|---|
| Cantrips | 4+1* | 16/18* | Caltrops*, Message, Message, Prestidigitation, Read Magic | | 1st | 6+1* | 17/19* | Endure Elements, Grease*, Kelgor's Fire Bolt* (PH2), Kelgor's Fire Bolt* (PH2), Protection from Evil, Protection from Evil, Shield | | 2nd | 6+1* | 18/20* | Fox’s Cunning, Glitterdust*, Glitterdust*, Knock, Protection from Arrows, See Invisibility, See Invisibility | | 3rd | 5+1*[+4] | 19/21* | Arcane Sight, Arcane Sight, Clairvoyance/Clairaudience, Dispel Magic, Dispel Magic, Lightning Bolt, Lightning Bolt, Nondetection, Nondetection, Stinking Cloud* | | 4th | 4+1* | 20/22* | Detect Scrying, Dimension Door*, Extended Haste, Extended Nondetection, Extended Stinking Cloud* | | 5th | 3+1* | 21/23* | Break Enchantment, Extended Black Tentacles*, Quickened Magic Missile, Quickened Magic Missile | | 6th | 2+1* | 22/24* | Quickened Glitterdust*, Disintegrate, Disintegrate |
Wealth and Possessions Wealth
| Coins | Amount |
|---|
| Platinum | 0 | | Gold | 32 | | Silver | 15 | | Copper | 10 |
Equipment and Possessions| Readied |
|---|
| Staff of Evocation (4lb) |
| Sheathed/Worn |
|---|
| Head | Hat of Disguise (headband) [1800gp, 0lb] | | Face | | | Neck | Scarab of Protection (see below) | | Body | Traveler's Outfit [1gp, 5lb] | | Shoulders | Drow Cloak | | Torso | | | Waist | Drow dagger, Scramasax [2gp, 1lb], Belt Pouch [1gp, 0.5lb], Spell Component Pouch [5gp, 2lb] | | Feet | | | Hands | | | Arms | | | Left Finger | Ring of Wizardry III | | Right Finger | Ring of Spell Storing (Comprehend Languages, Extended Water Breathing) | | Other | Heward's Handy Haversack [2,000gp, 5lb] |
| Stowed in Belt Pouch |
|---|
| Coins (2gp, 5sp, 10cp, 0.34lb) | | Antitoxin vial [50gp, 0lb] | | Flint & Steel [1gp, 0lb] |
| Stowed in Haversack (when adventuring) |
|---|
| Bedroll [1sp, 5lb] | | Blanket, Winter [5sp, 3lb] | | Bullseye Lantern [12gp, 3lb] | | Coin Pouch (30gp, 10sp, 0.8lb) | | Cold Weather Outfit [8gp, 7lb] | | Crowbar [2gp, 5lb] | | Scroll/Map Case, x6 [6gp, 3lb] | | Grappling Hook [1gp, 4lb] | | Ink, 2 vials [16gp, 0lb] | | Inkpen [1sp, 0lb] | | Light Crossbow [35gp, 4lb] | | Light Crossbow bolts, x50 [5gp, 5lb] | | Mirror, Small Steel [10gp, 1/2lb] | | Paper, 50 sheets [20gp, 0lb] | | Large Sacks, 2 (empty) [2sp, 1lb] | | Silk Rope, 50' [10gp, 5lb] | | Scroll/Map Case, x6 [6gp, 3lb] | | Spellbook [15gp, 3lb] | | Sunrod [2gp, 1lb] | | Tent [10gp, 20lb] | | Trail Rations, 1 week [3.5gp, 7lb] | | Vial (glass) of mercury, useful to locate/summon Snorvgar the dracolich | | Vial (glass) of purified (not merely crushed) ruby dust, 3000 gp | | Waterskin [1gp, 4lb] |
| Scrolls |
|---|
| Invisibility Sphere (CL 5) | | Clairaudience/Clairvoyance (CL 5), Water Breathing (CL 5) | | Mage Armor x2 (CL 1), Silent Image x2 (CL 1) | | Gust of Wind (CL 3) | | Light (CL ?), Light (CL ?), Hold Person (CL ?) |
More scrolls, to be organized: 1. Burial Blessing (l1, cl1) 2. Divine Sacrifice (l1, cl1) 3. Charm Person (l1, cl1) 4. Jump (l1, cl1) 5. See Invisibility (l2, cl3) 6. Change Self (l1, cl1) 7. Ventriloquism (l1, cl1) 8. Feather Fall (l1, cl1) 9. Grease (l1, cl1) 10. Blur (l2, cl3) 11. Resist Energy (l2, cl6) 13. Burning Hands 3d4, Shocking Grasp 3d6 14. Magic Missile 3d4+1 15. Spider Climb 17. Command Undead, Hold Person 18. Fireball 6d6, Burning Hands 5d4 19. False Life, Ghoul Touch 21. Fire Shield 22. Ghoul Touch, Resist Energy Drain 23. Halt Undead, Animate Dead 24. Spider Climb, Shocking Grasp 4d6 25. Nybor’s Gentle Reminder 27. Vampiric Touch 28. Detect Poison, Charm Animal, Endure Elements (Ranger CL4) 29. Arcane Lock, Leomund's Trap, Rope Trick (CL6) 30. Magic Missile, Melf's Acid Arrow, Shatter (CL4) 32. Fogcloud, Glitterdust, Phantom Steed (CL5) 35. Fireball (CL 6)
Drow cloak (Grey, well-made, no longer magical)
Drow Dagger +4 to hit, +2 damage 1d4 (never been unsheathed, still unspoiled by sunlight)
Ring of Spell Storing was crafted by copper gnomes in the shape of an otter. It can store up to five levels worth of spells.
