I always like to see interesting NPC's and groups. Considering how much time it takes to come with them, I thought I would share a group from my campaign. This group is statted out with NPC gear and (I think) 32 point buy. My PC's are a little higher level (13-14th) and will meet them soon.
The background stuff is pulled from my campaign, including a homebrew pantheon and a custom clerical sphere. Let me know if you like this and if there's any interest in seeing more.
The Dawn Bringers
This is an adventuring band of close companions from the land of Turmay. They have achieved widespread fame and fortune in their homeland, and their fame has spread to nearby countries, as well. Their greatest success was in rescuing the heir to one of Turmay's most powerful noble houses from the clutches of an ancient vampire lord, Saddat. They now work for the Crown Prince of Turmay, his eminent Prince Halcyon.
The group came to Talnorak escorting a diplomat Rushington, Dremus Forester. The diplomat was to negotiate with Duke Blackthorne for a military treaty between Turmay and Talnorak against Proskur for the upcoming spring campaign, and to discuss the mysterious failing of the priesthoods. When they arrived at Rushington, they found it was in a state of chaos. Mobs ruled the streets, and serpent men lurked in the alleys. After some undercover investigations, they discovered that the Duke had led some refugees into the mountains. They followed the trail until they arrived here, only to discover that the Duke had marched to war nearly a week before. They have spent several days here learning about what has been happening in Talnorak and trying to decide on their next course of action.
The spokesman and leader of the Dawn Bringers is Loranthir, a renowned priest of Tyara, unusual in that he is one of the few males in the priesthood.
Loranthir, Elf, Cleric 13 (Tyara), male
Sirelanon, 1/2 Elf, Wizard 12, male
Gwenaeli, Human, Sorcerer 6/Fighter 4/Eldritch Knight 3, female
Lurg Mondos, 1/2 Orc, Fighter 12, male
Mia, 1/2 elf, Ranger 9/Rogue 3, female
Lurg Mondos
1/2 Orc, Fighter 12
HD: 12d10+39 (HP 115)
Init: +1
Speed: 20'
AC: 24 (+1 Dex, +11 armor, +2 natural)
BAB: +12
Attacks: Greataxe +24/+19/+14 melee; Throwing Axe +14 ranged (10') or +20 melee
Damage: Greataxe 1d12+17, 19-20/x3; Throwing Axe 1d6+7, 20/x2
Special: Darkvision 60', Orc Blood, Resistances (Fire 10)
Saves: Fort +11 Ref +6 Will +5
Abilities: Str 22 (24) Dex 12 Con 14 Int 8 Wis 10 Cha 7
Skills (15 Fighter): Jump +12 (+7), Climb +12 (+7), Swim +12 (+2)
Feats: Weapon Focus – Greataxe, Weapon Specialization – Greataxe, Improved Critical – Greataxe, Power Attack, Cleave, Toughness, Improved Toughness, Greater Weapon Focus – Greataxe, Greater Weapon Specialization – Greataxe, Quickdraw, Hurling Charge (MiniHB), Close-quarters Fighting
Equipment (66k): Gauntlets of Ogre Power +2, +3 Cold Iron Greataxe, +3 Full Plate, Amulet of Natural Armor +2, Cloak of Resistance +1, 4 MW Throwing Axes, Minor Ring of Fire Resistance, Potions (Cure Crit. Wounds x3, Lesser Restoration x2, Bear's Endurance x2)
Lurg is an imposing half-orc who is never far from his greataxe. In fact, his mastery of the greataxe has generated some renown in his homeland of Turmay, though his surly attitude keeps would-be students away. He is completely bald, with thick, warty, yellow-brown skin. Almost without manners, Lurg says very little and prefers to let his actions do the talking. He is more likely to answer with a grunt or a sneer than anything approaching conversation.
