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About Hob SmithHob Smith 1. Class/profession
Wait, Wizard?:
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
3. Rights and wrongs
4. Backstory
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)
6. Goals
7. Quirks and mannerisms
8. Sheet
Summary:
Hob Smith CG Medium Humanoid (human) Init +1 Senses normal; Perception -1 Defence:
AC 13 Touch 11 flat-footed 12 Hp 6 Fort +1 Ref +1 Will +1 Offence:
Speed 30ft Melee Pick, Miners. 2H. +0 (1d6+7 x4 P) Melee Dagger 1H. +4 (1d4+5 x4 P) 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 . You can use this ability 6 times/day. CL 1, Concentration +4, 10% spell failure. Spells loadout per day 1: Change Self 1 (bonus): True Strike 1 (trans): Enlarge Person cantrip: Message cantrip: Dancing Lights cantrip: Prestidigitastion Spells known 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. Characteristics:
Str 19 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 Skills:
surv 2 craft:stonemason7 craft:alchemy 7 craft:weapons 7 craft:ironwork 7 spellcraft 7 perception -1 9. Equipment:
protective gear (leather armour & explorer's/tradesman's outfit) Pick, miners spellbook spell comp pouch backpack full of tools bedroll flint & tinder bread & cheese flask Description:
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. Reasonings:
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. |
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