Ring of Wizardry III, crafted by the greek mage Enrico. The dark blue ring is only useable by arcane spellcasters. The wearer's 3rd level arcane spells are doubled per day.
Scarab of protection dedicated to Osiris, an Aegyptian God. The scarab is dark blue with star motes inside. It grants the wearer SR 16 and energy protection up to forty points from any attack from fire, cold, lightning, wind, or water based abilities.
Potion of Protection from Arrows (18hp) 2 vials of Holy Water 2 potions of Fox's Cunning Staff of Evocation (50 charges, rechargeable) Wand of Fireballs (3 charges, 5d8+5 damage, crafted by Enrico) Wand of Scorching Ray (10 charges, CL 11, 3 4d6 rays/charge, Grenadan crafter)
Encumbrance| Category | Wt (lbs) |
|---|
| Light | 0-33 | | Medium | 34-66 | | Heavy | 67-100 | | Current | 18 |
Character Details Appearance Dressed in nondescript traveling gear and hooded cloak, Elberich endeavors to keep a low profile. Other than clothing, his worldly possessions apparently consist of a knife in his belt, a quarterstaff held in one hand, and a satchel slung over his other shoulder. With dark hair and carefully trimmed goatee, he at first glance seems wholly unremarkable. However, there's a piercing intensity to his gaze that's difficult to meet for long, the eyes of a man who has traveled to Hell and back but didn't emerge unscathed.
Personality To do.
Background| Standing | d100 | Notes |
|---|
| Economic | 41 | Poor | | Social | 54 | Lower Middle Class |
Elberich was born in the city of Julich, in the Duchy of Julich, the third child and second son of the potter Steyne Mahler and his wife, Freda. Elberich’s older brother Martin took up arms and left for the city of Koln to help fight the uroks of the east. He was away fighting in Germania when Elberich was born. Martin often sent money or goods home to help the family out in the hard times of Elberich’s youth. Steyne Mahler was a potter of moderate skill and good character, but still had a hard time caring for his family. They also moved every few months from one part of Julich to another. Elberich never knew why exactly, but he always suspected it had something to do with his older sister Ellinda.
Shortly after his seventh birthday, Potter Steyne moved his family to Koln. He and Freda both found work only a few hours after arriving. They also discovered that Marcus, Elberich’s oldest brother was stationed in Koln and it was a happy reunion and the first time Elberich met his oldest brother, who his parents had so often spoken about with great pride. It was Marcus who first taught Elberich had to use a staff or cudgel and dagger and crossbow, although Elberich has rarely had reason to use them.
The first year in Koln was a happy one for the family. Steyne had steady work and Freda was cooking at one of the better taverns in the city and no problems had arisen from Ellinda or any of the other children, and Elberich had found work for himself as a scrivener’s apprentice with Josua the scribe. They did most of their work for a gray elven mage by the name of Rithil. It was here that Elberich found he had a talent for languages, writing and wizardry. Rithil found out soon enough and took Elberich aside and taught him the basics of arcane theory and taught him the Aqualonian and Arcanum languages. Elberich’s and the families luck seemed to be holding.
That all changed when the plague struck and Elberich lost his youngest sister, Matilia. Matilia’s death struck hard at the family and caused Elberich’s younger brother Allyn to join the Church of the West and brought the flagellant’s and Templar knights to Koln. Rithil the mage left soon after their arrival. It was well known the Flagellants and Templars had little use for demi-humans and even less for those who practiced magic. Before he left, Rithil introduced Elberich to Laurentius, an older man who worked for Vincent Blackthorne at BlackThornes Apothecary.
Soon after Matilia’s death, a Byzantine cleric by the name of Jurada noticed Ellinda while she was working as a maid at the same Inn where Freda cooked. Jurada saw some promise in Ellinda and spoke to Freda and Steyne about her for several hours that day. Two days later, another Byzantine priest, Arlensius Basilicus stopped by and persuaded Steyne to send his daughter to Mayflower Abbey, a few miles north of Koln. Father Steyne thought it great honor and sent Ellinda off.
