![]()
About Muziel MoreauTracked Resources:
1st (DC15): Color Spray, Enlarge Person*, Grease*, Grease*
0th (DC14): Acid Splash, Dancing Lights, Daze, Detect Magic 3/7 Acid Cloud (Fort DC15) Hero Points: 1 Background:
Born and raised in Janderhoff, and thus steeped in Dwarven culture, Muziel's fellow dwarves sometimes called him an Elf born in a Dwarf's body--a charge that Muziel found both absurd and distasteful. As far as he was concerned, Muziel was simply curious and enjoyed the pursuit of knowledge, traits everyone ought to possess. Muziel was still a dwarf through and through. He was tough and sturdy, could wield a hammer, was a fine craftsman, and believed in the concept of honor. Mostly.
When honor clashed with knowledge, though Muziel made a life-altering choice. Janderhoff has always had deep underground mines that encroach upon the Darklands, places where the dwarves always needed to be on guard against the denizens of the deep, including the hated Drow. And as a young man, Muziel spent time among such forces. Muziel's company had the misfortune of joining battle against a drow patrol and facing a powerful drow wizard. Although the drow were defeated, they took many a dwarf with them, aided by the wizard's magics. Muziel wondered why dwarves did not have powerful spellcasters among them. Why not learn such magics to fight fire with fire, so to speak. Muziel was told that such magics were dark, evil, and corrupting. But to Muziel, these sounded like words of ignorance--the other dwarves had no understanding of the magic, and thus feared it. Ever curious, Muziel secretly kept the drow wizard's spellbook and began to study it. It was a particularly grueling process because Muziel did not initially know the Elven or Abyssal script found in the book. But Muziel was determined. Over the course of decades, he learned to not only read but also speak Elven, and began to learn magic, intoning Elvish words to conjure minor cantrips. Muziel kept his secret for quite some time, studying in the dark of night even as he did his work as a craftsman during the day. But when a lifetime of subtle lies began to catch up to him, Muziel realized he faced a painful choice--see the secrets of his precious Drow spellbook destroyed in flames, or leave the only home he had ever known. He chose the latter, and slipped away. As an exile from Janderhoff, Muziel emigrated to Magnimar where he made a living as an armorcrafter. Introverted by nature, Muziel spent quite a lot of time left to his own devices, his only friend initially being a rat that he named Nibs. He continued to try and advance his gifts on his own, but there was only so far he could go. The reclusive dwarf eventually became reluctant friends with an elf named Eviana, who recognized Muziel's curious gifts and, thanks to her own Elven heritage, was able to teach Muziel about the spellbook he possessed. And so Muziel became a wizard in his own right, with a particular expertise in earthen magics that ran in his Dwarven blood. Eviana encouraged Muziel to try and make a living from magic, and pushed him toward adventuring, insisting that it was one of the best ways to both earn his keep and become a stronger arcanist. Muziel was reluctant at first, but Eviana reminded Muziel of his dream of proving that dwarves could and should wield arcane magics. Was Eviana right? Appearance and Personality:
Muziel is a relatively short (even by Dwarven standards), balding dwarf who cares more for practicality than style, save for his red beard which he keeps long and fulsome. A diligent and patient dwarf, Muziel believes that persistence and sound reasoning can solve just about any problem. Muziel is introspective and prone to getting lost in his own thoughts, and he is far too reluctant about seeking help, not wanting to be indebted to others. Evasive and non-confrontational, Muziel sometimes tells people what they want to hear rather than what he truly thinks and feels. Muziel's apparent use of the Elven language to conjure magic as a dwarf never fails to spark curiosity, and the dwarf continues to conceal his use of the Drow spellbook as the source for much of his magics. Character Sheet:
Muziel Moreau
Male Dwarf Earth Wizard 2 NG Medium Humanoid (dwarf) Init +1; Perception +10 Darkvision 60' -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+4 bonus vs giants) (+1 Dex) hp 19 (2d6+8) Fort +5, Ref +1, Will +5, (+2 bonus vs poison, spells, SLAs) -------------------- Offense -------------------- Speed: 20 ft. Quarterstaff: +2, 1d6+1/x2 (when Muziel and foe are touching ground) -------------------- Statistics -------------------- Str 10, Dex 12, Con 16, Int 18, Wis 14, Cha 7 BAB +1; CMB +1; CMD 12 (when touching ground 14 vs drag, overrun, reposition; 18 vs bull rush, trip) Feats: Alertness (when familiar near), Breadth of Experience Traits: -Cunning Liar: You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks. -Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. -Strength of the Land: You are able to tap into the living energy of the world to shatter lesser magic. You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance. -Stigmatized: You were kept at the periphery of society for a long period of time, so that even when you are among strangers in a new place, you feel the weight of your missing socialization. You take a –3 penalty on Diplomacy checks to gather information or improve a creature’s attitude. Skills: Bluff +8(1), Craft (armor) +10(1) (+12 metal/stone), Diplomacy -2/-5(0), K. Arcana +11(2), K. Dungeoneering +11(2), K. History +10(1), K. Local +10(1), K. Nature +10(1), K. Planes +10(1), K. Religion +10(1), Linguistics +9(2), Perception +10(2), Sense Motive +4(0), Spellcraft +9(2) Languages: Abyssal, Common, Draconic, Dwarven, Elven, Orc, Terran, Undercommon Dwarf Abilities: +2 Con, +2 Wis, -2 Cha Slow and Steady - 20' movement even when armored Darkvision 60' Defensive Training: +4 dodge AC vs giants Hardy: +2 saves vs poison, spells, SLAs Stability: +4 CMD bull rush, trip Craftsman: +2 craft metal/stone Stonesinger: +1 level on earth spells Industrious Urbanite: Double progress nonmagical crafting, +4 profession to make money Weapon familiarity: battleaxes, heavy picks, warhammers Wizard Abilities: Arcane Bond: Rat (+2 Fort) Arcane School: Earth -Earth Supremacy (when touching ground, +2 CMD bull rush, drag, overrun, reposition, trip, +1 for every 5 levels; +1 insight bonus to melee attack/damage when you and foe touching ground) -Acid Cloud (7/day, Fort DC14) - 5-ft radius cloud of acid, 1d6 damage +1/2 level; sickened 1 rd Opposition School: Air Spells 1st: Ant Haul, Color Spray, Comprehend Languages, Crafter's Fortune, Enlarge Person, Expeditious Excavation, Grease, Identify, Mage Armor 0th (4): All Equipment: Quarterstaff Spellbook (of Drow origin) Book Lariat (0.3) Spell Component Pouch x2 (10) Spellbook (also acts as journal) (15) Scrivener's Kit (2) Masterwork Artisan's Tools (55) Backpack (2) Belt Pouch (1) Bedroll (0.1) Blanket (0.5) Trail Rations x5 (2.5) Rope (1) Smelling Salts (25) Elixir (Waterskin) of Firebreath! 9.6gp Nibs the Rat:
Nibs (Rat familiar)
N Tiny Animal Init +2; Perception +1; low-light vision, scent -------------------- Defense -------------------- AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural) hp 5 Fort +2, Ref +4, Will +3 -------------------- Offense -------------------- Speed: 15 ft., climb 15 ft., swim 15 ft. Bite: +4 (1d3-4) -------------------- Statistics -------------------- Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2 BAB +0; CMB +0; CMD 6 (10 vs trip) Feats: Weapon Finesse Skills: Climb +10, Stealth +18, Swim +10 Familiar Abilities: Alertness; Improved Evasion; Share Spells; Empathic Link |