Wizard

Halrian Wrung's page

45 posts. Alias of keith goudreau.


Race

Human

Gender

HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5

Deity

Waukeen

Strength 10
Dexterity 10
Constitution 14
Intelligence 13
Wisdom 17
Charisma 14

About Halrian Wrung

Gear:

380 gp

10 gp, leather armor (+2 AC)
50 gp, Armored Coat (+4 AC)
7 gp, Heavy Wooden Shield (+2 AC)
8 gp, Morningstar
35 gp, Light Crossbow
10 gp, 100 Crossbow Bolts
250 gp, Elixir of Swimming (+10 swim / 1 hour)
250 gp, Travelers Any Tool
1,000 gp, Pearl of Power, Level 1 spell

1,000 gp, In Item Creation Materials


Spells:

Channel Energy 2d6 / 5 day - Save DC 13

Spells

Level 0
-Create Water
-Detect Magic
-Enhance Diplomacy
-Detect Poison

Level 1
-Murderous Command (verbal)
-Command
-Cause fear
D- Floating Disk

Level 2
-Divine Trident
-Silence
D-Remove Paralysis

Crunch:

STR: 10
DEX: 10
CON: 14
INT: 13
WIS: 17
CHA: 14

BAB + 2
Fort 5 =3+2
Ref. 1=1+0
Will 6=3+3

AC in leather armor + shield= 14
HP = 28

Morningstar +2 (1d8)
Crossbow +2 (1d8)
Large wooden shield +2 AC
Leather Armor +2 AC
Scale Armor +5 AC

Feats
Scribe Scroll
Selective channeling
Craft Wondrous Item

Skills
Diplomacy 8 = 3 +3 +2
Knowledge Religion 5 = 1 +3 +1
Knowledge Nobility 5 =1 +3 +1
Sense Motive 9 = 3+3 + 3
Spellcraft 5 = 1 + 1 +3

Travel Domain:

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—floating disk, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—overland flight, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—gate.

Liberation:

Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Traits:
Focused Mind
Benefit: You gain a +2 trait bonus on concentration checks.
Careful Combatant
Benefit(s): When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square.

Fluff:
Hal, is a very charismatic cleric of Waukeen. He has been involved in the church for as long as he could remember as his father is a prominent importer of goods in Waterdeep and excessively devout to the god of coins. His father's devotion was so true to the church that he made arrangements for Hal to join the priesthood at the very young age of five.
Hal enjoyed the priesthood. He enjoyed the frivolous lifestyle, he liked some of the ideas the clerics envisioned to make coin. This is what he eventually excelled at, thinking outside the box and making money where others would not think there was any to be made. He was always tinkering with an invention, or finding a weird niche to supply services.

His latest business venture is a slow cooking barbecue wagon that travels with trade caravans between Baldur's Gate and Waterdeep that sells the meals to the caravan at night when they camp. This wagon contains several gentle Repose pre-butchered cows for meat and a permanent magical hot coal bed built into the wagon, everything else are trade secrets.

Recently Hal has joined up with a crew that shares a similar goal of hunting pirates. These pirates have been disrupting trade routes, something a cleric of the god of coins cannot just sit back and watch.

Travelers Any Tool:

This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.