Artemis Entreri

Rolan Anguson's page

44 posts. Alias of Wiglaf.


Full Name

Rolan Anguson

Race

Human

Classes/Levels

Wizard 1

Gender

Male

Size

Medium

Age

21

Alignment

N

About Rolan Anguson

Rolan
Race: Human
Class: Wizard
Alignment: Neutral
Fav Class: Wizard

Hit Points: 6
CMB: 0
CMD: 12

Strength: 10 0
Dexterity: 15 +2
Constitution: 10 0
Intelligence: 20 +5
Wisdom: 11 0
Charisma: 10 0

Race/Class Features
-+2 to one ability. (Int)
-Medium
-Speed 30ft
-Skilled, +1 skill rank at each level.
-Common, Ulfen, Draconic, Elven, Dwarven, Abyssal and Chelaxean.
-Weapons, Dagger, Quarterstaff, Crossbow, Club.
-Familiar (Raven)
-Universal School, Hand of the Apprentice (Stan Act, 30ft range attack with hand weapon. Int add to att roll not Dex. 8/day. Weapon instantly returns.

Feats
-(Wiz) Scribe Scroll.
-(Human Bonus) Skill Focus, +3 Spellcraft
-(1st Lvl) Improved Counterspell

Skills
Ranks/Level, 8 (+1 FC)
Skills Cl Rk Ab Ft Mi Total
Spellcraft +3 +1 +5 +3 +2 +14
Appraise +3 +1 +5 0 +3 +12
K Arcana +3 +1 +5 0 0 +9
K Planes +3 +1 +5 0 0 +9
K History +3 +1 +5 0 0 +9
K Engineer +3 +1 +5 0 0 +9
K Local +3 +1 +5 0 0 +9
Linguistics +3 +1 +5 0 0 +9
C Alchemy +3 +1 +5 0 0 +9

Traits
-Dropout, +2 to Spellcraft Checks.
-Focused Mind, +2 to Concentration Checks.

Saving Throws
Saves Base Abil Feat Misc Total
-Fort 0 0 0 0 +0
-Ref 0 +2 0 0 +2
-Will +2 0 0 0 +2

Attack
Dagger Melee
-BAB: 0
-Str: 0
-MW: 0
-Total 0
-Damage: 1d4 (19-20x2)
Dagger Ranged
-BAB: 0
-Dex: +2
-MW 0
-Total: +2
-Ran Inc: 10ft
-Damage: 1d4 (19-20x2)
Dagger Hand of the Apprentice
-BAB: 0
-Int: +5
-MW: 0
-Total: +5
-Ran Inc: 10ft, max 30ft
-Damage: 1d4 (19-20x2)

Equipment
Light Load: 33 lbs or less
Medium Load: 34-66 lbs
Heavy Load: 67-100 lbs

Money, 5g 4s 3c

Item Cost Weight
Dagger 2g 1 lb
Scholar’s Outfit 5g 6 lbs
Belt Pouch Brown 1g .5 lb
-Spellbook - 3 lbs
-Candle x3 3c -
-Scroll Case 1g .5 lbs
--Parchment x5 1g -
--Inkpen 1s -
--Ink Vial 8g -
Component Pouch 5g 2 lbs
Belt Pouch Black 1g .5 lb
-Acid Flask x2 20g 1 lb(e)
-Alchemist Fire 20g 1 lb
-Flask of Wine 4s 4c

Magic Items

Notes
-1 pitcher common wine 2s
-4 flasks 1s 2c

Spells Per Day
0 lvl
- Detect Magic
- Read Magic
- Prestid

1 lvl
- Sleep
- Floating Disk
- Reduce Person

Spellbook
0 lvl
-Resistance (Abj)
School abjuration; Level bard 0, cleric 0, druid 0, paladin 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.

-Acid Splash (Con)
School conjuration (creation) [acid]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one missile of acid
Duration instantaneous
Saving Throw none; Spell Resistance no
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

-Detect Magic (Div)
School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.

Detect Mag Sp/Obj Aura Power
Faint Moderate Strong Overwhelming
Functioning spell
(spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item
(caster level) 5th or lower 6th–11t 12th–20th 21st+ (artifact)

-Detect Poison (Div)
-Read Magic (Div)
-Daze (Enc)
-Dancing Lights (Evo)
-Flare (Evo)
-Light (Evo)
-Ray of Frost (Evo)
-Spark (Evo)
-Ghost Sound (Ill)
-Bleed (Nec)
-Disrupt Undead (Nec)
-Touch of Fatigue (Nec)
-Mage Hand (Tra)
-Mending (Tra)
-Message (Tra)
-Open/Close (Tra)
-Arcane Mark (Uni)
-Prestidigitation (Uni)

1 lvl
-Alarm (Abj)
-Unseen Servant (Con)
-Identify (Div)

-Sleep (Enc)
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

-Floating Disk (Evo)
-Color Spray (Ill)
-Ray of Enfeeblement (Nec)

-Reduce Person (Tra)
School transmutation; Level alchemist 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 round
Components V, S, M (a pinch of powdered iron)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.
All equipment worn or carried by a creature is similarly reduced by the spell.
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.
Reduce person can be made permanent with a permanency spell.