Gwenaeli
Human, Sorcerer 6/Fighter 4/Eldritch Knight 3
HD: 6d4+4d10+3d6+13 (HP 61)
Init: +6
Speed: 30'
AC: 27 (+2 Dex, +9 armor, +4 shield, +2 deflection)
BAB: +10
Attacks: Longsword +15/+10 melee; Dagger +14/+9 melee
Damage: Longsword 1d8+6+1d6 fire, 19-20/x2 (+1d10 fire); Dagger 1d4+3, 19-20/x2
Special: Sorcerer spells (CL 8), Familiar (Hawk)
Saves: Fort +10 Ref +6 Will +6
Abilities: Str 17 Dex 14 Con 12 Int 10 Wis 8 Cha 16
Skills (21 Fighter, 30 Sorcerer, 9 EK): Concentration +20, Spellcraft +8, Knowledge – Arcana +8, Jump +16, Ride +8, Spot +6, Swim +8, Listen +1
Feats: Dodge, Mobility, Weapon Focus – Longsword, Weapon Specialization – Longsword, Power Attack, Elusive Target (Tactical, CWar), Spring Attack, Improved Initiative, Arcane Strike (CWar), Still Spell, Skill Focus - Concentration
Equipment (82k): +5 Mithral Chain Shirt, +3 Mithral Buckler, +1 Flaming Burst Longsword, Ring of Protection +2, Wand of Web (38), Potions (Fly x3, Cure Ser. Wounds x4), MW Silver Dagger
Spells (DC 13 + Spell Level): 6/7/7/6/3
Spells Known:
0th – Detect Magic, Read Magic, Message, Touch of Fatigue
1st – Shield, True Strike, Ray of Enfeeblement, Expeditious Retreat, Feather Fall
2nd – Bull's Strength, Cat's Grace, Glitterdust
3rd – Displacement, Keen Edge
4th - Enervation
An athletic, tanned woman with flowing chestnut hair and deep blue eyes, Gwenaeli is a heartbreaker. Flirtatious and elusive, she is a powerful personality full of energy and conviction. In battle, she prefers to stay mobile, using her magic to improve her defense (Shield, Cat's Grace, Displacement), and making decisive strikes wherever needed (Arcane Strike, Enervation, True Strike).
Mia
1/2 Elf, Ranger 9/Rogue 3
HD: 9d8+3d6+12 (HP 72)
Init: +6
Speed: 30'
AC: 26 (+6 Dex, +7 armor, +3 shield)
BAB: +11
Attacks: Rapier +13/+8/+3 melee; CLB +19/+14/+9 or +17/+17/+12/+7 or +13/+13/+13 ranged (110', +2 to hit vs. undead, +1 to hit in 30')
Damage: Rapier 1d6+2, 18-20/x2; CLB 1d8+3, 19-20/x3 (+2d6+4 vs. undead, +4 vs. orcs, +1 in 30')
Special: Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1, Favored Enemy (Orc +4, Undead +2), Wild Empathy (+9), Archery Style, Improved Archery Style, Endurance, Animal Companion (Ferret), Woodland Stride, Swift Tracker, Ranger Spells (CL 4), Low-light vision, Sleep Immunity, +2 saves vs. enchantment
Saves: Fort +8 Ref +13 Will +6
Abilities: Str 12 Dex 18 (22) Con 12 Int 11 Wis 14 Cha 10
Skills (72 Ranger, 24 Rogue): Hide +22, Move Silently +21, Survival +12, Tumble +14, Search +15, Gather Information +13, Disable Device +12, Listen +11, Spot +13, Climb +9, Diplomacy +2
Feats: Track, Endurance, Rapid Shot, Manyshot, Stealthy, Improved Critical – Longbow, Investigator, Precise Shot, Point Blank Shot
Equipment (66k): Gloves of Dexterity +4, +4 Studded Leather, +2 Mighty (+1) Undead Bane CLB, +2 Buckler, Boots of Elvenkind, Cloak of Elvenkind, +1 Rapier, Potions (Barkskin x2, Gaseous Form x2), Wand Cure Light Wounds (41)
Spells (DC 12 + Spell Level): 2/1
Typically Prepared:
1st – Alarm, Pass without Trace
2nd – Snare
Mia is a slender elven woman with flaxen hair worn straight and chin-length, fair skin, and pale violet eyes. She is fairly quiet and reserved, and does not go out of her way to make others feel comfortable. She is naturally paranoid and constantly on the lookout for threats. A very matter-of-fact woman, Mia has little tolerance for idle conversation or idle people. In combat, she is a deadly sniper who prefers to fight from a distance.