Elberich went to work at the Apothecary with some concern. He had heard that Laurentius, the main apothecarist, was a difficult and demanding man. Elberich’s concerns all proved true over the first few weeks, but then, it all changed when Laurentius taught Elberich his first spell and cautioned him to secrecy, telling him certain Orders within the Church tortured and killed those who practiced the arcane arts. Elberich believed him and kept his studies secret, for he had started apprenticing under Laurentius’ stern tutelage.
The following two years Elberich saw little of his sister Ellinda as he strived to learn as much as he could all the while keeping his talents as hidden as possible. Ellinda would come home from time to time and bring gifts she had made at the Abbey. One of those gifts was a handy haversack, which Elberich carries to this day. It was at this time he started to suspect that Mayflower Abbey was not like others. Ellinda told him in secret she was learning magic and that Lady Mesandra, the head mistress said Ellinda had a rare gift for the arcane, it ran in her blood and Mesandra had taught her how to control her abilities so as not to endanger others. Just before the urokoi tribes attacked Koln for the first time, Elberich stared to suspect that not all was well within the Abby or with Master Arlen, as Arlensius was known. His concerns soon proved true when Ellinda visited him after curfew one night and told him to get the family together and escape if he could. Master Arlen was forcing her to join an order of women called the Daughters of the Mayflower, led by Headmistress Mesandra. Ellinda cried that night for the first time in Elberich’s memory as she told him how Mesandra and Arlen search for children with gifts like herself and that Arlen and his cohorts are using he Daughters of the Mayflower to find people like me and force them to work for him and not necessarily the Church itself. Before Elberich could make any plans to leave, Arlen ambushed them and what followed was worse than any nightmare he had previously imagined.
Master Arlen brought them to his tower in the Abbey and Arlen and Mesandra tortured them both for long days, trying to find out if they were spies or not. When they found that Elberich had worked for Rithil, they planned to feed him to a demon.
Bound by spells, Elberich could do nothing but pray and wait as they placed him within a pentagram as they chanted and drew mystical circles around them. Soon after Arlen started, Mesandra brought in Ellinda, and used Ellinda’s arcane strength to complete the spell and bring forth a horror of red and black scales with spikes rippling out from all across the demon’s body. Elberich later learned it was a type of demon called a Nabassu, often brought here to feed and wreak havoc on humans. When the nabassu appeared, Ellinda broke free of Mesandre’s control and loosed the demon. It immediately struck Arlen and attacked Ellinda, knowing she was the power that brought it. Ellinda yelled at Elberich to flee and fought the demon without flinching once, not even when it burned the flesh from her bones and bit into her skull. Mesandre desperately tried to aid Arlen and Elberich flung a broom handle in an attempt to help his dying sister. He got the demon’s attention focused on him and when it dropped Ellinda’s ruined and dead body, Elberich ran, the demon hot behind him.
Elberich can’t remember how long ran, he only remembers the demon catching him and his flesh burning from the heat of it’s fangs just before it bit into him. As he hung dangling in the demon’s grip, an arrow flashed from the darkness, striking the creature in the head. The demon dropped Elberich and turned to face a towering elf with a sword that struck like lightning. Elberich had never seen such a clash that followed between the red haired elf and the Nabassu. It lasted longer in his mind than reality. Elberich woke much later, his leg wrapped in gauze and festering with fever. He lay in one of the backrooms of the BlackThorne Apothecary and Laurentius and another man poked and prodded at his injured leg and the numerous small burns on the rest of his body. Carfaroth, “The Red Hunter,” the half elf who rescued him stood off to one side of the door. That was the last time Elberich ever saw him, for he left soon after. Elberich learned that Carfaroth was wanted by the Church and authorities of Koln for robbery and banditry. Unfortunately, Master Arlen and Mesandre survived and started looking for Elberich. That was when Laurentius and his friend Enrico told Elberich about the corruption in the Church and how many of the Byzantines priests didn’t actually practice Divine magic but belonged to a sect of the Church known as the Order of the Pentacle that practiced arcane magic. Laurentius and Enrico had long suspected the Order of the Pentacle as corrupt and Enrico was headed east to discover the truth.
While Elberich recovered from his wounds, Koln withstood the attacking urokoi and their allies. As soon as Elberich was ready and healed, he put his own talents to work in the mercenary company the Green Griffons. Vincent Blackthorne was a member and recruited Elberich, who was eager to help.
Over the next five years, Elberich went on numerous patrols and raids against the urokoi, gnolls and Magyar hordes and did more than his part in building the Griffon’s reputation as a mercenary unit. It was at this time he met Marceau Atterbury, a priest of St. Hardig and the two of them often worked together against the urokoi. Elberich discovered from Marceau that many of St. Hardig and St. Dirk’s priests had thieving skills and their spells proved more effective against undead than other priests. When the urokoi attacks lessened more trouble brewed from within Koln itself.
