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Mythandyr's page

50 posts. Alias of Grimmy.

Full Name





Wizard 1 | HP:9 | Init +6 | Perc +1 | AC:12 Tch:12 FF:10 | Fort +2 Ref +2 Will +2 |







Special Abilities

7/day Acid Dart +2, 1d6 (30')






Common, Draconic, Infernal

Strength 7
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 9

About Mythandyr

Human Wizard 1
LN Medium Humanoid (human)
Init +6; Senses Perception +1


AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2


Speed 30 ft.
Melee Quarterstaff -2 (1d6 -2/x2)
Ranged Acid Dart +2 (1d6) 30'
Wizard Spells Prepared (CL 1):
1 (2/day) Summon Monster I, Mage Armor, Grease (DC 16)
0 (at will) Mage Hand, Detect Magic, Read Magic


Str 7, Dex 14, Con 14, Int 18, Wis 10, Cha 9
Base Atk +0; CMB -1; CMD 11
Feats Improved Initiative, Scribe Scroll, Spell Focus (Conjuration)
Skills Appraise +8, Craft (alchemy) +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +1, Spellcraft +8
Languages Abyssal, Common, Draconic, Elven, Infernal


Combat Gear Alchemist's fire, Sunrod; Other Gear Quarterstaff, Amulet, Belt pouch (empty), Bread, Cheese, Ink, black, Inkpen, Parchment, Scroll case (empty), Trail rations, Waterskin, 86 GP, 8 CP

Special Abilities:

Acid Dart (7/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).




Appearance: Mythandyr is middle aged, slim, with a narrow black beard. He has very strange green-black eyes and a haunting stare. At 5 feet 10 inches tall, he weighs about 150 pounds, and his slender build is shown off by his fitted robes in dark green with black trim. Mythandyr has a quarterstaff made of polished black walnut, and he carries it with him everywhere he goes.


Given early training by a village hedge-wizard, Mythandyr annoyed the old man by his constant questions. He was a bright lad, and always wanted to know the reasons why things worked, or what might happen if things were done slightly differently. He took in all the information his master could give him, but that only made him hungry for more so he struck out in search of answers.


Mythandyr is too active to simply spend his days learning in some musty library. He chooses to search for knowledge through travel, gathering lore and seeking the truth behind rumors of great magics. He does his fair share when traveling with a group and does not consider himself above doing mundane chores. He is loyal to his companions in most circumstances, but they might find themselves suddenly abandoned if an inscription or obscure carving should catch his eye. Mythandyr’s strong intellect gives him an excellent memory, and he is quick to understand developing situations, but his insatiable curiosity often overrules his caution.


Mythandyr works to acquire magical knowledge, but he has learned that knowledge is merely the stepping stone to power and it is that which he ultimately desires. He practically salivates at the thought of the long-hidden treasures he might discover in the depths of an ancient dungeon. In addition, in his search for power Mythandyr has had occasions to summon an imp for information. The creature’s devilish masters would like to see the downfall of any power base of their rival demons, and so the imp fires Mythandyr’s desires and imagination.