Darl Quethos

Lutor Messa's page

346 posts. Alias of Decimus Observet.


Full Name

Lutor Messa aka "Bill Cross"

Race

| HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5

Classes/Levels

| Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

Gender

aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline)

Size

Medium, 6' 3"

Age

134

Alignment

Lawful Evil

Languages

Common, Elven, Celestial, Draconic, Gnome, Sylvan, Abyssal, Infernal

Occupation

Noble

Strength 10
Dexterity 18
Constitution 12
Intelligence 19
Wisdom 12
Charisma 8

About Lutor Messa

Lutor Messa
Male Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline)
Lawful Evil Medium Humanoid (elf)
Init +14; Senses Perception +7, SM +6, Darkvision 60ft

Villain Points: 2

Favoured Class: Wizard (HP)

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Defense
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AC 15 , touch 14, flat-footed 11 [Silken Ceremonial Armour +1, Dex +4]
hp 29/29 (4 HD; 8+7+8+7 ; 1d6+1+1 favoured class)
Fort +3, Ref +5, Will +5
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Offense
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Speed 30 ft.
Melee
Cold Iron Dagger +2 1d4-1 19-20/x2 10 ft. 1 lb. P or S

Ranged
Light Crossbow +6 1d8 19-20/x2 80 ft. 4 lbs. P

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Magic
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Caster Level 4; Concentration +10 (+4 class +4 int +2 racial)

Wizard Spells Known
0-level Cantrips
All

1st-level
Burning Hands
Color Spray
Comprehend Languages
Enlarge Person
Grease
Mage Armor
Protection from Evil
Silent Image
Sleep
Unseen Servant
Vanish

2nd-level
Glitterdust
Invisibility
Life Pact
Levitation
Web

Wizard Spells Memorised

0-level Cantrips
Detect Magic
Flare
Mage Hand
Ray of Frost

1st-level
Enlarge Person
Grease
Mage Armor
Sleep

2nd-level
Glitterdust
Invisibility
Web

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Statistics
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Elf +2 Int, +4 Dex, -2 Con; L4: +1 Int
Str 10, Dex 18, Con 12, Int 19, Wis 12, Cha 8
Base Atk +2; CMB +2; CMD 16
Feats
L1: Breadth of Experience, Wizard: Scribe Scroll
L3: Improved Initiative

Breadth of Experience (Racial)
Although still young for your kind, you have a lifetime of knowledge and training.

Prerequisites: Dwarf, elf, or gnome; 100+ years old.

Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Scribe Scroll (Item Creation)
You can create magic scrolls.

Prerequisite: Caster level 1st.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

See magic item creation rules for more information.

Traits
Bruising Intellect, Dueling Unto Death, Pragmatic Activator

Bruising Intellect
Your sharp intellect and rapier-like wit bruise egos.

Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Dueling Unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions were nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
-->Punishment: Death by beheading
-->Benefit: You gain a +1 trait bonus to Fortitude saves

Pragmatic Activator
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic.

Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Languages
Common, Elven, Celestial, Draconic, Gnome, Sylvan, Abyssal, Infernal

Skills
Class Skills

The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Intimidate is a class skill through Bruising Intellect trait.

Skill Ranks per Level: 8 (2 + 4 Int +2)

+2 background skills

Armour Check Modifier: +0

Acrobatics +4 |+4 Dex
+Appraise +8 |+4 Int +1 rank +3 class skill
Bluff -1 |-1 Cha
Climb +0 |+0 Str
+Craft +4 |+4 Int
Diplomacy -1 |-1 Cha
Disable Device* +5 |+4 Dex +1 rank
Disguise -1 |-1 Cha
Escape Artist +4 |+4 Dex
+Fly +4 |+4 Dex
Handle Animal* -- |-1 Cha
Heal +1 |+1 Wis
+Intimidate +11 |+4 Int +4 rank +3 class skill
+Knowledge Arcana* +13 |+4 Int +4 rank +3 class skill +2 bonus
+Knowledge Dungeoneering* +10 |+4 Int +1 rank +3 class skill +2 bonus
+Knowledge Engineering* +10 |+4 Int +1 rank +3 class skill +2 bonus
+Knowledge Geography* +10 |+4 Int +1 rank +3 class skill +2 bonus
+Knowledge History* +10 |+4 Int +1 rank +3 class skill +2 bonus
+Knowledge Local* +13 |+4 Int +4 rank +3 class skill +2 bonus
+Knowledge Nobility* +12 |+4 Int +3 rank +3 class skill +2 bonus
+Knowledge Nature* +10 |+4 Int +1 rank +3 class skill +2 bonus
+Knowledge Planes* +10 |+4 Int +1 rank +3 class skill +2 bonus
+Knowledge Religion* +11 |+4 Int +2 rank +3 class skill +2 bonus
+Linguistics* +9 |+4 Int +2 rank +3 class skill
Perception +7 |+1 Wis +4 rank +2 racial
Perform -1 |-1 Cha
+Profession +3 |+1 Wis +2 bonus
Ride +4 |+4 Dex
Sense Motive +5 |+1 Wis +4 rank
Sleight of Hand* +6 |+4 Dex +2 rank
+Spellcraft* +11 / +13 |+4 Int +4 rank +3 class skill (+2 to identify properties of magic items)
Stealth +4 |+4 Dex
Survival +1 |+1 Wis
Swim +0 |+0 Str
Use Magic Device* +5 |+4 Int* +1 rank