Three members of the Lord’s Council of Koln, Lord Krieger, a Flagellant cleric of some renown, Lord Horvath, a nobleman open to bribery and other shady deals, and Vicar Jurada, a Byzantine cleric started following up on happenings at Mayflower Abbey asking numerous questions about Elberich and his family in regards to Arlensius and Lady Mesandra. Several times Elberich just managed to avoid their unofficial inquiries and once, two of his fellow griffons tried to ambush him. A trap Marceau helped him avoid. After three months of striving in secret and not so secret manner, the investigation became official and Inquisitors arrived. Elberich had to hide in Laurentius shop while the Flagellants and other searched for him and his family. The Flagellants would have most likely found them, except someone killed three ranking Flagellants and stole some valuable religious tomes and other documents from the Church Library. Elberich’s brother Allyn was accused, tried, tortured and found guilty of aiding and abetting the assassins. They burned Allyn alive in the public square as a heretic. The commotion and concern allowed Marceau a chance to smuggle Elberich’s sister out of Koln, while his father and mother escaped with a caravan of gypsies. That was when Laurentius suggested Elberich slip north with the Griffon patrol headed that way.
And that is how he came to the current expedition.
Goals
- Keep away from Arlen and Mesandra for now
- Stay with the Griffons while they combat the common foe
- Improving his arcane abilities and knowledge
- Learn more about Church cabal
- Expose them and their allies
- Avenge deaths of Ellinda and Allyn, if at all possible
- See family reunited and safe
Elberich's Library
Current Roster of the Sea Griffons- Critias (?)
- Nulfi, dwarven arbalest
- Hector, human rogue/wizard
- Elberich, saxon wizard
- Razzul Blackhand, human wizard
- Luftsa, Half-Orc/Half-Saxon Fighter
- Brother Conlan, Priest of St. Oghma
- Owyn, welsh archer
- Catwig, welsh archer
- Arwell Rees, welsh archer
- Lemlinus, half-elf Rogue
- Druce, Welsh archer
- Bursi, half-urok warrior
- Elyas of York, half-elf warrior
- Roonbiddle, gnome sapper
- Athstan & 13 other gnome sappers
- Gwindor Eärfalas, elven archer
- Esni, Drow assassin/wizard
- Shayla Hasselhock, half-elf bard
- Swanhild of the Weather Geats (of Turborg), Valkrior of Freyja, from Riga
- Atli Deepcarver, Nulfi's older cousin
- Dwarves: Athstan, the brothers Bivor and Bynt, Dufur and Ai and Hanar and Bildur, stonemasons all, the carpenters Lofar and Lyngi, the draughtsman Vildi, and the teamsters Thekker and Nar
- Armod Steinvarson, east saxon cleric of Forseti
- Friar Dominic, monk of St. Soberoth
- Sir Bregwulf of Dornhom, saxon cleric of St. Cutberth
- Vicar Oshere, a cleric of St. Dinadain
- Father Auslan, human cleric of of St. Cutberth, a scot from the lands around Stirling castle
- Darius, priest/rogue of St. Dirk
- Caplet, friend of Critias, ex-Templar Sergeant (footman)
- Sir Raynier, 1st level (human) paladin
- Sir Wihtred, a paladin of St. Dinadain
Allies/Associates- Lady Cyneburh, ex-Duchess of York
- Saxon, daughter of King Louis of Normandy and direct descendant of Alfred the Great
- Sister, Lady Ricula, who is hunted by the Queen of Normandy, Phillip of Burgundy, Bishop Remus and Holy Father Lotan
- was captive of Baskurt
- Camlin, ex-Griffon, scout, priest of St. Epona
- Svetlana, Mage Guardian of Riga
- Father Camdar, White Friars
- Orange Order, Nijmegen rebels, Flemish Resistance Movement (Nijmegen)
- Sir Rosseen, copper gnomes Rimmel and Dimler (Nijmegen)
- Father Ruskin, priest of St O'Brien (Nijmegen)
Freed Prisoners (Nijmegen) - 4 Zingaran mercenaries, converts
- 41 Saxons, freed prisoners
- 53 Goths, freed prisoners
- 38 Jutes, freed prisoners
Others- ~30 “new” Griffons, young, probably Wing Griffons
Enemies- Morinehtar
- Aliases - Blue Wizard, Sharku, Crooked Mage,...
- Ring of Curunír - a most impressive ring, with a multi-faceted gem, which twinkles with many colors
- Seeks to create a far more powerful ring - searching ancient outposts and ruins, seeking ancient artifacts and the "Tender of Beasts"
- Black Talon - BW's bodyguard, associated with new cult (2 serpents coming together at a black sun)
Information collected regarding Enrico's tomes and research These two tomes contain detailed information about the city of Worga, two temples in particular, one which was used exclusively used for summoning monstrous assasins like Invisible Stalkers, NightShades, Blood Wraiths and such and the other for ordaining priests, anti-paladins, and other horrific folk into the Nergalite Order.
