Okay here's Verrick with spells, beasts and a few minor updates. Let me know what you think.
Scotley
Verrick Ardmore
Male Human
Rogue 2/Wizard 4 15,000 exp.
Alignment: Neutral Good
Height: 6'
Weight: 150 lbs
Hair: Brown (Graying slightly) Wavy
Eyes: Brown
Age: 32
Str: 13 (+1) [5 points]
Dex: 16 (+3) [8 points] [+1 4th level]
Con: 12 (+1) [4 points]
Int: 16 (+3) [10 points]
Wis: 9 (+0) [1 points]
Cha: 12 (+1) [4 points]
Class and Racial Abilities:
Sneak Attack, Trapfinding, Evasion, Bonus Feat and skill points (Human), Familiar, Scribe Scroll
Hit Dice: 2d6+2 (12) and 4d4+4 (16)
HP: 28
AC: 20 (+3 Dex, +3 Armor) (+1 Two Weap. Def.) Flat Footed 17, Touch 17
Init: +3 [+3 Dex)
Speed: 30ft
Armor Check Penalty: 0
Arcane Spell Failure: 10%
Saves:
Fortitude +2 [+1 base, +1 Con]
Reflex +7 [+4 base, +3 Dex]
Will +4 [+4 base, +0 Wis]
BAB: +3
Melee Attack: +4 or +2/+2
+1 Flaming Rapier +5 (+3), 1d6+2 Dmg,+ 1d6 fire 18-20/x2
MW Dagger +5 (+3), 1d4 Dmg. 19-20/x2
Sap +4 1d6 non-lethal
Dagger +4 (+2), 1d4 Dmg. 19-20/x2
Quarter Staff +4 (+2/+2) 1d6+1/1d6 20/x2
Ranged Attack: +6
MMW Shortbow +7 (+5/+5), [+8 (+6/+6) if w/in 30ft], 1d6+1 Dmg, x3 range 60’
Dagger Thrown +6 1d4+1 19-20/x2
Skills:
Rogue: 8x4+8(+5 Human)(+6 Int.)=51
Wizard: 2+2+2+2 (+4 Human)(+12 Int.)=24
Appraise r +3 [+3 Int.]
Balance r +6 [1 ranks, +3 Dex., +2 Syn. ]
Bluff r +6 [5 ranks, +1 Cha.]
Climb r +3 [2 ranks, +1 Str.]
Concentration w +8 [7 ranks, +1 Con.]
Craft r w Alchemy + [2 ranks, +3 Int.]
Decipher Script w +4 [1 rank, +3 Int.]
Diplomacy r +6 [1 rank, +1 Cha., +4 Syn.]
Disable Device r +8 [5 ranks, +3 Int.]
Disguise r +4 [1 ranks, +1 Cha, +2 Syn.]
Escape Artist r +3 [+3 Dex]
Forgery r +3 [0 ranks, +3 Int.]
Gather Information r +2 [1 ranks, +1 Cha]
Hide r +12 [3 ranks, +4 Dex, +5 Cloak]
Intimidate r +4 [1 rank, +1 Cha., +2 Syn.]
Jump r +2 [1 rank, +1 Str., +2 Syn.]
Knowledge Arcana w +8 [5 ranks, +3 Int.]
Knowledge Local r w +8 [5 ranks, +3 Int.] Greyhawk
Listen r +2 (+4 /w familiar) [2 ranks, +0 Wis]
Move Silently r +5 [2 ranks, +3 Dex.]
Open Lock r +8 [5 ranks, +3 Dex.]
Ride cc +3 [0 ranks, +3 Dex.]
Search r +8 [5 ranks, +3 Int]
Sense Motive r +5 [5 ranks, +0 Wis.]
Sleight of Hand r +6 [1 ranks, +3 Dex., +2 Syn.]
Spellcraft w +10 [5 ranks, +3 Int., +2 Syn.]
Spot r +3 (+5 or +6 daylight and +8 /w familiar) [3 ranks, +0 Wis., Familiar Bonuses]
Swim r +1 [0 ranks, +1 Str.]
Tumble r +8 [5 ranks, +3 Dex]
Use Magic Device r +2 [1 ranks, +1 Cha]
Use Rope r +4 [1 ranks, +3 Dex]
Feats:
Two Weapon Fighting, Two Weapon Defense, Point Blank Shot, Rapid Shot, Alertness (when in 5’ of familiar)
Languages
Common, Draconic, Elven, Dwarven
Equipment:
4 Potions Cure Light Wounds (200gp), Masterwork Thief’s Tools (100gp), Masterwork Elven Leaf weave Studded Leather Armor (925gp), +1 Rapier Flaming (8,000gp), Mighty (+1 Str. Adj.) Masterwork Shortbow (430gp), Masterwork Dagger (302gp), 20 Arrows (1gp), 3 Daggers (6gp), Disguise Kit (50gp), Backpack (2gp), Belt Pouch x2 (2gp), Bedroll (1sp), Silk Rope (10gp), Grappling Hook (1gp), Flint and Steel (1sp) Thunderstone x2 (36gp), 2 Weeks Rations (6gp), 5 Sunrods (6gp), 1 Map Case (1g), 2 Weeks Feed for War horse (7sp), Light War Horse /w full tack (150gp+16gp), Spellbook, Case /w 14 sheets paper, 3 vials of ink (black, red, blue), and 6 quills (28gp), Explorer’s Outfit (10gp), Traveler’s Outfit (1gp), Courtiers Outfit (30gp), Wand of Burning Hands (lvl2) 50 charges (1500gp), Tindertwigs x10 (6gp), Alchemist’s fire x5 (60gp), Acid x2 (12gp), Spell scrolls cat’s grace (90gp), Invisibility (90gp), Expeditious retreat (15gp), Shield (15gp), Fireballx2 (750), Holy symbol of Fharlanghn (wooden) (1sp), Small tent (10gp), Winter Blanket (1sp), Waterskin x2 (2gp) (one filled with common wine 2sp), Flask of Brandy (1gp) Cash: 58 gp, 17 sp, 7 cp and 8 gems (10gp each).
