About Ignavius
How much could happen by age 17? Ignavius was bred on Hermea. His intellect is everything Mengkare’s project sought, and he may be one of the smartest humans to have ever lived. He devoured everything he could find on Azlant and Thassilon. He mastered third level spells by fourteen, and realised he was always going to be a slave if he stayed. Instead he prepared himself, then deliberately failed his own testing at 16. Cast out into the world, memories all but gone, he eventually and accidentally recalled his encoded journal/grimoire (via Secluded Grimoire). Now he is slowly relearning magic from his own notes, bossed around by his past self, and terrified Hermean agents might discover his secret.
Connections in Magnimar: Ignavius set himself up as a wizard when he reached Magnimar last year. He burned through most of his scribed scrolls and money making connections, and hinting that his youth was the effect of a spell. He’s managed to pick up an apprentice doing that, and consequently many of his connections are second hand. Ignavius isn’t a poor master, but he did read, believe, and try to follow Lissala’s holy book.
Why Sloth? Ignavius sloth is that he wants everything to be easy. He wants to do what he wants, when he wants. Despite the speed of his mind, discipline comes hard for him. Every distraction in his life stings. He wants to choose what he does, and that means he wants control. He’s smart enough to understand that intelligent laziness can be a virtue - a lesson he feels Thassilon understood. Better to spend a little more effort to fix a problem for ever than to have to redo a much simpler job over and over. As part of that he’ll look to delegate tasks, and eventually build constructs.
What do they want to change in the world? Ignavius dreams of rebuilding Thassilon, but he’s only interested in doing the interesting bits. He realises he’ll need people to actually do things like put stone on stone.
What is he scared of? Mengkare. A lifetime on Hemera was wiped away. He can barely remember his family, or his friends. Excellent planning and a LOT of luck gave him a chance to recapture some of that, but he lives in fear (thanks to his journal) of Hermean agents finding him out before he can defend himself.
What do they hate about themselves? Ignavius hates the fact he makes plans, then so often fails to go through with them. Most of all though, he hates the him that wrote his journal. The arrogant bastard teases him along with codes that can only be cracked by restudying certain lores.
Ignavius
LE Medium Humanoid (Human)
Wizard (Instructor) 1
Init +4; Senses Perception -1
----- Defense -----
AC 11 (+1 dex), touch 11 flat-footed 10
hp 7 (1d6+1 favoured)
Fort +0, Ref +2, Will +1
----- Offense -----
Speed 30 ft.
Melee club +0 (1d6+0)
Ranged Acid Splash +2 (1d3)
Space 5 ft.; Reach 5 ft.
Memorised Spells (CL ##zz; concentration +##)
At will—Detect Magic, Prestidigitation, Acid Splash
1/day—Mage Armour, zz, zz, ( Snowball DC 17, Snowball DC 17 )
----- Statistics -----
Str 10, Dex 14, Con 10, Int 20, Wis 8, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Spell Focus (Conjuration), Varisian Tattoo (Conjuration), Scribe Scroll
Skills +9 (2 class+5 int+1 skilled +1 background) Spellcraft +9 (+1 rank, +5 int, +3 class), knowledge: Arcana +9 (+1 rank, +5 int, +3 class), knowledge: Dungeoneering +9 (+1 rank, +5 int, +3 class), knowledge: Engineering +9 (+1 rank, +5 int, +3 class), knowledge: Geography +9 (+1 rank, +5 int, +3 class), knowledge: History +9 (+1 rank, +5 int, +3 class), knowledge: Local +9 (+1 rank, +5 int, +3 class), knowledge: Nature +9 (+1 rank, +5 int, +3 class), knowledge: Nobility +9 (+1 rank, +5 int, +3 class)
Traits Hermean Paragon, Gifted Adept
Languages Taldane, Varisian, Draconic, Thassilonian, Azlanti, Giant
----- Special Abilities -----
Arcane School: Thassilonian Teleport Teleport school, as a Thassilonian Specialist, banned schools are evocation and illusion.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Summoner’s Charm (Su):Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Apprentice (Ex) At 1st level, an instructor acquires the services of a loyal apprentice. She functions similarly to a cohort, though your apprentice begins as a 1st-level commoner with Magical Aptitude as their 1st-level feat and NPC ability scores (13, 12, 11, 10, 9, 8 before racial modifiers). When the instructor reaches 3rd level, if his Leadership score is at least 2, the apprentice becomes a 1st-level wizard of the same school specialization as the instructor, and she gains heroic ability scores (15, 14, 13, 12, 10, 8 before racial modifiers). The apprentice never gains item creation feats, but otherwise follows the normal rules for a cohort.
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----- Initial Equipment -----
Spellbook. 1st levels spells are: (8) Mage Armour(c), Secluded Grimoire(c), Snowball(c), Unseen Servant (c), Charm Person, Comprehend Languages, Summon Monster I, True Strike
Wizard’s Kit 21gp
Monk’s Kit 8gp - with apprentice
Light Crossbow 35gp - with apprentice
Bolts x20 2gp - with apprentice
Rope, 50ft 1gp - with apprentice
3gp