Jamie gets a fresh piece of paper and draws a simple sketch of squares, rectangles and circles. She labels a circle, "Bell Tower." And she labels a small rectangle, "stable."
She tucks the paper in one of the books and slides it down to Elberich. More of his books are buried in the one of the stalls of the horse stables just across the road from the tall bell tower at the old town center of Tirlemont. Tirlemont is a free city and under the rule of Claremont Wagmueller. You shouldn't run into any trouble from city officials. She wishes she could tell him which stall, but she doesn't know which one.
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Gibbon
 Jovial Celebrant
3/18/2008 3:31:40 PM
PostID: 212224
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Welcome to Reluctant Heroes!
Horseman will be DMing the thread Elberich is in so he will be able to clear up your questions for you, but this should get you started:
1. For HP, you take max for the first level. After that, you can either take the average, rounded down (so 2hp for a wizard), or you can roll the 1d4, rerolling any 1s. So you'll see that rolling the dice is the way forward for a wizard character ;-)
2. You'll need to make two d100 rolls on the Secure Die Roller, for Social Standing and Economic Standing. The first roll will determine the characters social standing; Upper, Middle or Lower Class. The second roll determines the character's economic lot in life, from extremely wealthy to impoverished.
More on these here
Also, I think that your Int will need to be a maximum of 19 (18 plus the level four bonus), unless you've already agreed differently with Horseman. Looking good so far though.
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Vernon
 Monsterkeeper
3/18/2008 3:41:36 PM
PostID: 212226
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If you're the wizard for the Sea Griffons, then Horseman already rolled your Socio/Eco for you:
Wizard Economic Standing 1d100(41) = 41 Wizard Social Standing 1d100(54) = 54
The wizard will be from a lower middle class background with moderate means. You can take standard items adventuring gear I will give you your special items.
Clarification and additional info. The Wizard will have 5000gp worth of equipment.
- See you soon
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Horseman
 Philosopher
3/18/2008 11:43:12 PM
PostID: 212300
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Thanks for the help guys! I am going to ask Rasgorn to get your character history together.
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Scott
 Centurion
3/19/2008 12:08:09 AM
PostID: 212303
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So you'll see that rolling the dice is the way forward for a wizard character ;-) Heheh, wait until you see me interact more with the die roller before you say that. I was pleasantly surprised to roll dead average for hit points. Such a refreshing change of pace... :-)
Anyway, thanks to all of you for your help, it's much appreciated. I hope I'm not holding up the adventure thread too badly!
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Horseman
 Philosopher
3/19/2008 12:58:03 AM
PostID: 212309
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No your not holding us up. Please introduce yourself in the Sea Griffons thread.
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Scott
 Centurion
3/20/2008 2:22:30 AM
PostID: 212486
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For the 5kgp of equipment, can part of that be scrolls that Elberich has previously scribed?
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Here's the text for Kelgor's Fire Bolt (PH2, pg 116)
Conjuration/Evocation [Fire] Level: Dusk Blade 1, Sorcerer/Wizard 1 Components: V, S, M Casting Time: 1 standard action Range: Medium Target: 1 creature Duration: instantaneous Saving Throw: Reflex half Spell Resistance: See text
You conjure a shard of red-hot rock and hurl it toward an opponent. As it streaks through the air, a nimbus of arcane energy crackles around it
This spell conjures a small orb of rock and sheathes it in arcane energy. This spell deals 1d6 points of fire damage per caster level (maximum 5d6). If you fail to overcome the target's spell resistance, the spell still deals 1d6 points of fire damage from the heat and force of the conjured orb's impact. Material Component: A handful of ashes.
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There are a couple cantrips from the Spell Compendium I'd like to offer for DM consideration:
AMANUENSIS Transmutation Level: Cleric 0, sorcerer/wizard 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Object or objects with writing Duration: 10 minutes/level Saving Throw: Will negates (object) Spell Resistance: Yes (object)
You point at the writing and then move your hand as though holding a stylus or quill. As you intone the spell, the script appears on a sheet of paper close at hand.
You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied.
The spell triggers (but does not copy) writing-based magic traps in the material being copied.
Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell’s duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.
The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.
CALTROPS Conjuration (Creation) Level: Sorcerer/wizard 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: See text Duration: 1 round/level Saving Throw: None Spell Resistance: No
You speak the words and spread your palm open, as if you were throwing jacks. Coppery sparks spring from your palm, filling the corridor with small four-pronged spikes.
A caltrops spell covers one 5-foot-by-5-foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one.
A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks.
For every two caster levels beyond 1st, you can affect an additional 5-footby-5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum).
Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.
This post last edited on 3/20/2008 3:20:29 AM
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Gibbon
 Jovial Celebrant
3/20/2008 5:56:48 PM
PostID: 212622
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These look fine to me - go ahead.
