Scepter

Sir Percival de Looupe's page

130 posts. Alias of Deevor.


Full Name

Sir Percival de Looupe

Race

Human

Classes/Levels

Wizard (Diviner) 2

Gender

Male

Alignment

Lawful Evil

Languages

Common, Abyssal, Auran, Chelexian, Draconic, Infernal

Occupation

Noble/Scholar/Scribe

Strength 9
Dexterity 16
Constitution 14
Intelligence 19
Wisdom 10
Charisma 8

About Sir Percival de Looupe

SIR PERCIVAL DE LOUPE CR 1
Male Human (Chelaxian) Wizard 2
LE Medium Humanoid (Human)
Init +10; Senses Perception +4
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 16 (2d6+4)
Fort +2, Ref +5, Will +3
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OFFENSE
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Spd 30 ft.
Melee Dagger +0 (1d4-1/19-20/x2) and
Dagger +0 (1d4-1/19-20/x2) and
Quarterstaff +0 (1d6-1/20/x2) and
Unarmed Strike +0 (1d3-1/20/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Wizard Spells Known (CL 2, 0 melee touch, 4 ranged touch):
1 (3/day) Mage Armor, Comprehend Languages, Enlarge Person (DC 15), Grease (DC 15)
0 (at will) Mage Hand, Read Magic, Ghost Sound (DC 14), Detect Magic
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STATISTICS
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Str 9, Dex 16, Con 14, Int 19, Wis 10, Cha 8
Base Atk +1; CMB +0; CMD 13
Feats Combat Casting, Improved Initiative, Scribe Scroll, Wizard Weapon Proficiencies
Traits Focused Mind, Reactionary
Skills Appraise +8, Craft: Alchemy +8, Craft: Weapons +6, Handle Animal +0, Knowledge: Arcana +8, Knowledge: History +8, Knowledge: Nobility +8, Knowledge: The Planes +8, Linguistics +8, Perception +4, Profession: Scribe +4, Sense Motive +2, Spellcraft +9
Languages Abyssal, Auran, Common, Draconic, Ignan, Infernal
SQ +2 to Reflex saves, Divination, Diviner's Fortune +1 (7/day) (Sp), Empathic Link with Familiar (Su), Enchantment, Forewarned +1 (Su), Necromancy, Share Spells with Familiar
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Dagger, Dagger, Quarterstaff; Other Gear Alchemist's Kindness (2), Backpack (12 @ 20 lbs), Caltrops (5), Marbles, Marbles, Marbles, Marbles, Marbles, Spell component pouch (2), Spellbook, wizard's (blank) (2), Tent, Medium, Travelling Spellbook (blank), Travelling Spellbook (blank)
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TRACKED RESOURCES
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Bolts, Crossbow - 0/10
Dagger - 0/1
Dagger - 0/1
Diviner's Fortune +1 (7/day) (Sp) - 0/7
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SPECIAL ABILITIES
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+2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (7/day) (Sp) Creature touched gains +1 to attackrolls, skill checks, ability checks, and saving throws for 1r.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Focused Mind +2 to Concentration checks
Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
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The family crest is 2 swords crossing behind a wolf's head.

Youngest son of three boys and a daughter.

Although a book worm he has was a favorite of his father, who took him and his other sons on campaigns against opposition forces and armies. However Percival just wasn't really interested in the 'fighting' part, although he did take an interest in the work of the supporting artisans, the blacksmiths, armorsmiths and medics. Here he quickly picked up the skills, and surprisingly for a young, weaker boy, when he used a hammer to craft metal, he seemed to know the metals weak spot and was able to make very good quality weapons. In fact, his father was surprised that his sword seemed keener after his son had prepared it, rather than his normal squire.

