Azmur Kell

Rhaedlaf's page

38 posts. Alias of Plastic Dragon.


Race

NG Male Human / Wizard 1 | HP 8/8 | AC 12 (16) / T 10 / FF 12 | Fort +3 / Ref +2 / Will +3 | CMB +0 / CMD 12 | Initiative +6 | Wizard Spells | Perception +1 | Special: Conjuration School - Summoning spells last ½ Wizard level/rounds longer than usual

About Rhaedlaf

Character Name: Raedlaf
Character Race: Human
Character Class: Wizard
Alignment: Neutral Good
Diety: Desna

Gender: Male
Age: 26 years
Height: 5'11"
Weight: 160 lb.
Eyes: Blue-Gray eyes
Hair: Brown hair and beard

Character Level: 1
EXP Points Gained: 0
EXP To Next Level: 3000

Known Languages: Common, Draconic, Elven, Goblin, Orcish

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Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 11 (+0)

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Armor Class: 12 [BASE (10) + DEX (2)]

Flatfooted AC: 10
Touch AC: 12

AC Penalty: None
Maximum DEX bonus: N/A
Armor Type & Weight: None

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Hit Points: 8 (1d6 +1 Con + 1 Favored Class)

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Base Speed: 30'/round
Total Encumbrance: 36 lb. - [Medium Load]
Normal Speed: 20'/round

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Save vs. Fortitude: +3
Save vs. Reflex: +2
Save vs. Will: +3

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Initiative Modifier: +7
Senses: Perception +1
Base Attack: +0
CMB: +0
CMD: 12

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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
30 bolts

Weapon weight: 15 lb.

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Skills:

Diplomacy +8 (Clever Wordplay and Senatorial Hopeful)
Knowledge (Arcana): +7
Knowledge (History): +7
Knowledge (Local): +8 (Senatorial Hopeful)
Knowledge (Nature): +7
Spellcraft: +7

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Traits: 2

Clever Wordplay:
Checks made for Chr based skill (Diplomacy) use Int modifier rather than Chr modifier.

Senatorial Hopeful:
While you belong to a noble family, hailing from the outlying prefectures means you lack the pull and wealth needed to rub shoulders with the stars of Oppara’s social scene. Your life has been quiet, isolated from the thrum of fashion and pop culture, but you see this as a source of insight and aim to help people by someday joining the senate. It’ll be a long journey, but you’ve already begun learning which hands to shake and how to listen carefully when others tell you what they want.
(Benefits): You gain a +1 bonus on Diplomacy and Knowledge (local) checks, and both of these skills are always class skills for you. Once each week you can call on family connections to obtain a single piece of equipment or consumable magic item (such as a potion or scroll) worth up to your character level × 25 gp. Delivery of the goods you request takes 1d4 days. At 10th level, the potential value of a magical item increases to your character level × 50 gp, and your requests can also include spellcasting services and wands.

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Feats:

Improved Initiative: +4 on Initiative checks.
Scribe Scroll (Bonus Feat)
Spell Focus (Conjuration)

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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.
(Human Wizard Bonus): Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast

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Equipment & Gear

Traveler's Outfit (0 lb.)
Spell Component Pouch (2 lb.)
[10] Pinch of Wool (Daze)
[10] Fireflies (Light)
[01] (focus) Small Crystal Prism (Read Magic)
[01] (focus) Piece of Cured Leather (Mage Armor)
[10] Pinch of Soot & Soot (Comprehend Languages)
[08] Flower Petals (Sleep)
[01] (focus) Tiny Bag and Small Candle (Summon Monster)
[10] Bit of Pork Rind (Grease)
[] empty
[] empty

Belt Pouch (0.5 lb.) holds:
[]Ink [8 oz. vial, black] (0 lb.)
[]Inkpen (0 lb.)

Backpack (2 lb.) holds:
[]Wizards Spellbook (3 lb.)
[]Water skin (4 lb.)
[]1 Vial of Holy Water
[]5 Days of trail rations (5 lb.)
[]Flint and steel (0 lb.)
[]1 Torch (1 lb.)
[]Hooded lantern (2 lb.)
[]1 Oil [1-pint flask] (1 lb.)
[]1 Scroll case (0.5 lb.)
--[]10 Sheets of paper (0 lb.)
Bedroll

Weight of Equipment: 21 lb.

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Spells:

Spells per day

0 Level Spells: 3
1st Level Spells: 1 + 1 Int bonus spell + 1 Conjuration

Rhaedlaf's Spellbook:

0 Level:
All Cantrips

1st Level:
Burning Hands: 15’ cone, 1d4 fire dmg, Reflex for ½ dmg
Celestial Healing: Fast healing, 1 round / 2 levels
Grease: 25’ range, Object or 10’ square, 1 min/level, Reflex save
Mage Armor: +4 AC for 1 hour
Magic Missle: Dart of force, autohit, 110’, 1d4+1 dmg
Sleep: 4 HD of creatures, 100’+10’/level, duration: 1 min/level, Wil save
Summon Monster I: Conjured within 25’, duration: 1 round/level

Memorized Spell List (Default)
0 Level: Acid Splash, Detect Magic, Prestidigitation
1st Level: Mage Armor, Burning Hands, Summon Monster I

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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.
My surroundings were meager to say the least, a small room at a roadside Inn, but they were still better than the hovel I had called home for the last several years.

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