Toff Ornelos

Claustipher Whetwhistle's page

298 posts. Alias of Twistlok.


Full Name

Claustipher Whetwhistle

Race

3 Wizard (Evoker) 30ft | 15/15 V | 14/14 W | 8/8 Threshold | 10(+4) AC | 10 Touch | 10 Flat | 0 Fort | +1 Ref | +3 Will | +1 INI | +0 Per | +9 Diplomacy | +0 Cold Iron Dagger 1d4-1 | +0 Quaterstaff 1d6-1 | 6/7 Force Missile 1d4+1 | 1/1 Arcane Bond

Classes/Levels

| Ngithembekile

Gender

Status: Mage Armor 3 hours | 02/11 Wand Magic Missle (1d4+1)

Size

M

Age

72

Alignment

LN

Deity

Sarenrae

Languages

Commin, Elven, Infernal, Goblin, Orc

Homepage URL

HERO LAB

Strength 8
Dexterity 10
Constitution 8
Intelligence 18
Wisdom 10
Charisma 14

About Claustipher Whetwhistle

Elemental Name: Ngithembekile

Evoker Spells Prepared (CL 3rd; concentration +7)
. . 2nd— scorching ray, spontaneous immolation[UC] (DC 16), spontaneous immolation[UC] (DC 16)
. . 1st— Magic Missle (1/3), (DC 15), mage armor
. . 0 (at will)—acid splash, detect magic, drench[UM] (DC 14), ray of frost
. . Opposition Schools Abjuration, Necromancy

______________________

Claustipher Whetwhistle

** Everyone, no matter the age, wants to be useful. **

An old, white haired man sitting at a table off to the side can he heard speaking with a slight quaver in his voice with a young woman who just arrived.

"Yes, yes. I am Claustipher. Do you need something scribed or a tale to marvel your friends?"

From what she says she clearly wants something else and the man pauses for a moment thinking. His eyes grow a little wistful.

"No no, I am sorry. I no longer have my spell book form my adventuring days, it went to my student. I.... I can't cast magic like that anymore just simple stuff."

"Well maybe I can help. I may not be powerful like I was decades ago but I am still sharper then most, lets go look."

With that the old man grabs his old staff, levers himself up, and exits with her. You can see a twinkle in his eyes that wasn't there at the start of the conversation and a small grin.

"You know young lady, you remind me of an elf I knew once. She had golden hair like you but she was a devil with a sword. Could even deliver a spell though it. Why one time......" he continues with his story until out of sight.

Claustipher Whetwhistle settled in Phaendar about twenty years ago after deciding that his adventuring days were over. A man of 52 shouldn't spend all his time sleeping in the wild after all. He had seen much of the world and done his part for society. Most importantly he had trained an apprentice well to take up his mantel and as a parting gift even gave him his time-worn spell book. He keept a small book, like a novice mage, for little things that might prove useful but that was it.

Now he makes a modest living identifying magical items, doing a bit of research for people and, primarily, copying documents for people. His mind is sharp but he feels the end of his life approaching and doubts it holds one last adventure.

NPC's:

__________________________________________
#1 Shemus Parker - CG - Halfling - Wizard - Former student of Claustipher whom was given his primary spellbook - Unsure as to occupation they have lost contact.

#2 Lillian Skymore - CN - Elf - Magus - Former adventuring companion and 'special friend' as he aged and she did not they seperated - Traveling mercenary

#3 Jason Cromwell - LE - Human - First student who was deeply effected by the arcane forces that they were working with, kind of lost his respect for humanity and went to the 'dark side' - unknown

#4 Susan Cobbler - NG - Human - Young woman who he helped out of a bit of a pickle with some street thugs shaking her down - baker

#5 Gristle Wrinkleweb - LN - Gnome - Traveling book vendor who spends half his year in town. Claustipher spends time scribing things for him and talking about the old days. - Book Vendor


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SPELL BOOK

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Wounds and Vigor
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Claustipher Whetwhistle
Male human evoker 3
LN Medium humanoid (human)
Init +0; Senses Perception +0
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Defense
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AC 10, touch 10, flat-footed 10
hp 12 (3d6)
Fort +0, Ref +1, Will +3
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Offense
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Speed 30 ft.
Melee cold iron dagger +0 (1d4-1/19-20) or
. . quarterstaff +0 (1d6-1)
Special Attacks intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 3rd; concentration +7)
. . 7/day—force missile (1d4+1)
Evoker Spells Prepared (CL 3rd; concentration +7)
. . 2nd—scorching ray, spontaneous immolation[UC] (DC 16), spontaneous immolation[UC] (DC 16)
. . 1st—charm person (2, DC 15), ear-piercing scream[UM] (DC 15), mage armor
. . 0 (at will)—acid splash, detect magic, drench[UM] (DC 14), ray of frost
. . Opposition Schools Abjuration, Necromancy
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Statistics
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Str 8, Dex 10, Con 8, Int 18, Wis 10, Cha 14
Base Atk +1; CMB +0; CMD 10
Feats Craft Wondrous Item, Elemental Spell[APG], Eschew Materials, Scribe Scroll
Traits classically schooled, illuminator
Skills Appraise +9, Diplomacy +10, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +10, Linguistics +9, Spellcraft +10
Languages Common, Elven, Goblin, Infernal, Orc, Undercommon
SQ arcane bond (simple silver band)
Combat Gear wand of magic missile; Other Gear cold iron dagger, quarterstaff, simple silver band, bedroll, cold weather outfit, ink, inkpen, journal[UE], masterwork backpack[APG], paper (9), scroll case, scroll case, spell component pouch, wizard starting spellbook, 48 gp, 12 sp
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond (Simple Silver Band) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Elemental Spell (Electricity) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+1, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
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Vigor Points 06 (1d6)
Wound Points 14 (2xCon score + con mod)
Wound Threshold 8 (Con score)

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