This character assumes that not all wizards learn magic by attending an academy, or as an apprentice to some archmage in a tower. It assumes that magic exists in the lore possessed by cunning men and wise women. In the “tricks of the trade” that a a master craftsman can use to make magical items. In the old stories, songs and superstitions. Hob is a collector of these things.
2. Rough outline/description
Hob is a good man, with a dark soul. He strives to be good as his adopted father would want, but he has serious temper problems. He does not like to be isolated, but hates to call any man lord. He seeks to build, but the adrenaline of fighting is a drug. What self control he has is hard won.
Hob does not know it, but his problems stem from a few drops of orc blood that run throught his veins.
3. Rights and wrongs
Hob believes helping people, and building, are good. He tries to be helpful, nice and good to good people.
People who use violence or steal from others, especially the helpless or good people, are evil. Hob will happily (a little too happily) hurt and kill evil people. He will not torture nor eat them though, as there are lines he just won’t cross.
Hob lost his first home to slavers, and he has a special hatred for such scum.
Hob’s village, “Home”, suffered regular raids. It was built in marshes where a river ran into the ocean, and had good fishing and farming. Raiders regularly attacked the village, and the villagers responded by running away. The raiders would steal, vandalise and enslave what they could, then leave.
Hob was the child of these raiders on a woman who never recovered, and always had a strange air about him. His name was a taunt - it was from the mythical “Hobgoblin” of tales. This same taint is what caused the local wise woman, Aeldra, to teach him the basics of her trade, including summoning his first familiar.
When Hob was nine his village was raided by magically assisted slavers who took everybody. Hob escaped in an old rowboat and nearly died on the water.
Hob was rescued by a merchant vessel and befriended by doctor Jameson Warder. Dr warder taught Hob his letters and when the captain abandoned Hob at the first landfall, Dr Warder arranged for Hob to apprentice to Johan Smith.
Johan Smith was a true master craftsman, understanding all of the arts necessary to truly craft metal. He taught these arts, including alchemy and runes, to Hob.
When the local lord’s son was humiliated by Johan’s daughter Sandra, Sandra vanished. Rumor around town had the lord’s son, William, boasting of his the revenge he and his friends had taken. The local lord refused to prosecute without “better evidence”.
Hob could not accept this, and a week later William also vanished.
Johan realised what had happened, realised also that lord Cedric would work it out and seek revenge, and made Hob a journeyman, giving him his lesson book, tools, and sending him on his way.
For seven years Johan lived as a journeyman, traveling village to village and town to town to learn from different masters. In addition to smiths, masons and alchemists he also learned from the cunning men, the wise women, the hedge wizards and the hags. His book is quite full now, and has been rewritten twice as his understanding grows.
5. Friends and foes (and woes)
Friend: Dr Jameson Warder
Friend: Johan Smith
Foe: Lord Cedric
Foe: The slavers who took his home.
In the short term
Hob wants to get his hands on some powerful (first level) magic.
Currently he is travelling alone (save for his familiar) and would quite like some company.
Hob is down to his last copper pieces. The road has been hard lately, and he’d like to get enough money to pay for a couple night’s stay in a nice inn.
In the medium term
Hob wants to create a master-work, that is to create an item that proves he has mastered his craft. Something legendary that will outlast him.
Hob is starting to get sick of road travel. He wants to meet a nice girl, settle down and start working on becoming rich
In the long term
Secretly Hob wants to get good enough at magic that he can actually make a difference to the world. He doesn’t tell people for fear they will laugh at him
I want to work towards crafting feats and the eldritch heritage orc bloodline. Game premise said no non-humans, and I like the idea non-humans are aliens. Orc bloodline is a chance to work in some non-human traits subtly.
7. Quirks and mannerisms
Easily enraged. Always building something, likes his meat rare. Hates (and is hated by) horses.
CG Medium Humanoid (human)
Init +1 Senses normal; Perception -1
AC 13 Touch 11 flat-footed 12 +2 Armour, +1 dex
Hp 6 6 wiz1 + 1 con + 1 favored
Fort +1 0 base +1 con Ref +1 0 base+1 dex Will +1 base -1 wis
Melee Pick, Miners. 2H. +0 (1d6+7 x4 P) -4 to hit improv weapon, +1 dam arcane strike
Melee Dagger 1H. +4 (1d4+5 x4 P) +1 dam arcane strike
Space 5ft Reach 5ft
Spells and Abilities:
Arcane Bond: Familiar (choosing once group known. Probably raven)
Arcane School: Transmutation (Enhancement). Opposed schools: Necromancy and Enchanment.
Transmutation ability: +1 enhancement to any one physical stat.
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. This augmentation lasts 1 round a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability 6 times/day a number of times per day equal to 3 + your Intelligence modifier.
CL 1, Concentration +4, 10% spell failure.
Spells loadout per day
1: Change Self
1 (bonus): True Strike
1 (trans): Enlarge Person
cantrip: Dancing Lights
0: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation.
Str 19 inc +1 enchancement bonus Dex 12 Con 12 Int 16 Wis 8 Cha 13
Base Atk: +0 CMB +4 CMD 15
Feats: Skill Focus (Survival), Arcane Strike
Traits: NO TRAITS
surv 2 0r -1a +3 feat
craft:stonemason7 1r +3 att + 3 trained
craft:alchemy 7 1r +3 att + 3 trained
craft:weapons 7 1r +3 att + 3 trained
craft:ironwork 7 1r +3 att + 3 trained
spellcraft 7 1r +3 att + 3 trained
perception -1 0r-1a
A lot of large men wear leather work clothes. Not many of them are covered in runes. Hob has runes on his face, and his arms, and his hands and his clothes. Some are drawn on, a few are inscribed or tattooed. On his back is a reinforced backpack bulging with tools, and a heavy stonemason's pick is casually slung over one shoulder.
Hob's faint orcish heritage gives him a superb musculature, but very little control - he is a creature of reflexes and instinct. Instincts and intuitions that have hindered him all his life prove superbly useful when trying to live off the land.
Hob is not well versed in book learning, but has a good mind and quickly learns any new skill or snippet of knowledge he comes across. He is not very good at sorting grains of truth from the chaff of rumours and myth, however.