Sindr Mogh
Male Tiefling Evoker 4
Alignment: Chaotic Good
Deity: Tymora
Region: Thay, Faerun
Height: 5'4"
Weight: 144 lbs
Hair: Blue-black, long and wavy
Eyes: Red
Skin: Bronzed
Age: 17
XP: 7,500/10,000
Str: 9 (-1) [1 point]
Dex: 14 (+2) [4 points, +2 race]
Con: 14 (+2) [6 points]
Int: 20 (+5) [13 points, +2 race, +1 level]
Wis: 10 (+0) [2 points]
Cha: 10 (+0) [4 points, -2 race]
Class and Racial abilities: Tiefling traits (Outsider type, Darkvision 60', +2 bonus on Bluff and Hide checks, +2 saves vs acid, spell-like abilities), Counterfire (5 times per day as an immediate action, when a visible enemy within 60 feet attempts a ranged attack or spell against Sindh, he can respond with a glowing arrow of force. On a successful ranged touch attack, this arrow deals 1d6 force damage. Both attacks are simultaneous; neither can disrupt the other). Proficient with all simple weapons. Arcane spellcasting.
Hit Dice: 4d4+8
Vitality Points: 20
Wound Points: 14
AC: 12 (+2 Dex) [Touch 12, Flat-footed 10]
Init: +2 (+2 Dex)
Speed: 30ft
Saves:
Fortitude +2 [+1 base, +2 Con, -1 Plucky] +4 vs Acid
Reflex +3 [+1 base, +2 Dex] +5 vs Acid
Will +5 [+4 base, +0 Wis, +1 Plucky] +7 vs Acid
BAB/Grapple: +2/+2
Melee Atk: +0 (1d4/19-20/x2, dagger)
Ranged Atk: +4 (1d4/19-20/x2, dagger)
Skills:
Code:
Bluff +2 [0 ranks, +0 Cha, +2 race]
Concentration +11 [7 ranks, +2 Con, +2 [i]circlet of mages[/i]]
Decipher Script +12 [7 ranks, +5 Int]
Hide +4 [0 ranks, +2 Dex, +2 race]
Knowledge: Arcana +14 [7 ranks, +5 Int, +2 Collegiate Wizard]
Knowledge: Nature +9 [4 ranks, +5 Int]
Knowledge: The Planes +12 [7 ranks, +5 Int]
Spellcraft +12 [7 ranks, +5 Int]
Trait:
Plucky (+1 Will save, -1 Fort save)
Flaws:
Murky-Eyed (Roll miss chance for concealment twice, take the worse roll)
Noncombatant (-2 to melee attack rolls)
Feats:
Collegiate Wizard (1st Level)
Scribe Scroll (Wizard Bonus)
Energy Substitution: Electricity (Flaw Bonus)
Born of the Three Thunders (Flaw Bonus)
Spell Focus: Evocation (3rd Level)
Languages:
Common, Infernal, Draconic, Dwarven, Elven, Gnome, Auran, Abyssal
Spells Known: DC 15+spell level (+1 Evocation)
Prohibited Schools - Enchantment and Necromancy
0th -
Resistance, Acid Splash, Caltrops, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Electric Jolt, Flare, Light, Ray of Frost, Sonic Snap, Ghost Sound, Silent Portal, Amanuensis, Launch Bolt, Launch Item, Mage Hand, Mending, Message, Open/Close, Repair Minor Damage, Stick, Arcane Mark, Prestidigitation
1st -
Alarm, Endure Elements, Shield, Benign Transposition, Kelgore's Fire Bolt, Grease, Mage Armor, Obscuring Mist, Unseen Servant, Identify, Ice Dagger, Magic Missile, Disguise Self, Nerveskitter
2nd -
Glitterdust, Combust, Scorching Ray, Invisibility, Mirror Image, Knock, Rope Trick, Lesser Celerity
Spell-like Abilities: CL 4, DC 12
1/day:
Comprehend Languages, Blur
3/week:
Pyrotechnics
Equipment:
arcanist's gloves, 500gp, - lbs
circlet of mages, 5,000gp, - lbs
signet ring, 5gp, - lbs
fancy robes, 50gp, 6 lbs
spell component pouch, 5gp, 2 lbs
2 daggers, 4gp, 2 lbs
Heward's handy haversack, 2,000gp, 5 lbs
(main compartment; contains 22/80 lbs)
~
everlasting rations, 300gp, 2 lbs
~
everfull mug, 200gp, - lbs
~100ft silk rope, 20gp, 10 lbs
~bedroll, 1gp, 5 lbs
~10 pieces of chalk, 1sp, - lbs
~5 empty vials, 5gp, 0.5 lbs
~3 daggers, 6gp, 3 lbs
~small steel mirror, 10gp, 0.5 lbs
~beeswax, 1sp, 1 lb
(side compartment 1; contains 6/20 lbs)
~
pearl of power 1st-level, 1,000gp, - lbs
~5 potions of
cure light wounds, 250gp, - lbs