Special Qualities

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Other Gear
Masterwork Thief's Tools

Scholar's Outfit ___

Spellbook ___

Sleeves of Many Garmants 200g

Silken ceremonial armor 30g

Cold Iron Dagger 4g

Light Crossbow 35g

Bolts (20) 2g

Concealable Thieves' Tools 190g

Smoked Goggles 10g

Signet Ring 5g

Compass 10g

Small Steel Mirror 10g

Silk rope 50ft 10g

Glass Cutter 5g

Wizard’s Kit 65g

This kit includes a masterwork backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.

Starting Gold: 600g
Spent: 576g

Remaining: 23g

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Class Abilities
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Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Focused Spells (Su)
At 1st level, once per day the spell sage’s understanding of spells allows him to increase his caster level by 4 for a single spell cast. He can do this twice per day at 8th level, and three times per day at 16th level.

This ability replaces arcane bond.

Spell Study (Su)
At 2nd level, the sage’s understanding of the spells of bards, clerics, and druids is so great that he can use his own magic in an inefficient, roundabout way to duplicate those classes’ spells. Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell’s casting time is normally 1 full round or longer, this is added to the spell sage’s casting time. For example, if a spell sage wants to use spell study to cast cure light wounds (cleric spell level 1st), he must spend 2 full rounds casting and expend two prepared wizard spells of 1st level or higher.

At 6th level and every 5 levels thereafter, a spell sage can use this ability an additional time per day (to a maximum of four times per day at 16th level).

This ability replaces arcane school.

Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bloodline
At 1st level, she must select a sorcerer bloodline. She treats her character level as her effective sorcerer level for all bloodline powers.

Arcane Bloodline
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

VMC:
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

-> Compsognathus Familiar (infiltrator archetype)

Appearance and Personality:

Lutor has the bearing of his noble elf family. He stands tall, in a silken cloak and hood shielding his pale skin and dark eyes. He is far more serious in contenance than most of his kin. The perceptive may not that bright sunlight bothers him, but he does it allow that to slow him down.

Background:

Lutor Messa was born Tanion Shadirdal, the Shadirdal being an elf noble family with ties to the now-deposed House of Barca. Despite this, the Shadirdal survived the change of leadership quite well. They professed loyalty to the crown and to the Mitran church.

Tanion was a prodigy, gifted even by the standards of elves in the art of magic. He was groomed and tutored, he would be a shining jewel in the Shadirdal. Pride grew in him, as he showed great discipline in his magical studies and mastered other skills to satisfy his thirst for knowledge.

One night at a gala, Piero Salinus, a rival young wizard of common birth, after a drink too many insulted Tanion and his family, calling them 'well-heeled scum, undeserving of their position'. Tanion would have none of this. He challenged the rival to a duel to the death, there and then. The crowd were stunned. A Shadirdal was breaking the law blatantly. But Piero accepted, and before even the guards could arrive, the pair were blasting magics at each other.

By the time guards arrived, it was over. Piero dead, Tanion bloodied but victorious. And then chained.

The Shadirdal family abandoned him immediately, worse, publicly denouncing him. In cold anger, Tanion announced at his trial that he was no longer a Shadirdal, but would refer to himself as 'Lutor Messa', a combination of the names of two potent noble wizards in Talingarde's past. Not that it would matter: he would lose his head in Branderscar soon enough.