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<blockquote data-quote="TallIan" data-source="post: 7266987" data-attributes="member: 6853819"><p><strong>Fistan</strong>, Wizard 5</p><p></p><p>When Fistan presents Rillix to Miros he explains to the tavern keeper, <strong>"I mastered the ritual to summon a familiar while we rested at Nightstone and Rillix came, it means he is a celestial spirit but he seems to show remarkable loyalty to your family and you. It would not be the first time such a spirit has used a wizard in this way to achieve it's own ends. If he wishes to stay with you, I will release him from my service, the ritual to find a new companion is not so taxing.</strong></p><p></p><p>As Fistan recalls what the various banners descending from the cloud means, he puzzles out load what it could mean. When the Abbot suggests flying mounts, Fistan is relieved. His suggestion of levitating people up was becoming ever more absurd to him. He began to worry that his power was over taking his good sense. As if to reinforce that point he pays little attention to Aremus' instruction, instead clasps his staff chanting, drawing sigils in the air. He didn't know if his companions could speak giant, but it wouldn't hurt to have someone else who could understand anything being said that may not be meant for their ears. Casting his ritual means that Fistan in the last to mount up and join the party heading towards the clouds.</p><p></p><p>[OOC]Ritual cast comprehend languages.</p><p></p><p>Also I don't want to bog down play over Rillix, I just feel Fistan's character would release Rillix in this scenario and summon another familiar. It's just a name change, so nothing plot/game breaking either way.[/OOC]</p><p></p><p>[SBLOCK=Mini Stats]AC: 12 (15 with mage armour, 17/20 with shield)</p><p>Initiative: +2</p><p>HP: 30/30 (HD: 5/5d6)</p><p>Arcane Ward: 14/14 THP</p><p></p><p>Offense</p><p>Spell attack: +7 to hit Spell DC: 16</p><p>Quarterstaff: +2 1d6-1B</p><p></p><p>Luck: 3/3</p><p>Healing Potion</p><p></p><p>Spells</p><p>CANTRIPS (3): FireBolt, Light, Minor Illusion, Mage Hand</p><p>LEVEL 1: (4/4): *Mage Armour, *Shield, *Fog Cloud (C), *Thunderwave, Sleep, Unseen Servant (R), Alarm (R), Find Familiar (R), Comprehend Languages (R)</p><p>LEVEL 2: (3/3) Flaming Sphere (C), *Misty Step, *Levitate (C), *Web(C)</p><p>LEVEL 3: (2/2) *Counterspell, *Fireball[/SBLOCK]</p></blockquote><p></p>
[QUOTE="TallIan, post: 7266987, member: 6853819"] [B]Fistan[/B], Wizard 5 When Fistan presents Rillix to Miros he explains to the tavern keeper, [B]"I mastered the ritual to summon a familiar while we rested at Nightstone and Rillix came, it means he is a celestial spirit but he seems to show remarkable loyalty to your family and you. It would not be the first time such a spirit has used a wizard in this way to achieve it's own ends. If he wishes to stay with you, I will release him from my service, the ritual to find a new companion is not so taxing.[/B] As Fistan recalls what the various banners descending from the cloud means, he puzzles out load what it could mean. When the Abbot suggests flying mounts, Fistan is relieved. His suggestion of levitating people up was becoming ever more absurd to him. He began to worry that his power was over taking his good sense. As if to reinforce that point he pays little attention to Aremus' instruction, instead clasps his staff chanting, drawing sigils in the air. He didn't know if his companions could speak giant, but it wouldn't hurt to have someone else who could understand anything being said that may not be meant for their ears. Casting his ritual means that Fistan in the last to mount up and join the party heading towards the clouds. [OOC]Ritual cast comprehend languages. Also I don't want to bog down play over Rillix, I just feel Fistan's character would release Rillix in this scenario and summon another familiar. It's just a name change, so nothing plot/game breaking either way.[/OOC] [SBLOCK=Mini Stats]AC: 12 (15 with mage armour, 17/20 with shield) Initiative: +2 HP: 30/30 (HD: 5/5d6) Arcane Ward: 14/14 THP Offense Spell attack: +7 to hit Spell DC: 16 Quarterstaff: +2 1d6-1B Luck: 3/3 Healing Potion Spells CANTRIPS (3): FireBolt, Light, Minor Illusion, Mage Hand LEVEL 1: (4/4): *Mage Armour, *Shield, *Fog Cloud (C), *Thunderwave, Sleep, Unseen Servant (R), Alarm (R), Find Familiar (R), Comprehend Languages (R) LEVEL 2: (3/3) Flaming Sphere (C), *Misty Step, *Levitate (C), *Web(C) LEVEL 3: (2/2) *Counterspell, *Fireball[/SBLOCK] [/QUOTE]
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