Loranthir
Elf, Cleric 13 (Tyara)
HD: 13d8 (HP 68)
Init: +4
Speed: 30'
AC: 22 (+4 Dex, +7 armor, +1 natural)
BAB: +9
Attacks: Sunstaff +12/+7 melee (brilliant energy); CLB +15/+10 ranged (110')
Damage: Sunstaff 1d8+3, 20/x2; CLB 1d8+1+2d6 holy, 20/x3
Special: Cleric spells (CL 10), Turn Undead 8/day (1d20+2, 2d6+10), Sleep Immunity, +2 vs. enchantment, Low-light Vision, Weapon Familiarity, Sense Secret Doors (5'), Sun Domain (Greater Turning 1/day), Life Domain, Fading Divinity
Saves: Fort +8 Ref +8 Will +13
Abilities: Str 10 Dex 16 (18) Con 10 Int 10 Wis 17 (21) Cha 14
Skills (32 cleric): Listen +2, Spot +2, Search +2...
Feats: Extra Turning, Point Blank Shot, Precise Shot, Domain Spontaneity – Sun (turn attempt to cast Sun domain spell, CDiv), Weapon Focus - Longbow
Equipment (82k): Periapt of Wisdom +4, Gloves of Dexterity +2, Sunstaff (12 charges, BoED), +1 Holy CLB, 25 +1 Frost arrows, 25 +1 Flaming arrows, 50 cold iron arrows, 50 arrows, Quiver of Ehlonna, +3 Chain Shirt, Amulet of Natural Armor +1
Spells (DC 15 + Spell Level): 6/6+1/5+1/4+1/4+1/3+1
(Uninhibited Spells/day: 6/7+1/6+1/5+1/5+1/4+1/2+1/1+1)
Typically Prepared:
0th – Light x2, Detect Magic x2
1st – Endure Elements*, Bless, Divine Favor x2, Remove Fear, Shield of Faith,
Comprehend Languages
2nd – Negative Energy Protection*, Eagle's Splendor, Align Weapon x2, Remove
Paralysis, Consecrate
3rd – Searing Light*, Daylight, Dispel Magic, Magic Circle vs. Evil, Remove
Disease
4th – Fire Shield*, Death Ward x2, Greater Magic Weapon, Divination
5th – Flame Strike*, Spell Resistance, True Seeing, Greater Command
The charismatic spokesman of the Dawn Bringers, Loranthir is a stately elf male with sharp features. His hair is shoulder-length and rich gold in color. His eyes are pale blue, and he has a typically fair elven complexion. He is adept at diplomacy and navigates conversations easily, frequently seeking compromises between opposing parties while remaining true to whatever mission his group is on. He has strong conviction and strong principles. He is one of the three crusaders of the church of Tyara in Turmay, a very lofty and dangerous position to hold. In his homeland, he commands great respect among those favorable to Tyara, but great trepidation from those who are not.
