Eligos

Lewill Deray's page

73 posts. Alias of Eric Swanson.


About Lewill Deray

Lewill Deray
Wizard
AL: Lawful Good
Region: Grimmsgate
DEITY:
Languages: Common, Draconic, Halfling, Goblin, Elf

Stats:
STR 10 +0 0
DEX 14 +2 5
CON 12 +1 2
INT 18 +4 10
WIS 10 +0 0
CHA 13 +1 3

Description:

Defense:
AC 11 Touch 11; FF 10; CMD 12
HP 7 (1d6+1)
Concentration +6
FORT +1
REFL +1
WILL +2

Offense:
Init: +1 (dex), Speed 30'
BAB +0, CMB +0; CMD 12
Attacks:
Quarterstaff +1 to hit (1d6, x2, B)
Dagger +1 to hit (1d4, 19-20/x2, range 10', S/P)
Ranged Touch: +2 to hit.
Hand of the Apprentice: +4 to hit (1d6 or 1d4, x2, range 30')

Skills 8 total (2+4 int +2 human)
+8 Appraise 1+4 int +3
+8 Knowledge (arcana) 1+4 int +3
+8 Knowledge (geography) 1+4 int +3
+8 Knowledge (history) 1+4 int +3
+8 Knowledge (local) 1+4 int +3
+8 Knowledge (planes) 1+4 int +3
+7 Profession (scribe) 1+3
+8 Spellcraft 1+4 int +3

Arcane Bond: Amulet

Feats:
Skill Focus [Scribe]
Scribe Scroll
Spell Mastery (Comprehend Languages, Dancing Lights, Mage Hand, Ray of Frost)

Spells memorized:
0: Dancing Lights, Detect Magic, Mage Hand, Read Magic, Ray of Frost
1: Comprehend Languages, Mage Armor

SpellBook:
0level: all
1level: Comprehend Languages, Detect Undead, Erase, Mage Armor, Magic Missile, Shield, Shocking Grasp

Equipment:
Scholars Outfit
Backpack w/trail rations, Travelling Spellbook, Ink, Quill, Waterskin,
Quarterstaff
Dagger
30 gp

OSR stats:

Male human Magic-user 1
Background: Scribe; Hindrance: Forgetful

Proficiency Bonus: +2

Str 9, Dex 6, Con 12, Int 16, Wis 10, Cha 11
Saving Throw Proficiencies: INT, WIS, CON

AC: 8
HP 4 (1d4+0)
Spd 30 ft

Langauges: Common, +1

Proficiencies:
Armor: None
Weapons: Dagger, Staff

Equipment:
Dagger and Arcane Staff
Spellbook
Rations, 1 person/ 1 week, Backpack and Water/ Wineskin
8 gp

Spellcasting:
Spell Save 13
Spell Attack +5
Spells Prepared (4 total)
Spell Slots 2

Spellbook:
Cantrips: Wizard Bolt and Prestidigitation.
1st level:
Detect Magic
Magic Missile
Read Languages
Read Magic
Shield

Feats: Ancient Lore

Background Scribe: Scribes are chroniclers and teachers, well-educated and knowledgeable on a wide variety of subjects – they are cartographers, astronomers, linguists, historians, and philosophers. Scribes are also skilled at debate as they discuss at length a variety of topics with other enlightened individuals.

S&W:
Male Human Magic User 1

STR: 9
INT: 16 (5 addl. lang/max spell lvl 8/understand 75%/6min/10max)
WIS: 9
DEX: 5 (-1 missile/AC)
CON: 12
CHA: 11

Alignment: Neturality;
Deity:
Age:
XP 0/2500 (XP Bonus: +10%)

HP: 1d4
Saving Throw: 15 (+2 vs spells)
Armor Class: 9 (dex -1)

Spells:
1st level: 1

Class Abilities:
Spellcasting: Spellbook (Read Magic)
Charm Person
Detect Magic
Hold Portal
Light
Magic Missile
Protection from Evil
Read Languages
Shield
Sleep

Gear:

GP left: 3d6x10

Roll Needed to Hit Armor Class:
[10]:10 [11]: 11 [12]: 12 [13]: 13 [14]: 14 [15]: 15 [16]: 16 [17]: 17 [18]: 18 [19]: 19 [20]: 20 [21]: 21 [22]: 22 [23]: 23 [24]: 24 [25]: 25 [26]: 26 [27]: 27 [28]: 28

*Has a nervous twitch which can be troublesome at times
*Troubled in his dreams by a vision of a pair of glowing eyes. Sometimes they appear female, sometimes male. Definiely not human though!
*His spellbook is an oddly shaped dark blue crystal. Whenever he focuses on it the eldritch words and symbols appear in his mind.

Okore Netell of Nyrond:

Okore has a long face, with thin brown hair and soft green eyes. He wears dark green robes and wields a quarterstaff and dagger. Okore has an animal companion, a white rabbit named Hughye.

STR 11
DEX 12
CON 8
INT 17
WIS 12
CHA 10
AL LN

AC: 11
HP: 4 (Hit Dice: d4)
THACO 20

Saves:
14 Paralyzation, Poison, or Death
11 Rod, Staff, or Wand
13 Petrification or Polymorph
15 Breath Weapon
12 Spell

Skill Points:
Combat
Single weapon: Quarterstaff

Non-Combat
Ancient History (INT -1) 1sp
Astrology (INT +0) 2sp
Ancient language (Suloise, R) 1sp
Modern Language (Common, RW) 1sp
Spellcraft (INT -2) 1sp

WIZARD
Wizards are men and women who study the arcane forces of the universe and gain mastery over it. Wizards pour over dusty tomes and scour ancient ruins for knowledge and lore. They memorize words of power, imprinting them into their brains, and utter their phrases to cast powerful magic. Wizards who study all the known schools of magic are called mages. Some wizards forgo study of certain schools in order to gain a greater mastery over another sacrificing versatility for strength. These wizards are called by their specialization; a master of illusion is an illusionist and so forth.

Prime Requisite: INT 16+
Weapons: Daggers, staves, darts, knives, and slings.
Armor: Special (helmet and gauntlets only)

All wizards begin with a free 100-page spell book. Beginning wizards know (3d4) level 1 spells, two of which must be read magic and detect magic, and the other spells of the player’s choice. Whenever a wizard gains enough levels of experience to cast the next level of spells, they freely add 1 spell of the new spell level to their book.

SPELLBOOK (100 pages - 11 spells)
1st: Armor, Cantrip, Color Spray, Detect Magic, Feather Fall, Find Familiar, Floating Disk, Identify, Light, Magic Missile, Read Magic.

EQUIPMENT: (40gp total)
Tunic (8sp), Dark Green Robe (9sp), Boots (1gp), Small Belt pouch (7sp), Belt (3sp), Backpack (w/spellbook), (2gp), Dagger (2gp), Quarterstaff (free), Hooded Lantern (7gp), Lamp oil (6cp), Scroll case (8sp), Writing Ink (8gp), Parchment (1gp)

MONEY: 15GP; 4SP; 4CP

BACKGROUND: Okore is the third child of five of a fairly prosperous shipping merchant based in Nyrond. Unfortunately a series of bad investments, coupled with some misfortune, has led to the business getting into financial straits. To pay off the debts, Okore's father indentured him to the Wizard's Guild in Greyhawk, a situation Okore is still adjusting to. Fortunately his love of astrology is carrying him through the tough schooling.