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<blockquote data-quote="conanb" data-source="post: 1869636" data-attributes="member: 17930"><p><strong>Fazoul</strong></p><p></p><p>This is a wizard who was recently killed in my campaign, but I'll post here for anyone's use.</p><p></p><p><strong>Fazoul, The Traveller</strong></p><p>Male Human Ftr2/Rog3/Wiz14: CR 19;</p><p>Neutral Good; Medium Humanoid;</p><p>HD 2d10+3d6+14d4; hp 62 </p><p>Init +2; Spd 30</p><p>AC 17 (FF 15, Touch 12)</p><p>Atk +11/+6/+1 base melee, +13/+8/+3 base ranged; Grapple +11; </p><p> +14/+9/+4 Melee (Rapier, Masterwork 1d6/crit 18-20/x2); </p><p> +14/+9/+4 Ranged (Shortbow, composite, Masterwork 1d6/crit 20/x3); </p><p>Fighter Features: Bonus Feat (2), Proficiency: Tower Shield; Rogue Features: Sneak Attack +2d6, Traps, Evasion, Trap Sense +1; Wizard Features: Scribe Scroll, Summon Familiar, Spells, Spellbooks, Bonus Feat (2); </p><p>Saves: Fort +8, Ref +9, Will +11</p><p>Abilities: STR 10, DEX 14, CON 10, INT 20, WIS 12, CHA 10</p><p>Skills: </p><p>Balance +10, Bluff +7, Concentration +18, Diplomacy +2, Disguise +9, Forgery +11, Handle Animal +11, Intimidate +12, Jump +2, Knowledge (Arcana) +15, Knowledge (The Planes) +22, Move Silently +5, Ride +13, Spellcraft +22, Tumble +10. </p><p>Feats: Armor Proficiency: heavy, Brew Potion, Extend Spell, Armor Proficiency: medium, Tower Shield Proficiency, Simple Weapon Proficiency, Shield Proficiency, Weapon Finesse, Precise Shot, Scribe Scroll, Armor Proficiency: light, Combat Expertise, Point Blank Shot.</p><p></p><p>Wizard Spells Known (4+1/6+1/5+1/5+1/5+1/4+1/3+1/2+1): 0- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue ; 1-Endure Elements, Hold Portal, Identify, Mage Armor, Mount, Protection from Evil, Shield, Tenser`s Floating Disk; 2-Fog Cloud, Glitterdust, Misdirection, Web; 3-Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud; 4-Dimension Door, Evard`s Black Tentacles, Leomund`s Secure Shelter, Minor Creation; 5-Cloudkill, Major Creation, Mordenkainen`s Faithful Hound, Teleport; 6-Acid Fog, Planar Binding, Summon Monster VI, Wall of Iron; 7-Drawmij`s Instant Summons, Phase Door, Plane Shift, Teleport Object.</p><p></p><p>Wizard Spells Prepared (4+1/6+1/5+1/5+1/5+1/4+1/3+1/2+1): 0- Acid Splash (s), Arcane Mark, Detect Magic (x3) ; 1- (x2)Endure Elements, Mage Armor, Mount (s), Protection from Evil, Shield, Tenser`s Floating Disk ; 2-Fog Cloud, Glitterdust, Misdirection (x2), Web (s), Web ; 3-Phantom Steed (s), Phantom Steed, Sepia Snake Sigil, Sleet Storm (x2), Stinking Cloud ; 4-Dimension Door (s), Dimension Door, Evard`s Black Tentacles (x2), Leomund`s Secure Shelter, Minor Creation ; 5-Cloudkill, Major Creation, Teleport (s), Teleport (x2) ; 6-Acid Fog, Summon Monster VI, Wall of Iron (s), Wall of Iron ; 7-Plane Shift (s), Plane Shift, Teleport Object.</p><p></p><p>Weapons: Rapier, Masterwork; Shortbow, composite, Masterwork. Armor: +2 Studded leather. (Spell Failure 15%).</p><p></p><p>Fazoul began his life as a young soldier, as most men in his village did. He went off to fight for the local lord. He was a capable fighter, but neither strong nor very virile. He was smart and quick on his feet. Where other's would try to simply overpower their foe, Fazoul would find a different way to defeat nearly every foe. It wasn't long before he decided that being a soldier though wasn't for him. After witnessing his good friend Ronald, who also joined the local militia with him, die on the field of battle Fazoul began to question why he was fighting for a lord he didn't really believe in. He left the army disillusioned and bitter. He turned his hand to crime, where his quick wits and quicker hand provided him the skills he needed to become slightly infamous in those years. He became known in most circles as simply Faz. </p><p></p><p>It was during this period working on the plains and using his brains to plot elaborate heists and robberies of the traveling merchants that he was to meet the man who would change him from Faz to Fazoul the Traveller. </p><p></p><p>His band stopped a merchant by the name of Gorstag and began to rob him of all his possessions. It was during this robbery that they were stopped by a wizard known as Malthus. Malthus slew most of the bandit party with a few fireballs. Faz was knocked clear by a fireball, and lay burnt and dying on the grass. Malthus came to finish him off, but after examining the young man, saw something in him that stayed his hand. He saw great promise in this burnt young brigand. Malthus took the young Faz under his wing. </p><p></p><p>It was during these years that Malthus trained Faz in the arts of magic. Faz became