Bargle

Reuben Lupul's page

111 posts. Alias of Vellimir.


Full Name

Reuben Lupul

Race

Human

Classes/Levels

Wizard (3), Wizard of High Sorcery (2)

Gender

Male

Size

Medium

Age

45

Special Abilities

Arcane bond, arcane school, cantrips, Scribe Scroll

Alignment

NG

Deity

Solinari

Location

Dragonlance

Languages

Common, Kalinese, Dwarven, Elven, Solamnic, Draconic

Occupation

Mage, Wanderer

Strength 11
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 12
Charisma 12

About Reuben Lupul

Reuben Lupul
Human wizard (abjurer) 3, Wizard of High Sorcery (2)
NG Medium humanoid
Init +6; Senses Perception +6
Defense
AC 13, touch 12, flat-footed 10
hp 33 (6d6+12)

Fort +1, Ref +2, Will +5

Offense
Speed 30 ft.
Melee dagger: +2 (1d4+0/19–20)
Melee +1 Bane of Undead Quarterstaff: +1/+3 (1d6+0/19-20, 3d6+0/19-20*)
Ranged dagger: +2 (1d4+0/19–20)

*If fighting undead

Wizard Spells Known (*spell* is prepared)(CL 5th; concentration +9)
3rd—*dispel magic*, fireball (DC 18), Sleet Storm
2nd—summon monster II, knock, *levitate*, fog cloud, *web*
1st—hold portal, *magic missile*, animate rope, feather fall, *magic weapon*, *protection from evil*, *shield*, unseen servant
0 (at will)—dancing lights, *detect magic*, open/close, ray of frost, *acid splash*, arcane mark, daze, detect poison, flare, *light*, mage hand, mending, message, *prestidigitation*, read magic, resistance

10 Prepared Spells per day

Prohibited Schools: illusion, necromancy, enchantment

Statistics
Str 11, Dex 14, Con 12, Int 20, Wis 12, Cha 12

Base Atk +2; CMB +2; CMD 17

Feats: Empower Spell, Extend Spell, Spell Penetration, Improved Initiative, Scribe Scroll, Spell Focus (abjuration)

Skills:

Acrobatics +2
Appraise +9
Artistry +4
Bluff +1
Climb +0
Diplomacy +3
Disable Device +2
Disguise +1
Escape Artist +2
Fly +2
Handle Animal +1
Heal +1
Intimidate +2
Knowledge (arcana) +13
Knowledge (dungeoneering) +10
Knowledge (engineering) +5
Knowledge (geography) +5
Knowledge (history) +5
Knowledge (local) +5
Knowledge (nature) +5
Knowledge (nobility) +5
Knowledge (planes) +12
Knowledge (religion) +11
Linguistics +5
Lore +11
Perception +6
Ride +2
Sense Motive +1
Sleight of Hand +4
Spellcraft +13
Stealth +4
Survival +1
Swim +0
Use Magic Device +1

Languages Common, Kalinese, Dwarven, Elven, Solamnic, Draconic

Abilities:

SQ arcane bond (orb): Can be used to cast any known spell once per day,
Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (8/day)

Enhanced Specialization (Abjuration): +1 caster level for abjuration spells, and +1 bonus on saving throws against abjuration spells.

Moon Magic: +1 caster level, and +1 save DC for spells when Solinari is in High Sanction, -1 caster level and -1 save DC for spells when Solinari is in Low Sanction. +2 caster level and +2 save DC if Solinari and Lunitari are in High Sanction at the same time.

Tower Resources: Access to Libraries, Access to Laboratories, Limited Benefits. Can contact the tower using divination magic to get the answer to one question once per day.

Arcane Research: Competence bonus on Spellcraft and Knowledge (Arcana) checks, and bonus abjuration spell (Dispel Magic).

Equipment:

x2 Dagger,
white robes,
spellbook,
+1 Bane of Undead Quarterstaff
- Spell component pouch (5 gp)
- Scholar's outfit (5 gp)
- Backpack (2 gp)
- Bedroll (1 sp)
- Blanket, winter (5 sp)
- Ink (1 oz. bottle) (8 gp)
- Inkpen (1 sp)
- Parchment (10 sheets) (2 gp)
- Waterskin (1 gp)
- Trail rations (5 days) (2.5 gp)
- Belt pouch (1 gp)
- Flint and steel (1 gp)
- Rope, hemp (50 ft.) (1 gp)
- Soap (1 lb.) (5 sp)
- Torch (10) (1 sp)
- Vial (for ink or potions) (1 gp)
- Whetstone (2 cp)
*Magic Items*
- Bracers of Armor +1
- Bookplate of Recall (Inside Spellbook, allowing Reuben to teleport it back to himself.
- Headband of Ponderous Recollection (+2 Int, Allows identification of some monsters)
- Orb (Spell Focus)

PP: GP:50 SP:9 CP:93

Backstory:

Born under the crimson hue of Dragon’s Point, his life was marked by the absence of his parents, Felix and Sorina Lupul, whose adventurous spirits led them into the maw of darkness, never to return. The legacy they left behind was a son with a destiny greater than the humble fishing village that cradled his infancy.