Sirelanon
1/2 Elf, Wizard 12
HD: 12d4+24 (HP 60)
Init: +4
Speed: 30'
AC: 15 (+5 armor)
BAB: +6
Attacks: Quarterstaff +7/+2 melee
Damage: Quarterstaff 1d6+1, 20/x2
Special: Sleep Immunity, +2 vs. enchantment, Low-light Vision, Keen Senses, Good Relations, Elven Blood, Wizard Spells (CL 12), Familiar (Owl, +3 Spot in shadows)
Saves: Fort +9 Ref +7 Will +13
Abilities: Str 11 Dex 10 Con 14 Int 19 Wis 10 Cha 13
Skills (68 Wizard): Spot +3 (+6 in shadows), Listen +1, Search +5, Diplomacy +5, Profession – Bowyer +6, Craft – Bowmaking +6, Gather Information +3, Concentration +15, Spellcraft +19, Knowledge – Arcana +13, Knowledge – Planes +14, Knowledge – History +8,
Feats: Scribe Scroll, Spell Focus – Evocation, Craft Wand, Maximize Spell, Improved Initiative, Improved Counterspell, Skill Focus – Concentration, Iron Will
Equipment (66k): Cloak of Resistance +3, Wand of Fireball (CL 8, 40 charges), Wand of Magic Missile (CL 5, 32 charges), +1 Defending Quarterstaff, Bracers of Armor +5
Spells (DC 14 + Spell Level): 4/5/5/5/4/3/2
Spellbook:
0th – all
1st – Shield, Identify, Detect Secret Doors, Magic Missile, Feather Fall, Grease,
Comprehend Languages, Protection from Evil, Erase, Magic Weapon,
Mount, Burning Hands, Enlarge Person, Identify
2nd – Glitterdust, Darkvision, Whispering Wind, Hideous Laughter, Detect
Thoughts, Scorching Ray, Levitate, Command Undead, Freezing Fog
(from School of Evocation)
3rd – Heroism, Fireball, Dispel Magic, Arcane Sight, Slow, Protection from
Energy, Daylight, Secret Page
4th – Solid Fog, Shout, Greater Invisibility, Scrying, Minor Creation, Greater
Mark of Air (BoEM), Dimensional Anchor
5th – Teleport, Cone of Cold, Seeming, Feeblemind, Sending, Lesser Planar
Binding
6th – Wall of Iron, True Seeing, Chain Lightning, Greater Heroism, Shooting
Stars (from School of Evocation)
Sirelanon is a half elf who has embrace his heritage, both elven and human. He is a collector of old songs. He has short-cropped black hair, green eyes that are usually bloodshot from late studying, and pale skin. His left pinky finger is fused with the adjacent finger due to a birth defect, something he has come to accept and overcome. He prefers to listen to conversations until he has something meaningful to say, but he is eloquent, and when he speaks, people listen.
The background stuff is pulled from my campaign, including a homebrew pantheon and a custom clerical sphere. Let me know if you like this and if there's any interest in seeing more.
The Dawn Bringers
This is an adventuring band of close companions from the land of Turmay. They have achieved widespread fame and fortune in their homeland, and their fame has spread to nearby countries, as well. Their greatest success was in rescuing the heir to one of Turmay's most powerful noble houses from the clutches of an ancient vampire lord, Saddat. They now work for the Crown Prince of Turmay, his eminent Prince Halcyon.
The group came to Talnorak escorting a diplomat Rushington, Dremus Forester. The diplomat was to negotiate with Duke Blackthorne for a military treaty between Turmay and Talnorak against Proskur for the upcoming spring campaign, and to discuss the mysterious failing of the priesthoods. When they arrived at Rushington, they found it was in a state of chaos. Mobs ruled the streets, and serpent men lurked in the alleys. After some undercover investigations, they discovered that the Duke had led some refugees into the mountains. They followed the trail until they arrived here, only to discover that the Duke had marched to war nearly a week before. They have spent several days here learning about what has been happening in Talnorak and trying to decide on their next course of action.
The spokesman and leader of the Dawn Bringers is Loranthir, a renowned priest of Tyara, unusual in that he is one of the few males in the priesthood.