~5 sunrods, 10gp, 5 lbs
~dagger, 2gp, 1 lb
(side compartment 2; contains 9/20 lbs)
~spellbook (55 pages used), free, 3 lbs
~spellbook (blank), 15gp, 3 lbs
~scribing kit, 50gp, 1 lb
~sealing wax, 1gp, 1 lb
~dagger, 2gp, 1 lb
~5 pearls worth 100gp each, 500gp, - lbs
infinite scrollcase, 2,800gp, 3 lbs
~2 scrolls of
comprehend languages, 25gp
~2 scrolls of
disguise self, 25gp
~scroll of
endure elements, 12.5gp
~scroll of
benign transposition, 12.5gp
~2 scrolls of
invisibility, 150gp
~scroll of
rope trick, 75gp
~scroll of
knock, 75gp
Load:
18 lbs; light load
0-30 light, 31-60 medium, 61-90 heavy
Money:
94.8gp
[sblock=Currently Memorized Spells: ]0th -
Electric Jolt, Prestidigitation, Read Magic, Detect Magic x2
1st -
Magic Missile, Sindr's Charged Bolt*, Shield, Mage Armor, Nerveskitter, Open Spell Slot
2nd -
Scorching Ray, Invisibility, Glitterdust, Knock
*:
Kelgore's Fire Bolt Energy Substituted to Electricity[/sblock]
~~~~~~~
Appearance:
Sindr Mogh looks -- as he puts it --
"like somethin' that crawled outta th' swamp". He's short and stocky, with bronzed skin, red eyes, and a two foot long alligator-like tail at the base of his spine. He wears elaborate blue-grey robes covered in eldritch sigils and arcane marks in geometric designs. His long blue-black hair is cascades loose over his shoulders and down his back.
Personality:
Sindr (
"Jus' call me 'Cinder', it's close 'nough.") is unusually cheerful for a tiefling; few things seem to upset or discourage him, and his good intentions bleed through into his demeanor. On the other hand, he has a short attention span and a mischevious streak; much to his teacher's dissatisfaction, Sindr prefers flashy, showy spells and never put in enough time to learn the slower, more delicate arcana required to master spells from the Enchantment and Necromancy schools. He prefers Evocations above all else, although he has plenty of Illusions and Conjurations in his bag of tricks, and after a few acid splash misfires, he developed a healthy respect for Abjurations as well. Sindr would have neglected learning Divinations as well, but his master declared that, should Sindr not at least master the basics of the school, he would be discharged from his apprenticeship.
Sindr typically speaks in a rough country accent, but careful listeners note that, when he casts spells, his pronunciation is absolutely perfect. In fact, the accent is mostly an affectation. Sindr uses it as a way of breaking the ice with people; it's usually harder to hate someone for having the appearance of a demon when they speak like a country bumpkin.
Background:
There is no known fiendish blood in Sindr's ancestry; either the inheritance is from an age now forgotten, or it has something to do with the terrible magical storm that wracked the countryside the night he was born. Despite his blood-red eyes and the stub of a tail at the base of his spine, Sindr's parents chose to keep him and raise him as their own rather than abandon or kill him. Their love was a constant influence on his life, and when he showed signs of magical aptitude, his parents scraped together all of their available cash and sent him to one of the famed Thayan magical academies. His time there was a rude awakening for Sindr, but his natural skill at magic and his innate magical abilities kept him from suffering too badly at the hands of the other students. Still, he knew that he had no future as a Red Wizard of Thay, and when the chance came for him to abandon his homeland, he leapt at it.