![]()
About Lutor MessaLutor Messa
Villain Points: 2 Favoured Class: Wizard (HP) --------------------
Ranged
--------------------
Wizard Spells Known
1st-level
2nd-level
Wizard Spells Memorised 0-level Cantrips
1st-level
2nd-level
--------------------
Breadth of Experience (Racial)
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)
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
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
Pragmatic Activator
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. Languages
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
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
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
Remaining: 23g --------------------
Spells
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
Focused Spells (Su)
This ability replaces arcane bond. Spell Study (Su)
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
Scribe Scroll
Bloodline
Arcane Bloodline
VMC:
-> 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.
|