His father has be given land on the Isle, and passed it down for Percival to claim. His other lands will be inherited by his eldest brother, the second brother is now in the church and Percival is left to make his own way. This is his father's gift to him, for it is too dangerous a claim for his other brothers to bother making a counter claim. His father though has told him to gain experience by joining the queen's forces, before returning and taking his own inheritance. His hope that it will toughen the lad up, but Sir Percivale just hopes to learn more of the arcane ways and gain greater knowledge for when he takes what is rightfully his.

His father will miss his talents though, even if he doesn't recognise it now. Sir Percival's training in managing the books, scribing the history of his family and the lands around. Even helped his brother, Sir Jerome the cleric with his studies, scribing several strange Asmodean texts for him. Though this cheating went against sir Percivals better judgement, he sees it as helping Sir Jerome up, prior to a fall. When the time is right, all it might take is a push.

He's never been very successful with girls, but he has more important things on his mind than seeking a mate. It is with power and wealth that companionship and in future his lineage will be created, for many girls will be offered to him, to bring powerful houses together, that is the way of 'love'. In the meantime, if he needs to relieve his passion, tavern wenches will surfice.

Percival was educated in XXXXXXX, where his mentor was a skilled wizard who saw in the boy some arcane leanings and a quick mind capable of learning the wizards art. In addition to his 'scholarly' training he was also educated in the arcane ways to both cast spells and learn the rudimentary skills required to fabricate magical items. This he has pursued and enhanced with his mundane skills he learnt earlier in his childhood.

And now, to gain favour with the Chelaxian nobles and the Queen herself, Sir percival has obeyed his father's request to join the Queen's expedition to Sargava. His ambition driving him forward.

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CUTHBERT (THE WEASAL FAMILIAR) CR 1/2
Male Weasel
NN Tiny Magical Beast
Init +2; Senses Low-Light Vision, Scent; Perception +6
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DEFENSE
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 8 (1d10)
Fort +2, Ref +4, Will +4
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OFFENSE
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Spd 20 ft., Climbing (20 feet)
Melee Bite (Weasel) +5 (1d3-4/20/x2) and
Unarmed Strike +5 (1-4/20/x2)
Space 2 ft.; Reach 0 ft.
Special Attacks Attach
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STATISTICS
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Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +1; CMB +1; CMD 7 (11 vs. Trip)
Feats Weapon Finesse
Tricks Attack [Trick], Attack Any Target [Trick], Come [Trick], Fetch [Trick], Heel [Trick], Seek [Trick]
Skills Acrobatics +10, Appraise -1, Climb +10, Escape Artist +3, Fly +6, Handle Animal -2, Linguistics -1, Perception +6, Spellcraft +0, Stealth +14, Swim +2
Languages
SQ Attack Any Target [Trick], Come [Trick], Fetch [Trick], Heel [Trick], Improved Evasion (Ex), Seek [Trick]

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TRACKED RESOURCES
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-none-
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SPECIAL ABILITIES
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Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Attack Any Target [Trick] The animal will attack any creature on command.
Climbing (20 feet) You have a Climb speed.
Come [Trick] The animal will come to you on command.
Fetch [Trick] The animal will get a specific object.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.

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REDSHANK - PONY (COMBAT TRAINED) CR 1
Male Horse, Pony
NN Medium Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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OFFENSE
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Spd 40 ft.
Melee Hooves x2 (Horse, Pony) +2 x2 (1d3+1/20/x2) and
Unarmed Strike +2 (1d3+1/20/x2)
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STATISTICS
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Perception +5
Languages
SQ Combat Riding [Trick]
Other Gear Alchemist's Lab, Portable, Artisan's tools, masterwork: Craft: Weapons, Bag, Waterproof (empty), Bedroll, Blanket, winter, Ink (1 oz. vial, black), Inkpen (5), Parchment (sheet) (10), Saddlebags (22 @ 33.5 lbs)
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TRACKED RESOURCES
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-none-
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SPECIAL ABILITIES
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Notes:
Skills:
Craft(Alchemy) +1 when using mobile alchemy lab
Craft(weapons) +2 when using masterwork artisans tools.