especially enamored with travel, both about the material plane and then with inter dimensional travel. It was this fascination with extra planes that would once again cause the loss of something Faz held dear. </p><p></p><p>Faz while experimenting with a new planar device he was creating, a great key that would open up the many planes to him and would later be well known throughout the multiverse, accidentally opened up a portal to a dark and twisting realm. The creature that came through, a shadowy beast known as Zalzaffa, swept into Malthus’s tower. He bypassed the younger Fazoul, and went on to strike down Malthus. </p><p></p><p>Fazoul spent the next two decades hunting the creature down. The thing swept across the material plane, causing havoc wherever it went. Fazoul tracked it and tried to fix what damage it had wrought. He left his mark on coins with many of them saying should they need him later to seek him out.</p><p></p><p>When he was done, he decided that the material plane had little left to offer him. He had made a lot of promises though in his search for Zalzaffa, both to those that he had helped and those that had helped him. He created a small village known only as Fable, where he built a hero’s guild to help any who came that bore a coin with his mark. He then said farewell to them, and took to wandering the planes. </p><p></p><p>Fazoul’s men, known only as Fazoul’s Fellows, continue to help any who come forward with his mark. Fazoul himself travels the planes exploring and doing other things that captivate him, spending little time on the material plane unless called back by the dwarven leader of his guild, Khondar, to deal with some issue beyond their control.</p><p> </p><p>The most notable item of Fazoul’s now is his powerful dimensional key. It is said to open any door, and allow travel to any realm. Many creatures in the multiverse would want to get their hands on it, but he keeps it near him at all times. It is tuned to a great gate that resides in his one tower on the material plane. That tower sits at the center of the village he left behind, and is also guarded by the hero guild he created so long ago. Near the gate sits a silver bell that chimes when the key is tuned to the gate, signaling Fazoul’s return home. The bell can also be rung here, which will chime in the key, signaling Fazoul that he is need by his men back on the material plane. It is not uncommen though for a year or two to pass before he arrives when summoned.</p></blockquote><p></p>
[QUOTE="conanb, post: 1869636, member: 17930"] [b]Fazoul[/b] This is a wizard who was recently killed in my campaign, but I'll post here for anyone's use. [B]Fazoul, The Traveller[/B] Male Human Ftr2/Rog3/Wiz14: CR 19; Neutral Good; Medium Humanoid; HD 2d10+3d6+14d4; hp 62 Init +2; Spd 30 AC 17 (FF 15, Touch 12) Atk +11/+6/+1 base melee, +13/+8/+3 base ranged; Grapple +11; +14/+9/+4 Melee (Rapier, Masterwork 1d6/crit 18-20/x2); +14/+9/+4 Ranged (Shortbow, composite, Masterwork 1d6/crit 20/x3); Fighter Features: Bonus Feat (2), Proficiency: Tower Shield; Rogue Features: Sneak Attack +2d6, Traps, Evasion, Trap Sense +1; Wizard Features: Scribe Scroll, Summon Familiar, Spells, Spellbooks, Bonus Feat (2); Saves: Fort +8, Ref +9, Will +11 Abilities: STR 10, DEX 14, CON 10, INT 20, WIS 12, CHA 10 Skills: Balance +10, Bluff +7, Concentration +18, Diplomacy +2, Disguise +9, Forgery +11, Handle Animal +11, Intimidate +12, Jump +2, Knowledge (Arcana) +15, Knowledge (The Planes) +22, Move Silently +5, Ride +13, Spellcraft +22, Tumble +10. Feats: Armor Proficiency: heavy, Brew Potion, Extend Spell, Armor Proficiency: medium, Tower Shield Proficiency, Simple Weapon Proficiency, Shield Proficiency, Weapon Finesse, Precise Shot, Scribe Scroll, Armor Proficiency: light, Combat Expertise, Point Blank Shot. Wizard Spells Known (4+1/6+1/5+1/5+1/5+1/4+1/3+1/2+1): 0- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue ; 1-Endure Elements, Hold Portal, Identify, Mage Armor, Mount, Protection from Evil, Shield, Tenser`s Floating Disk; 2-Fog Cloud, Glitterdust, Misdirection, Web; 3-Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud; 4-Dimension Door, Evard`s Black Tentacles, Leomund`s Secure Shelter, Minor Creation; 5-Cloudkill, Major Creation, Mordenkainen`s Faithful Hound, Teleport; 6-Acid Fog, Planar Binding, Summon Monster VI, Wall of Iron; 7-Drawmij`s Instant Summons, Phase Door, Plane Shift, Teleport Object. Wizard Spells Prepared (4+1/6+1/5+1/5+1/5+1/4+1/3+1/2+1): 0- Acid Splash (s), Arcane Mark, Detect Magic (x3) ; 1- (x2)Endure Elements, Mage Armor, Mount (s), Protection from Evil, Shield, Tenser`s Floating Disk ; 2-Fog