About RhaedlafCharacter Name: Raedlaf
Gender: Male
Character Level: 1
Known Languages: Common, Draconic, Elven, Goblin, Orcish ------------------------------------------------------- Strength: 10 (+0)
------------------------------------------------------- Armor Class: 12 [BASE (10) + DEX (2)] Flatfooted AC: 10
AC Penalty: None
------------------------------------------------------- Hit Points: 8 (1d6 +1 Con + 1 Favored Class) ------------------------------------------------------- Base Speed: 30'/round
------------------------------------------------------- Save vs. Fortitude: +3
------------------------------------------------------- Initiative Modifier: +7
------------------------------------------------------- Weapons: MW Staff (M) +1 melee / 1d6 dmg Dagger (M) +0 melee or +2 ranged / 1d4 dmg / 19-20 [x2] critical / 10' range Light Crossbow (M) / +2 ranged / 1d8 dmg / 19-20 [x2] critical / 80 range / piercing damage
Weapon weight: 15 lb. ------------------------------------------------------- Skills: Diplomacy +8 (Clever Wordplay and Senatorial Hopeful)
------------------------------------------------------- Traits: 2 Clever Wordplay:
Senatorial Hopeful:
------------------------------------------------------- Feats: Improved Initiative: +4 on Initiative checks.
------------------------------------------------------- Class Abilities: Acid Dart: 1d6 + 1/ 2 levels acid damage, 30’, 3 + Int bonus/day, ignores magic resistance. Arcane Bond (MW Staff) Summoner’s Charm: Summoning spells last ½ Wizard level/rounds longer than usual, minimum 1 round Favored Class Bonus (special): At each level, receive 3 favored class bonuses to be applied to 1 hit point, 1 skill point, and 1 point towards your race/class option.
------------------------------------------------------- Equipment & Gear Traveler's Outfit (0 lb.)
Belt Pouch (0.5 lb.) holds:
Backpack (2 lb.) holds:
Weight of Equipment: 21 lb. ------------------------------------------------------- Spells: Spells per day 0 Level Spells: 3
Rhaedlaf's Spellbook: 0 Level:
1st Level:
Memorized Spell List (Default)
------------------------------------------------------- Character History: The base of the tower was in shambles, with smoldering debris and charred bodies littering the courtyard. The assault had failed, and I, first-ranked apprentice to Haldrent the Red who had called down fire and thunder from the heavens with my magnificent magic, was triumphant against the forces of darkness arrayed against me. Crowds cheered, maidens swooned, and off in the distance...a rooster crowed? I awoke with a start to discover that for better or for worse, I was still me, Rhaedlaf of Grendon, former apprentice and near-slave-like assistant to Haldrent the Red-faced, Red-nosed, and not-so-well-read.
A little about me: I grew up in Griffon. Yes, the one near the so-called Valley of Unimaginable Death. However, with all of the adventurers that would tromp through in search of wondrous treasure and with the goal of slaying anything that even blinked wrong, life for us locals there was surprisingly dull and boring. My home life was simple, and as I said, dull. My parents were candlemakers, and are to this day, I suppose. I haven't spoken to them in a long time. Not that there's hard feelings or anything, just simply, I haven't made it home since being apprenticed to the once great and now not so awe-inspiring Haldrent. To be fair, Haldrent hasn't been a tyrant or even that harsh of a taskmaster. He's just what you call a lazy mentor. Sure, he taught me the rudimentary basics of my Arcane Art, and guided me through the difficult passage from mundane scribe to Wizardly Scholar. However, from there on, he more or less left me to my own devices while he worked or travelled, other than to demand four hot meals each day when in residence, and that the most tedious of my cleaning chores were completed before I slept each night. He wasn't even there the first time I cast a Magic Missile, a bolt of pure Magical energy, finally getting just the right inflection to the proper incantation. Nor was he home on the morning when I accidentally discovered the secret door in his study that lead to a small workshop I had never before seen. I'd been cleaning an aging bookcase near the back of his alchemical laboratory, and unintentionally triggered the lock mechanism. What I found, shook me to my core. I'd known that Haldrent claimed to be what arcanists call a "Universalist" in regards to his craft, that is, he had chosen no special area of study, deciding instead to look at Magick in the broader picture. In fact, all of my training with him followed that same line of reasoning. Why then, when the bookshelf-door creaked open, did I see a small chamber filled with the tools and tomes of one who studied the dark arts of Necromancy? And not just the basics required to understand the dark art, but some very deeply disturbing sights that to this day I try to wipe from my mind. The lack of dust and the presence of a scroll I had seen Haldrent studying just days before in the alchemy lab left no doubt that the room had seen recent use. I want to believe that had the old "Red" wizard been home, I would have confronted him and demanded an explanation, I really do. However, three days passed in which he did not return from a shopping expedition to Crossways, during which time I made up my mind. Packing my things, meager as they were, I wrote Haldrent a letter in which I resigned from his service. In explanation I stated simply, "I found your other workshop. I will not be party to activities such at these." and placed it on a shelf in the bookcase where I had made my discovery. I closed up the old wizard's house, set the wards as I'd been taught, and walked away without a backward glance, finally free to make my own way in the world, ready or not. I am Rhaedlaf of Grendon, a Magister seeking adventure. Perhaps I’ll seek out the Pathfinders... NG Male Human / Wizard 1 | HP 4/8 | AC 12 (16) / T 10 / FF 12 | Fort +3 / Ref +2 / Will +3 | CMB +0 / CMD 12 | Initiative +8 | Wizard Spells | Perception +0 | Special: Conjuration School - Summoning spells last ½ Wizard level/rounds longer than usual, minimum 1 round |