Raised by an uncle, a hedge mage whose name was whispered with a blend of respect and caution, Reuben was nurtured on the fringes of arcane knowledge. His uncle, a man of enigmatic past and veiled intentions, was known as Magister Eron. The villagers spoke in hushed tones of Eron’s solitary figure, often silhouetted against the flickering candlelight that danced through the windows of his secluded abode. Eron’s magic was a tapestry of light and shadow, woven from the very essence of Dragon’s Point’s tempestuous history. His magic was designed to protect the village, even as he broke his soul into uncountable shards of darkness to do so.

As Reuben’s eighteenth year approached, the large ebony box that lay dormant in the corner of his room began to thrum with a power that beckoned him. When the day came, and the box’s lid creaked open, it revealed not just an orb but a legacy—a crystalline sphere that pulsed with the heartbeat of the magic that ran through his veins.

The orb became Reuben’s compass, guiding him through the labyrinth of his own heart and the trials that awaited at the Tower of Wayreth. It was there, amidst the echoing halls and the watchful eyes of the Conclave, that Reuben’s spirit was forged in the crucible of the Test of High Sorcery. Each trial—a reflection of his deepest fears, his darkest desires, and the unwavering light of his courage—shaped him into a vessel of purity, donned in the white robes of a wizard sworn to the good.

Magister Eron’s teachings were a double-edged sword; they carved a path of light for Reuben to follow, yet they also cast a shadow that threatened to engulf Eron himself. The villagers’ suspicions were not unfounded, for Eron’s heart was a battleground where light duelled with darkness. His descent into forbidden magic was a silent scream that echoed through Reuben’s soul, a warning of what lay at the end of a road paved with good intentions.

Reuben’s journey is a testament to the resilience of the human spirit. His serene demeanor, a calm surface that belies the turbulent waters of his past, brings solace to those he encounters. Yet, beneath the white robes that bear the scars of his battles, lies a warrior mage whose laughter can dispel the shadows, whose resolve can shatter the chains of evil.

The burn mark on his back, a brand left by the fiery wrath of a black-robe wizard, is a stark reminder of the hatred that festers in the hearts of those who have fallen from grace. It fuels Reuben’s quest, driving him to wander the roads of Krynn, seeking to extinguish the flames of malevolence with the cool waters of his magic.

Lessons (Backstory Vignette):

Reuben sat at his small, cramped desk. His uncle's house was cold as the winter gales, but still his uncle refused to heat the chamber. Reuben shivered, exhaled a cloud of crystalline breath, and reached for the box of matches sitting nearby to try to relight the lone candle in the room. A smacking sound and a sharp pain accompanied a stick rapped across his knuckles. "Back to it, boy," his uncle snarled, "How in the gods' name will I ever teach you if you try to take the easiest way out every time?" Reuben bit back his tears and returned to studying the spell his uncle had given him. It was a simple trick, designed to warm an object enough to radiate heat. Reuben had been instructed to warm the desk for his studies, and told that if he failed to do so before midday, he would be sent to bed that night without any supper. Reuben set at it, and repeated the incantation written down on the paper over and over again. Still, the desk's temperature raised not one fraction of a degree. At length, Reuben slumped back and buried his head in his hands. His uncle sighed, and sat down next to him. "Reuben," he said, "You must learn what I have to teach you. How else will you protect our village after I pass? There are darker things out there than goblins and ogres, but none darker than our own doubts. I was once as you are now, but I learned my sorcery wholeheartedly, out of necessity, for my family was split, and our lands ravaged and destroyed. I have given you a home, and food to fill your belly so that you may never know the fear I felt, now all I ask is to be able to teach you what I can." Reuben sat back up, nodded, and thanked his uncle. He set back at his work with a renewed vigor, and within the hour had warmed his desk so much that the wood began to warp. His uncle laughed a deep, satisfied laugh, and sent Reuben out to play in the warm spring sun. As he left the house however, he turned, and saw his uncle latching the door and drawing the curtains again, as he always did whenever Reuben was not in the house. An ominous feeling crept into the pit of Reuben's stomach, and he raced away down the hill towards the village, heedless of the crimson glow starting to spill from beneath the cracks in the door.