Wizard

Grulf's page

57 posts. Alias of eriktd.


Gender

M CN aasimar/human magus 1/vmc barbarian 1 | HP 12/12 | AC16 T12 FF14 | F+5** R+2 W+1* | CMB+3 CMD15 | init+4 | Per+4 SM-1 | ep 4/4 | spells 1st-2/2 | cond./effects: none

About Grulf

An aging wizard's apprentice yearns to smash face in pure, unbridled rage despite his former master's instruction.

Why Grulf is in Diamond Lake Allustan Neff brought Grulf here to be his apprentice, then revoked his invitation. He has since made friends with Nogwier, converted to the Green Faith, and occasionally works at Zalamandra's Emporium.

Why Grulf Wants Out He wants to study magical history and smash enemies in the face, but with no practical opportunities to do so, he stays in Diamond Lake and nurses his resentment.

Background:
Grulf grew up an orphan on the streets of Magnimar. He led a group of young street toughs for a time, but their fractious and rebellious nature caused many schisms among the jockeying youths, and none of these alliances lasted very long. As a boy he looked extremely young for his age, so much so that even when he turned 30 he still seemed to be a teenager. He has always had a deep appreciation for history and the arcane, and he loved to hang out at the various ancient monuments scattered throughout the city. That is how he encountered Allustan Neff, busy researching the fallen Runelords of Thassilon, and the two men bonded over their shared love of uncovering secrets and ancient magic. The wizard was so impressed by Grulf's knowledge and charm that he impulsively invited him to come back to Diamond Lake with him as his apprentice.

Their honeymoon was short-lived, however. Allustan soon realized that his new student was not as promising as his first impressions had led him to believe. Grulf's spark of magic did not seem to grow from patience and practice, but rather from emotion and instinct. They clashed often on matters of magic theory and the purpose of arcane powers, and after almost a year of angry disagreements and harsh words that almost came to blows, Allustan finally threw Grulf out of his home.

Grulf soon found work as a bouncer at Zalamandra's Emporium, and his interest in the many menhirs scattered throughout the Cairn Hills has led him to strike up a friendship with Nogwier and become a follower of the Green Faith. The old druid's feelings toward Allustan are similar to Grulf's, and over the last ten years or so the two of them have had many enjoyable conversations about the wizard's shortcomings while Grulf helps with various physical labor tasks. Although Grulf feels trapped in this nasty mining town and resents Allustan for bringing him here, he recognizes that he has nothing waiting for him in Magnimar or anywhere else, so he might as well accept his fate and remain where he is. He would be off like a shot if he thought he could make a living doing historical research and smashing things in the face.

Description:
Grulf stands about five-foot-six: taller than most dwarves, but shorter than most humans. He has a long, bristly beard, and though he has a few crow's feet around his eyes he can still pass for a young man. He has piercing blue eyes, and even though he is skinny and wiry he looks very healthy and strong. He typically wears thick leather armor under baggy robes and a cloak, and he carries a simple wooden quarterstaff. He also has a pouch of spellcasting components at his belt, marking him as a magic-user.

Those who know Grulf know that he is impulsive, passionate, short-tempered, and resentful. He also has issues with authority figures. He enjoys getting into fights almost as much as he enjoys seeking out arcane monuments and items of historical significance. He is embarrassed about his aasimar heritage and it annoys him when people point it out (it makes him think about the fact that he doesn't know his parents). A strong motivator for him is proving people wrong about him, and he would especially enjoy outshining Allustan Neff. That said, he doesn't actually hate the wizard-- he regrets his behavior and some of the things he said during their falling out, though he would rather not admit it. If his former master is willing to pretend to respect him, Grulf will reciprocate.

Race Aasimar (middle-aged)
Alignment CN
Class Magus (Eldritch Scion/Staff Magus), VMC Barbarian

Abilities Str 17 (+3) (15[base]+2[race]) Dex 14 (+2) (14[base]) Con 16 (+3) (14[base]+2[race]) Int 14 (+2) (14[base]) Wis 8 (-1) (8[base]) Cha 16 (+3) (14[base]+2[race])

HP 12 (8[HD]+3[CONx1]+1[FCB])

AC 16 (10[base]+4[armor]+2[DEX])
AC (touch) 12 (10[base]+2[DEX])
AC (flat-footed) 14 (10[base]+4[armor])

Init +4 (+2[DEX]+2[trait])

Speed 30 (light armor)

Fort +5** (+2[class]+3[CON])
Ref +2 (+0[class]+2[DEX])
Will +1* (+2[class]-1[WIS])
+4 vs death; +2 vs energy drain, negative energy, Necromancy

BAB +0
CMB +3 (+0[BAB]+3[STR])
CMD 15 (10[base]+0[BAB]+3[STR]+2[DEX])

Weapons
- quarterstaff (1-handed) +3 (+0[BAB]+3[STR]) 1d6+3 (1d6[base]+3[STR])
- quarterstaff (2-handed) +3 (+0[BAB]+3[STR]) 1d6+4 (1d6[base]+4[STRx1.5])

Armor
leather lamellar (+4[armor]+3[max Dex]-2[ACP])

Race (Angel-kin Aasimar) Darkvision, Deathless Spirit, Immortal Spark (+2 Con instead of lesser age resistance), Scion of Humanity Favored Class Bonus (magus) +1 hp

Race traits:
+2 Strength, +2 Charisma
Scion of Humanity Humanoid (human) / Outsider (native)
Medium
Normal Speed
Darkvision 60'
Immortal Spark Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects, and gain an additional +2 racial bonus to their Constitution score. This racial trait replaces the skilled and spell-like ability racial traits.
Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

Traits Reactionary, Seeker

Feats Quarterstaff Master* (magus 1), Skill Focus (Knowledge: arcana) (level 1)

Skills (4+2/level) Knowledge (arcana) 1+8, Knowledge (engineering) 1+2, Knowledge (history) 1+4, Perception 1+3, Spellcraft 1+5, Use Magic Device 1+6 Languages Common, Draconic, Dwarven

Magus 1 (Eldritch Scion / Staff Magus) spells (CL 1); bloodline (Arcane), bloodline power (Disruptive Bloodrage), eldritch pool (half level+CHA), quarterstaff master, spell combat (mystical focus)

Magus abilities:
Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Magus spells (CL 1)
0th (at-will): acid splash, arcane mark, detect magic, read magic
1st (2/day): burning hands, shield

Variant Multiclass Barbarian 1

Gear acid flask (15 gp, for acid splash), backpack (2 gp), belt pouch (1 gp), cold iron dagger (4 gp), explorer's outfit (free), leather lamellar (60 gp), quarterstaff (free), scroll of shillelagh x2 (50 gp), spell components pouch (5 gp); 30 sp