Ulfen Runes
Communication/Separation
Knowledge/Naming
Strengthen/Repair
Protect/Guard
Create
Transform/Gateway
Air
Water
Body/Man/Human
Light/Darkness
Sound/Signals
Magic/Destiny
Healing/Fertility
Break/Weaken/Harm
Move/Travel
Warm
Control/Bind
Earth
Fire
Animal/Property
Food/Offering
Mind
Necromancy/Soul
Illusion/Mystery

Familiar
Name; Munin
Raven
Size; Tiny
Init; +2
Senses; Low Light Vision. Perception +6
AC; 15, Touch 14, Flat Foot 13, +2 Dex, +2 Size, Nat Arm +1
Hit Points; 3 (1 HD)
Fort +1, Refl +4, Will +2
Speed; 10ft, Fly 40ft Average
Attack; Melee Bite +4 (1d3-4)
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
BaB; +0
CMB; +0
CMD; 6
Feats; Skill focus perception, Weapon Finesse
Skills; Fly +6, Perception +6
Language; Ulfen
Alertness: Grants Rolan Alertness Feat while in arms reach.
Improved Evasion, save for no damage.
Share Spells
Empathic Link; 1 mile distance, may convey emotions. Cannot see through familiar’s eyes.

Description;
Rolan is a very bitter man. While growing up he was known for his kindness, even if he was sometimes a little heavy handed with his knowledge. Unfortunately, his recent experiences have brought out his darker nature and his bitter depression has slowly taken over.

He wears long robes of the style of a wizard and is commonly seen with his rune marked belt pouches and spell book. His raven Munin commonly perches upon his shoulder and has been known to speak in the ulfen tongue to strangers and customers at his family's shop. A sturdy looking dagger hangs from his belt, and one hand is commonly found near its' hilt.

Background;
Rolan is the son of Angus and Holly. Angus was an Ulfen caravan guard who traveled to Korvosa and fell in love with the bright lights and busy streets. During his stay he spent time with Holly, a local girl and daughter of a well off shop owner. Angus left with his caravan, but when he was at the docks in Magnimar looking at the ships that would take him back to the Ulfen Lands he found that he didn’t want to go home. Quitting his job then and there Angus gathered up his possessions and pay and took passage on a coastal barge returning to Korvosa. When he returned to the city, and sought out Holly, he found that she was with child, and her father’s anger was great indeed. Angus married Holly and went to work for the Korvosan Guard. Eventually Holly’s family came to like the grim but passionate Angus, especially after he proved himself both industrious and faithful to his wife. Living in a spare room in the apartment above Holly’s father’s shop the little family grew with the birth of Rolan, and then his sister Isolde. Determined that his children should live a better life Angus worked many overtime shifts and saved up everything he could to spend on tutors and lessons.

When Rolan reached the proper age he received a scholarship to one of the lesser magic Academies in Korvosa. Angus was a very proud man and wore his dress uniform in honor of the occasion as he presented his first born to the office for enrollment. His pride only increased as Isolde learned enough about business to virtually take over the family store from her grandparents allowing them to retire. One of Rolan’s teachers proved to be an Ulfen Cunning Man and he taught Rolan the old art of using Runes to cast his spells instead of the usual components. For several years it looked as if the growing family was moving from success to success, then a darkness fell over Rolan.

Rolan was accused of murdering a student of The Academe that he had argued with many times about the differences between specializing as a wizard and being a universal. Nothing was ever proved but the fact that he was half Ulfen was used against him because of the perceived barbarism of his father’s people. Eventually Angus found the man who actually committed the crime and Rolan was pronounced innocent. However, the damage to his reputation was done. His scholarship suddenly disappeared and he was forced to leave school just a year before graduation.

Now Rolan lives with his family in the apartments above their shop and uses his skills to make alchemical items for the store to sell, as well as the occasional spell scroll for one of his old friends at the school. His relationship with his family is strained because of his bitterness towards the world, and his father seeks to find him better employment, perhaps with the Korvosan Guard, but Rolan is too focused on himself and what he has lost to take any steps towards building a better life. While his father has warned him against vengeance and taking the law into his own hands Rolan has become increasingly interested in tracking down the man who had him framed and evening the score.