Spell Sovereign

Morgan the Menacing's page

2 posts. Alias of Xyndar Illambra.


About Morgan the Menacing

Background:
Morgan the Menacing first studied at the Twilight Academy in Galduia before moving to Maginmar to be with dying father, Martin the Magnetic, and then continuing his studies at Golemworks after his fathers passing. Where he is now working on an adventuring internship. He’s to go out into the world and find uses for the things he’s studied and mail his findings to Professor Quimby at Golemworks.

Morgan the Menacing
Male elf wizard 1
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +0, Ref +2, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
. . rapier +1 (1d6+1/18-20) or
. . unarmed strike +1 (1d3+1 nonlethal)
Ranged composite shortbow +2 (1d6+1/×3)
Special Attacks hand of the apprentice (6/day)
Wizard Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 14), mage armor
. . 0 (at will)—acid splash, detect magic, light
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Statistics
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Str 12, Dex 15, Con 10, Int 17, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 13
Feats Point-Blank Shot, Scribe Scroll
Traits focused mind, scholar of the ancients
Skills Acrobatics -1 (-5 to jump), Fly +3, Knowledge (arcana) +8, Knowledge (history) +8, Linguistics +7, Perception +4, Spellcraft +7 (+9 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Giant, Goblin, Sylvan, Thassilonian
SQ arcane bond (ring), elven magic
Other Gear arrows (20), composite shortbow (+1 Str), dagger, rapier, arcane bond ring, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 46 gp, 2 sp
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Apprentice (6/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.