Spells per day:
4/4/3
Typical Spells Memorized on an adventure:
0 Detect magic, Light, Ray of Frost
1st Shield, Magic Missilex2, Feather Fall
2nd Acid Arrow, Scorching Ray, Cat’s Grace
Spells in Spell Book:
0 Level
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Read Magic: Read scrolls and spellbooks.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Prestidigitation: Performs minor tricks.
1st Level
Alarm: Wards an area for 2 hours/level.
Protection from Chaos/Evil/ Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.
Unseen Servant: Invisible force obeys your commands.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Identify M: Determines properties of magic item.
Burning Hands: 1d4/level fire damage (max 5d4).
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic Weapon: Weapon gains +1 bonus.
2nd Level
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Detect Thoughts: Allows “listening” to surface thoughts.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Continual Flame M: Makes a permanent, heatless torch.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Knock: Opens locked or magically sealed door.
”Rauxy” Hawk Familiar Tiny Animal
Hit Dice: 6 (14 hp) Character level hd with ½ wizard’s hp
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
Base Attack/Grapple: +0/–10
Attack: Talons +6 melee (1d4–2) Wizard’s BAB +3 dex
Full Attack: Talons +6 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +7, Will +6 Wizard base with hawk stats.
Abilities: Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6
Skills: Listen +2, Spot +14 Also as wizard modified by hawk stats.
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 1/3
Advancement: As familiar
Special: Alertness, improved evasion, share spells, empathic link, deliver touch spells
These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
Combat
Hawks combine both talons into a single attack.
Skills: Hawks have a +8 racial bonus on Spot checks.
“Fharley” Warhorse, Light Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —
These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.
Tan horse with white socks. He is outfitted with a brown leather riding saddle, a bit and bridle, and a pair of saddlebags. He knows the following tricks: Attack, Defend, Guard, Down, Come, and Stay.
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Appearance:
Verrick is man of average build and looks. He is of Flan and Oerdian decent. He has a weather-beaten face and tanned skin from many years of traveling. He is clean-shaven and wears his hair short. He is generally unremarkable in a crowd. He normally wears stout boots and a large brimmed hat. He favors comfortable, but durable clothes in neutral tones. He typically wears a leather vest with many pockets for spell components and other odds and ends over a long sleeved shirt and slightly baggy pants.
Personality:
Verrick is a friendly soft-spoken man. While not a Cleric he is a religious man and devoted follower of Fharlanghn. He is slow to anger, but once his ire is roused his rage is fierce. He enjoys meeting new people and seeing new places. He likes to try exotic food and drink when he travels. He tends to be a peacemaker among his friends and tries to get along with everyone. If he does find someone he can’t be friends with he generally moves on somewhere new. He has acquaintances all over the flanness, but he rarely stays in one place long enough to make really close friends.
Background:
Verrick grew up on the roads. His parents were in the business of hauling goods. He spent much of his early life riding in the back of a wagon reading books. His parents were only modestly successful and never provided much of a home for young Verrick. He was fascinated by the cities they passed through, but never stayed at. At 13 he left his parents for the bright lights of Leukish. He soon found that cities weren’t the magical places he had imagined. He found life was hard on the streets and nothing like the tales he had been reading. He struggled to survive and had to resort to the life of a Rogue to survive. He eventually went to sea on the Nyr Dyv as a deck hand again in hopes of finding the romance and excitement of the stories he read as a child. He soon became disenchanted and headed north toward the shield lands to join the army and fight Iuz at 16. Fortunately, he met a young wizard who was going the other way and recognized in Verrick the potential of magic. He took young Verrick into apprenticeship and began to teach him the arts of magic. Verrick was an apt pupil and soon mastered the basics of Wizardry. After the initial excitement wore off he discovered that magic was mostly about studying old dusty books and practice. After a couple of years of study with the Wizard in Keoland he decided it was time to move on again. He traveled making a living selling spells and looking for the home he never had. While he had some “adventures”, he never seemed to find a home or the excitement he craved. He spent nearly a year working for a Wizard in exchange for the magical Rapier he carries in hopes that such a flashy blade would lead him to adventure. He spent time among the Elves of Celene and the Dwarves of the mountains, but he never found a home. One day when Verrick was in his mid-twenties he met an old man on the road. They were traveling the same way and began to talk. Verrick found himself talking of his life and his disappointments. The old man who was a priest of Fharlanghn told him that he had a home all along. That the road and all the vast places of the flanness were his home. As they talked Verrick realized that he had been so worried about the destination he had never enjoyed the journey. He spent some time in the company of the old priest and re-evaluated his life. Now Verrick still wanders the roads of land, but he does it with new eyes. Every day is an adventure and he wanders the roads partaking of all that the world has to offer.