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Scott
 Centurion
3/22/2008 3:47:11 AM
PostID: 213005
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While perusing the OOC folder, I saw the house rule that bags of holding are extremely rare. I assume this also applies to the Heward's? I never even thought about that when I selected it. I always viewed it as just a nice little item that's, well, handy. ;-)
Anyway, should I swap it for something else?
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Rasgorn
 Admired Sage
4/10/2008 4:36:37 PM
PostID: 217982
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Elberich's History
Elberich was born in the city of Julich, in the Duchy of Julich, the third child and second son of the potter Steyne Mahler and his wife, Freda. Elberich’s older brother Martin took up arms and left for the city of Koln to help fight the uroks of the east. He was away fighting in Germania when Elberich was born. Martin often sent money or goods home to help the family out in the hard times of Elberich’s youth. Steyne Mahler was a potter of moderate skill and good character, but still had a hard time caring for his family. They also moved every few months from one part of Julich to another. Elberich never knew why exactly, but he always suspected it had something to do with his older sister Ellinda. Shortly after his seventh birthday, Potter Steyne moved his family to Koln. He and Freda both found work only a few hours after arriving. They also discovered that Marcus, Elberich’s oldest brother was stationed in Koln and it was a happy reunion and the first time Elberich met his oldest brother, who his parents had so often spoken about with great pride. It was Marcus who first taught Elberich had to use a staff or cudgel and dagger and crossbow, although Elberich has rarely had reason to use them. The first year in Koln was a happy one for the family. Steyne had steady work and Freda was cooking at one of the better taverns in the city and no problems had arisen from Ellinda or any of the other children, and Elberich had found work for himself as a scrivener’s apprentice with Josua the scribe. They did most of their work for a gray elven mage by the name of Rithil. It was here that Elberich found he had a talent for languages, writing and wizardry. Rithil found out soon enough and took Elberich aside and taught him the basics of arcane theory and taught him the Aqualonian and Arcanum languages. Elberich’s and the families luck seemed to be holding. That all changed when the plague struck and Elberich lost his youngest sister, Matilia. Matilia’s death struck hard at the family and caused Elberich’s younger brother Allyn to join the Church of the West and brought the flagellant’s and Templar knights to Koln. Rithil the mage left soon after their arrival. It was well known the Flagellants and Templars had little use for demi-humans and even less for those who practiced magic. Before he left, Rithil introduced Elberich to Laurentius, an older man who worked for Vincent Blackthorne at BlackThornes Apothecary. Soon after Matilia’s death, a Byzantine cleric by the name of Jurada noticed Ellinda while she was working as a maid at the same Inn where Freda cooked. Jurada saw some promise in Ellinda and spoke to Freda and Steyne about her for several hours that day. Two days later, another Byzantine priest, Arlensius Basilicus stopped by and persuaded Steyne to send his daughter to Mayflower Abbey, a few miles north of Koln. Father Steyne thought it great honor and sent Ellinda off. Elberich went to work at the Apothecary with some concern. He had heard that Laurentius, the main apothecarist, was a difficult and demanding man. Elberich’s concerns all proved true over the first few weeks, but then, it all changed when Laurentius taught Elberich his first spell and cautioned him to secrecy, telling him certain Orders within the Church tortured and killed those who practiced the arcane arts. Elberich believed him and kept his studies secret, for he had started apprenticing under Laurentius’ stern tutelage. The following two years Elberich saw little of his sister Ellinda as he strived to learn as much as he could all the while keeping his talents as hidden as possible. Ellinda would come home from time to time and bring gifts she had made at the Abbey. One of those gifts was a handy haversack, which Elberich carries to this day. It was at this time he started to suspect that Mayflower Abbey was not like others. Ellinda told him in secret she was learning magic and that Lady Mesandra, the head mistress said Ellinda had a rare gift for the arcane, it ran in her blood and Mesandra had taught her how to control her abilities so as not to endanger others. Just before the urokoi tribes attacked Koln for the first time, Elberich stared to suspect that not all was well within the Abby or with Master Arlen, as Arlensius was known. His concerns soon proved true when Ellinda visited him after curfew one night and told him to get the family together and escape if he could. Master Arlen was forcing her to join an order of women called the Daughters of the Mayflower, led by Headmistress Mesandra. Ellinda cried that night for the first time in Elberich’s memory as she told him how Mesandra and Arlen search for children with gifts like herself and that Arlen and his cohorts are using