Merisiel

Myrp's page

26 posts. Alias of scranford.


Full Name

Myrp iefnasldf amliefjfjlks afjaie olvanl

Race

Loresong Faen

Classes/Levels

Illusionist 1

Gender

Male

Size

Small

Age

55

Alignment

CG

Deity

Many

Location

Ptolus

Languages

Common, Sylvan, Abyssal, Draconic

Occupation

Pest

Strength 9
Dexterity 17
Constitution 14
Intelligence 18
Wisdom 14
Charisma 13

About Myrp

Character Sheet

Spoiler:

Myrp CR 1/2
Male Loresong Faen Wizard 1
CG Small Humanoid
Init +3; Senses Low-Light Vision; Perception +1
Languages Abyssal, Common, Draconic, Sylvan
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AC 14, touch 14, flat-footed 11
(+1 size, +3 Dex)
hp 8 (1d6+2)
Fort +3, Ref +3, Will +3
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Speed 20ft.
Melee weapon Dagger +0 (1d3-1) and
Unarmed Strike -4 (1d2-1)
Ranged weapon Crossbow, Light +2 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +1; CMB -2; CMD 11

Combat Gear Unarmed Strike, Crossbow, Light, Dagger
Wizard Spells Prepared (CL 1, +0 melee touch, +4 ranged touch):
1 (DC 15, 2/day) - Ghost Sound, Extend, Color Spray, Mage Armor
0 (DC 14, 3/day) - Dancing Lights, Mage Hand, Prestidigitation
Spell-Like Abilities:
1/day-Daylight (1/day) (Sp)
1/day-Ghost Sound (1/day) (Sp)
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Abilities Str 9 Dex 17 Con 14 Int 18 Wis 13 Cha 13
SQ Blinding Ray (7/day) (Sp), Divination, Extended Illusions (+1r) (Su), Illusion, Necromancy, Point Blank Shot, Skeptic
Feats Point Blank Shot, Scribe Scroll (Scribe Scroll (bonus feat)), Wizard Weapon Proficiencies
Skills Craft: Alchemy +10, Fly +9, Knowledge: Arcana +8, Knowledge: History +8, Knowledge: Nature +8, Linguistics +8, Spellcraft +10, Stealth +9
Possessions combat gear plus Flint and steel, Money, Musical instrument, Pouch, belt (2 @ 2.4 lbs), Pouch, belt (3 @ 3.75 lbs), Scholar's Outfit (Free), Spell component pouch, Spellbook, wizard's (blank)
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Blinding Ray (7/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Daylight (1/day) (Sp) Daylight once per day.
Divination You may not cast spells from the Divination school.
Extended Illusions (+1r) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You may not cast spells from the Necromancy school.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Skeptic +2 save vs. illusion.

Background

Spoiler:

Myrp was probably not a good candidate for adventuring. His Father was as accountant, and his mother watched other children in their home in her spare time...Till he met Urnst.

Urnst was one of the most famous Alchemist in Ptolus, and his shop in the undermarket was constantly beset by adventurers both coming and going. Urnst was in need of someone to run ingredients between his shop, and his lab, and also to make deliveries to certain customers.

Myrd became entranced by their tales of glory, treasure, and adventhre, and even the scars, wounds, and handicaps of the adventurers did little to cool his ardour. But what chance did he have? He was small and weak, and though very nimble, he didn't have the necessary panache for rougish sport. He seemed to be destined for a life of listening to adventures instead of living them.

Then he met (Insert Wizard Here). The relationship started out with him delivering spell components from Urnst's shop to the wizard, but he took a liking to the young Loresong, and quite by accident discovered he had a real knack for magic. The Wizard took on Myrd as an apprentice, and recently deemed him fit for being called a Wizard of the first order...which brings us to where Myrd is today...

Not knowing how to go about becoming an adventurer, Myrd returns to where he first learned about adventurers. Urnst's shop, and the area around Delver's Square. Though Urnst has replaced Myrd with other delivery boys, he is still fond of Myrd, and gives him the tougher odd jobs whenever he can, and keeps his ears open for groups that might be in need of a little Arcane assistance.

BACKGROUND: Alchemist Apprentice, +2 Craft Alchemy.
TRAITS: Resilient (+1 Fort), Skeptic (+2 Sv. vs. Illusions)
ADDITIONAL: Has a pony named Whit, with Saddlebags, and saddle (Graduation gift from Urnst)