Cloud, Glitterdust, Misdirection (x2), Web (s), Web ; 3-Phantom Steed (s), Phantom Steed, Sepia Snake Sigil, Sleet Storm (x2), Stinking Cloud ; 4-Dimension Door (s), Dimension Door, Evard`s Black Tentacles (x2), Leomund`s Secure Shelter, Minor Creation ; 5-Cloudkill, Major Creation, Teleport (s), Teleport (x2) ; 6-Acid Fog, Summon Monster VI, Wall of Iron (s), Wall of Iron ; 7-Plane Shift (s), Plane Shift, Teleport Object. Weapons: Rapier, Masterwork; Shortbow, composite, Masterwork. Armor: +2 Studded leather. (Spell Failure 15%). Fazoul began his life as a young soldier, as most men in his village did. He went off to fight for the local lord. He was a capable fighter, but neither strong nor very virile. He was smart and quick on his feet. Where other's would try to simply overpower their foe, Fazoul would find a different way to defeat nearly every foe. It wasn't long before he decided that being a soldier though wasn't for him. After witnessing his good friend Ronald, who also joined the local militia with him, die on the field of battle Fazoul began to question why he was fighting for a lord he didn't really believe in. He left the army disillusioned and bitter. He turned his hand to crime, where his quick wits and quicker hand provided him the skills he needed to become slightly infamous in those years. He became known in most circles as simply Faz. It was during this period working on the plains and using his brains to plot elaborate heists and robberies of the traveling merchants that he was to meet the man who would change him from Faz to Fazoul the Traveller. His band stopped a merchant by the name of Gorstag and began to rob him of all his possessions. It was during this robbery that they were stopped by a wizard known as Malthus. Malthus slew most of the bandit party with a few fireballs. Faz was knocked clear by a fireball, and lay burnt and dying on the grass. Malthus came to finish him off, but after examining the young man, saw something in him that stayed his hand. He saw great promise in this burnt young brigand. Malthus took the young Faz under his wing. It was during these years that Malthus trained Faz in the arts of magic. Faz became especially enamored with travel, both about the material plane and then with inter dimensional travel. It was this fascination with extra planes that would once again cause the loss of something Faz held dear. Faz while experimenting with a new planar device he was creating, a great key that would open up the many planes to him and would later be well known throughout the multiverse, accidentally opened up a portal to a dark and twisting realm. The creature that came through, a shadowy beast known as Zalzaffa, swept into Malthus’s tower. He bypassed the younger Fazoul, and went on to strike down Malthus. Fazoul spent the next two decades hunting the creature down. The thing swept across the material plane, causing havoc wherever it went. Fazoul tracked it and tried to fix what damage it had wrought. He left his mark on coins with many of them saying should they need him later to seek him out. When he was done, he decided that the material plane had little left to offer him. He had made a lot of promises though in his search for Zalzaffa, both to those that he had helped and those that had helped him. He created a small village known only as Fable, where he built a hero’s guild to help any who came that bore a coin with his mark. He then said farewell to them, and took to wandering the planes. Fazoul’s men, known only as Fazoul’s Fellows, continue to help any who come forward with his mark. Fazoul himself travels the planes exploring and doing other things that captivate him, spending little time on the material plane unless called back by the dwarven leader of his guild, Khondar, to deal with some issue beyond their control. The most notable item of Fazoul’s now is his powerful dimensional key. It is said to open any door, and allow travel to any realm. Many creatures in the multiverse would want to get their hands on it, but he keeps it near him at all times. It is tuned to a great gate that resides in his one tower on the material plane. That tower sits at the center of the village he left behind, and is also guarded by the hero guild he created so long ago. Near the gate sits a silver bell that chimes when the key is tuned to the gate, signaling Fazoul’s return home. The bell can also be rung here, which will chime in the key, signaling Fazoul that he is need by his men back on the material plane. It is not uncommen though for a year or two to pass before he arrives when summoned. [/QUOTE]
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