he Daughters of the Mayflower to find people like me and force them to work for him and not necessarily the Church itself. Before Elberich could make any plans to leave, Arlen ambushed them and what followed was worse than any nightmare he had previously imagined. Master Arlen brought them to his tower in the Abbey and Arlen and Mesandra tortured them both for long days, trying to find out if they were spies or not. When they found that Elberich had worked for Rithil, they planned to feed him to a demon. Bound by spells, Elberich could do nothing but pray and wait as they placed him within a pentagram as they chanted and drew mystical circles around them. Soon after Arlen started, Mesandra brought in Ellinda, and used Ellinda’s arcane strength to complete the spell and bring forth a horror of red and black scales with spikes rippling out from all across the demon’s body. Elberich later learned it was a type of demon called a Nabassu, often brought here to feed and wreak havoc on humans. When the nabassu appeared, Ellinda broke free of Mesandre’s control and loosed the demon. It immediately struck Arlen and attacked Ellinda, knowing she was the power that brought it. Ellinda yelled at Elberich to flee and fought the demon without flinching once, not even when it burned the flesh from her bones and bit into her skull. Mesandre desperately tried to aid Arlen and Elberich flung a broom handle in an attempt to help his dying sister. He got the demon’s attention focused on him and when it dropped Ellinda’s ruined and dead body, Elberich ran, the demon hot behind him. Elberich can’t remember how long ran, he only remembers the demon catching him and his flesh burning from the heat of it’s fangs just before it bit into him. As he hung dangling in the demon’s grip, an arrow flashed from the darkness, striking the creature in the head. The demon dropped Elberich and turned to face a towering elf with a sword that struck like lightning. Elberich had never seen such a clash that followed between the red haired elf and the Nabassu. It lasted longer in his mind than reality. Elberich woke much later, his leg wrapped in gauze and festering with fever. He lay in one of the backrooms of the BlackThorne Apothecary and Laurentius and another man poked and prodded at his injured leg and the numerous small burns on the rest of his body. Carfaroth, “The Red Hunter,” the half elf who rescued him stood off to one side of the door. That was the last time Elberich ever saw him, for he left soon after. Elberich learned that Carfaroth was wanted by the Church and authorities of Koln for robbery and banditry. Unfortunately, Master Arlen and Mesandre survived and started looking for Elberich. That was when Laurentius and his friend Enrico told Elberich about the corruption in the Church and how many of the Byzantines priests didn’t actually practice Divine magic but belonged to a sect of the Church known as the Order of the Pentacle that practiced arcane magic. Laurentius and Enrico had long suspected the Order of the Pentacle as corrupt and Enrico was headed east to discover the truth While Elberich recovered from his wounds, Koln withstood the attacking urokoi and their allies. As soon as Elberich was ready and healed, he put his own talents to work in the mercenary company the Green Griffons. Vincent Blackthorne was a member and recruited Elberich, who was eager to help. Over the next five years, Elberich went on numerous patrols and raids against the urokoi, gnolls and Magyar hordes and did more than his part in building the Griffon’s reputation as a mercenary unit. It was at this time he met Marceau Atterbury, a priest of St. Hardig and the two of them often worked together against the urokoi. Elberich discovered from Marceau that many of St. Hardig and St. Dirk’s priests had thieving skills and their spells proved more effective against undead than other priests. When the urokoi attacks lessened more trouble brewed from within Koln itself. Three members of the Lord’s Council of Koln, Lord Krieger, a Flagellant cleric of some renown, Lord Horvath, a nobleman open to bribery and other shady deals, and Vicar Jurada, a Byzantine cleric started following up on happenings at Mayflower Abbey asking numerous questions about Elberich and his family in regards to Arlensius and Lady Mesandra. Several times Elberich just managed to avoid their unofficial inquiries and once, two of his fellow griffons tried to ambush him. A trap Marceau helped him avoid. After three months of striving in secret and not so secret manner, the investigation became official and Inquisitors arrived. Elberich had to hide in Laurentius shop while the Flagellants and other searched for him and his family. The Flagellants would have most likely found them, except someone killed three ranking Flagellants and stole some valuable religious tomes and other documents from the Church Library. Elberich’s brother Allyn was accused, tried, tortured and found guilty of aiding and abetting the assassins. They burned Allyn alive in the public square as a heretic. The commotion and concern allowed Marceau a chance to smuggle Elberich’s sister out of Koln, while his father and mother escaped with a caravan of gypsies. That was when Laurentius suggested Elberich slip north with the Griffon patrol headed that way. And that is how he came to the current expedition.
