About Mister Wanderful
Mister Wanderful
Elven Sage
HP: 7
Strength: 10
Agility: 17
Stamina: 11
Intelligence: 11
Personality: 7
Luck: 9
Speed 25'
Attack +1
Ref +3
Fort +1
Will +1
AC 17 (+5 armor, +2 Agi)
Fortunate date: Missile fire attack rolls
Longbow* +3 1d6 70/140/210
Two-handed sword* +1 1d10
Armor AC Bonus Check Penalty Speed** Fumble die
Chainmail +5 -5 -5’ d12 150
* Two-handed weapon. Characters using two-handed weapons use a
d16 on initiative checks.
Weapon training: An elf is trained in the use of the dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword. Elves often wear armor of mithril, even though it affects their spellcasting.
Alignment: chaotic
Infravision: An elf can see in the dark up to 60’.
Immunities: Elves are immune to magical sleep and paralysis.
Heightened Senses: All elf characters receive a +4 bonus to detect secret doors. Moreover, when simply passing within 10 feet of a secret door, elves are entitled to a check to detect it.
Languages: Common, the elven racial language, and one other language.
Money:
Dagger
Parchment, quill pen
Longbow 40gp
Mithril Two-handed sword 15gp
Mithril Chainmail 150gp
Mirror, hand-sized 10gp
Grappling hook 1 gp
Flint & steel 15 cp
Rope, 50’ 25 cp
5x Oil flask 1gp
20xRations per day 1gp
2xWaterskin 1gp
Backpack 2gp
It looks like your familiar is a garrulous arcane scorpion! (It won't shut up!)
It has these traits:
• 3 hit points.
• AC 14 (due to small size and agility).
• It uses the wizard’s saving throws.
• It is unusually intelligent for their species, typically around an Int of 5 in human terms.
• The wizard and familiar can communicate telepathically, though this is limited by the familiar’s senses and intelligence (e.g., a toad’s 6-inch height limits its ability to see onto tabletops, and it cannot read).
• The familiar is absolutely loyal to its wizard master.
• The wizard gains bonus hit points equal to the familiar’s. (3 bonus HP)
Arcane familiars are magically imbued with a special power of some kind. They grant the wizard a spell or power that he may not have otherwise possessed.
The familiar arrives knowing one randomly generated level 1 spell that the wizard does not already know. (Ventriloquism)
• The wizard may cast the familiar’s spell at his normal spell check modifier, as if it were an additional spell in his repertoire. He may lose this spell for a day as normal, regain it the next day as normal, and so on.
• The familiar has an attack at +1 that does 1d3 points of damage.
As a scorpion, the familiar also grants the wizard +2 to Fort saves against poison.