Stage Magician

Malok Damson's page

21 posts. Alias of Shub-Niggurath's cousin Al.


Race

Half-Orc

Classes/Levels

Sorcerer (Arcane [Sage]) 1 | HP 10/10 | AC 12, touch 12 Flat-footed 10 | CMB +0 | CMD 12 | Fort +2, Ref +3, Will +4 | Perception +2

Gender

Male

Special Abilities

Bloodline Power (Arcane Bolt 7/day), cantrips, Eschew Materials

Alignment

N

Strength 10
Dexterity 14
Constitution 14
Intelligence 19
Wisdom 12
Charisma 10

About Malok Damson

Tracking:

HP 10/10 (1 Con Damage)

Arcane Bolt: 7/day

Spell Slots: 1st- 1/4

Backstory: As a child, Malok surrounded himself in books. Day after day, he would read stories of wicked villains and dashing heroes until his eyes watered. He decided that he would become great enough one day to become someone worth writing about. But, what character should he strive to emulate? He was too weak to be much of a knight, he didn't feel like being the damsel in distress, and he didn't think he had what it takes to be a good villain. He pondered this question throughout his childhood, until his sorcerous powers started manifesting. That's when he realized who he should become.

A mage.

No, the mage. The great wizard, the genius, the man in the fancy tower with legions of minions and a kickass beard. Malok decided that he wanted to be the mage who creates freakish monsters in his spare time, conjures up planes just because he can, and crafts powerful artifacts that he spreads throughout the world. With this in mind, he wrote up a wizard-y checklist and set off on an adventure, hoping to discover long lost knowledge and amazing magical doodads.

Personality: Malok is an extremely curious and intelligent person, who seeks to emulate the stereotypical "no-sense-of-right-or-wrong-and-basically-a-demigod" wizard. Fortunately for the world at large, his actual personality is much more stable than that, and he never goes out of his way to harm others unless there's a tangible benefit.

Stats:
N Medium Humanoid (Human, Orc)
Init +3; Senses Darkvision 60ft, Perception +2

DEFENSE
AC 12, touch 12, flat-footed 10 (+ Dex)
HP 11 (1d6+5)
Fort +3, Ref +3, Will +4

OFFENSE
Speed 30 ft.
Melee: Falchion +0 (2d4 [18-20 X2])
Special: Arcane Bolt 7/day (1d4)

STATISTICS
Str 10, Dex 14, Con 14, Int 19, Wis 12, Cha 10
BAB +0; CMB +0; CMD 12
Favored Class Bonuses: +1/2 fire spell damage
Feats: Eschew Materials, Toughness
Traits: Pragmatic Activator, Civilized
Skills: Knowledge (Arcana) +10, Knowledge (Local) +9, Knowledge (Planes) +8, Perception +2, Spellcraft +10, UMD +8
Racial Traits: Intimidating, Sacred Tattoo, Weapon Familiarity, Darkvision, Orc Blood
Gear: Falchion, barbed vest, tanglefoot bag X2, 15gp

Spells/:

Spells Known [CL 1st]
0- Detect Magic, Mage Hand, Prestidigitation, Read Magic
1st- Magic Missile, Ray of Enfeeblement (DC 15)

Mage Checklist:

Malok has made a list of things he thinks he needs to gain or accomplish in order to become a true god-wizard. This list is not in any particular order and is prone to change.

Craft a magic item []
Summon a devil [] and an archon []
Create life []
Make a demiplane []
Reanimate the dead []
Become immortal []
Design and create a dungeon []
Get a tower []
Craft a construct []
Grow a beard []
Launch a proper fireball []
Get a pet dragon []
Obtain a cool hat []
Get minions []
Turn someone into an animal []
Talk to a god in person []
Haggle with outsiders []
Make it rain []
Collect magic items []
Make an artifact []