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Scott
 Centurion
12/8/2008 1:46:36 AM
PostID: 263964
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Character Updates
6th level HP: 6 (4+2) Skill points: 7 (Concentration 1, Decipher Script 1, Knowledge (Arcana) 2, Knowledge (Religion) 1, Profession (Apothecary) 1, Spellcraft 1) Feat: Silent Spell
7th level HP: 5 (3+2) Skill points: 7 (Concentration 1, Decipher Script 1, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (the Planes) 1, Profession (Apothecary) 1, Spellcraft 1)
8th level HP: 5 (3+2) Skill points: 7 (Concentration 1, Decipher Script 1, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (the Planes) 1, Profession (Apothecary) 1, Spellcraft 1) Ability: +1 Int (19 => 20) New skill points: 11 (Decipher Script 1, Listen 2, Knowledge (the Planes) 2, Profession (Apothecary) 2, Spot 4)
This post last edited on 12/8/2008 1:50:45 AM
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Scott
 Centurion
3/25/2009 10:47:09 PM
PostID: 278314
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Elberich is intent on learning the following spells: * Fireball (3rd) * Dimension Door (4th) * Acid Bolt (4th) * Fire Shield (4th)
If he can get any assistance from Gabriel, that would be appreciated. Otherwise, I think that's approximately 150 minutes. Spellcraft checks included. Please let me know if any of those spells take different rules to learn. Secure Rolls: Spellcraft (Fireball - DC 18) 1d20(7)+18 = 25 Spellcraft (DDoor - DC 19) 1d20(6)+20 = 26 Spellcraft (Acid Bolt - DC 19) 1d20(5)+20 = 25 Spellcraft (Fire Shield - DC 19) 1d20(3)+18 = 21
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Scott
 Centurion
9/26/2009 3:15:36 PM
PostID: 307000
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9th level HP: 6 (4+2) Skills: 8 skill points * Spellcraft * Knowledge (Arcana) * Knowledge (Religion) * Knowledge (Planes) * Concentration * Decipher Script * Spot * Listen Feat: Quicken Spell Spells learned from scroll: 120 minutes, all succeed * Blur (2nd) * Resist Energy (2nd) * Stoneskin (4th) * Burning Hands (1st) * Jump (1st) * Spider Climb (2nd) * Lightning Bolt (3rd) Secure Rolls: Spellcraft (Blur - DC 17) 1d20(12)+19 = 31 Spellcraft (Blur - DC17) 1d20(2)+19 = 21 Spellcraft (Resist Energy - DC17) 1d20(5)+19 = 24 Spellcraft (Stoneskin - DC19) 1d20(17)+19 = 36 Spellcraft (Burning Hands - DC16) 1d20(3)+19 = 22 Spellcraft (Jump - DC16) 1d20(4)+19 = 23 Spellcraft (Spider Climb - DC17) 1d20(18)+19 = 37 Spellcraft (Lightning Bolt - DC18) 1d20(20)+19 = 39
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Scott
 Centurion
9/28/2009 5:25:37 AM
PostID: 307263
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More new spells from latest scrolls: * Rope Trick - succeeded * Arcane Lock - succeeded * Phantom Steed - succeeded * Remove Curse - succeeded * Acid Arrow - failed (accidentally rolled in IC post) Secure Rolls: Spellcraft (Rope Trick DC17) 1d20(18)+19 = 37 Spellcraft (Arcane Lock DC17) 1d20(6)+19 = 25 Spellcraft (Phantom Steed DC18) 1d20(10)+19+2 = 31 Spellcraft (Remove Curse DC19) 1d20(4)+19 = 23
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Scott
 Centurion
4/16/2010 3:34:49 PM
PostID: 350328
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10th level HP: 4 (2+2) Skills: 8 (Concentration, Decipher Script, Knowledge (Arcana), Knowledge (Religion), Knowledge (Planes), Profession (Apothecary), Spellcraft, Spot) Feat: Energy Substitution (Electricity) (from Complete Arcane, pg. 79) [EDIT: Updated] Spells: Major Creation*, Permanency Spell: Acid Arrow* from scroll (ignore the second roll, die roller wasn't responding)
11th level HP: 6 (4+2) Skills: 8 (Concentration, Decipher Script, Knowledge (Arcana), Knowledge (Religion), Knowledge (Planes), Profession (Apothecary), Spellcraft, Spot) Spells: Acid Fog*, Disintegrate
Backfilling old levels. If anyone has issues with this (or with the spell selection), please let me know.
9th level Spells (retroactive): Break Enchantment, Cloudkill*
8th level Spells (retroactive): Evard's Black Tentacles*, Polymorph
7th level Spells (retroactive): Detect Scrying, Leomund's Secure Shelter*
6th level Spells (retroactive): Nondetection, Web* Secure Rolls: Spellcraft (10th level) - Melf's Acid Arrow (DC 17) 1d20(19)+20+2 = 41 Spellcraft, 10th level - Melf's Acid Arrow (DC 17) 1d20(7)+20+2 = 29
This post last edited on 2/26/2011 5:57:41 PM
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Scott
 Centurion
2/26/2011 5:13:06 PM
PostID: 392445
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12th level HP: 6 (4+2) Skills: 8 (Concentration, Knowledge (Arcana), Sense Motive 5, Spellcraft) Spells (12th level): Summon Monster VI*, TBD Spells (bonus, as per DM PM): TBD, TBD Feat: Craft Staff Permanency – Arcane Sight (1500 xp), Comprehend Languages (500 xp), Read Magic (500 xp), See Invisibility (1000 xp) Secure Rolls: Spells 1d4(2) = 2
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