Loranthir, Elf, Cleric 13 (Tyara), male
Sirelanon, 1/2 Elf, Wizard 12, male
Gwenaeli, Human, Sorcerer 6/Fighter 4/Eldritch Knight 3, female
Lurg Mondos, 1/2 Orc, Fighter 12, male
Mia, 1/2 elf, Ranger 9/Rogue 3, female
Lurg Mondos
1/2 Orc, Fighter 12
HD: 12d10+39 (HP 115)
Init: +1
Speed: 20'
AC: 24 (+1 Dex, +11 armor, +2 natural)
BAB: +12
Attacks: Greataxe +24/+19/+14 melee; Throwing Axe +14 ranged (10') or +20 melee
Damage: Greataxe 1d12+17, 19-20/x3; Throwing Axe 1d6+7, 20/x2
Special: Darkvision 60', Orc Blood, Resistances (Fire 10)
Saves: Fort +11 Ref +6 Will +5
Abilities: Str 22 (24) Dex 12 Con 14 Int 8 Wis 10 Cha 7
Skills (15 Fighter): Jump +12 (+7), Climb +12 (+7), Swim +12 (+2)
Feats: Weapon Focus – Greataxe, Weapon Specialization – Greataxe, Improved Critical – Greataxe, Power Attack, Cleave, Toughness, Improved Toughness, Greater Weapon Focus – Greataxe, Greater Weapon Specialization – Greataxe, Quickdraw, Hurling Charge (MiniHB), Close-quarters Fighting
Equipment (66k): Gauntlets of Ogre Power +2, +3 Cold Iron Greataxe, +3 Full Plate, Amulet of Natural Armor +2, Cloak of Resistance +1, 4 MW Throwing Axes, Minor Ring of Fire Resistance, Potions (Cure Crit. Wounds x3, Lesser Restoration x2, Bear's Endurance x2)
Lurg is an imposing half-orc who is never far from his greataxe. In fact, his mastery of the greataxe has generated some renown in his homeland of Turmay, though his surly attitude keeps would-be students away. He is completely bald, with thick, warty, yellow-brown skin. Almost without manners, Lurg says very little and prefers to let his actions do the talking. He is more likely to answer with a grunt or a sneer than anything approaching conversation.
Gwenaeli
Human, Sorcerer 6/Fighter 4/Eldritch Knight 3
HD: 6d4+4d10+3d6+13 (HP 61)
Init: +6
Speed: 30'
AC: 27 (+2 Dex, +9 armor, +4 shield, +2 deflection)
BAB: +10
Attacks: Longsword +15/+10 melee; Dagger +14/+9 melee
Damage: Longsword 1d8+6+1d6 fire, 19-20/x2 (+1d10 fire); Dagger 1d4+3, 19-20/x2
Special: Sorcerer spells (CL 8), Familiar (Hawk)
Saves: Fort +10 Ref +6 Will +6
Abilities: Str 17 Dex 14 Con 12 Int 10 Wis 8 Cha 16
Skills (21 Fighter, 30 Sorcerer, 9 EK): Concentration +20, Spellcraft +8, Knowledge – Arcana +8, Jump +16, Ride +8, Spot +6, Swim +8, Listen +1
Feats: Dodge, Mobility, Weapon Focus – Longsword, Weapon Specialization – Longsword, Power Attack, Elusive Target (Tactical, CWar), Spring Attack, Improved Initiative, Arcane Strike (CWar), Still Spell, Skill Focus - Concentration
Equipment (82k): +5 Mithral Chain Shirt, +3 Mithral Buckler, +1 Flaming Burst Longsword, Ring of Protection +2, Wand of Web (38), Potions (Fly x3, Cure Ser. Wounds x4), MW Silver Dagger
Spells (DC 13 + Spell Level): 6/7/7/6/3
Spells Known:
0th – Detect Magic, Read Magic, Message, Touch of Fatigue
1st – Shield, True Strike, Ray of Enfeeblement, Expeditious Retreat, Feather Fall
2nd – Bull's Strength, Cat's Grace, Glitterdust
3rd – Displacement, Keen Edge
4th - Enervation
An athletic, tanned woman with flowing chestnut hair and deep blue eyes, Gwenaeli is a heartbreaker. Flirtatious and elusive, she is a powerful personality full of energy and conviction. In battle, she prefers to stay mobile, using her magic to improve her defense (Shield, Cat's Grace, Displacement), and making decisive strikes wherever needed (Arcane Strike, Enervation, True Strike).
Mia
1/2 Elf, Ranger 9/Rogue 3
HD: 9d8+3d6+12 (HP 72)
Init: +6
Speed: 30'
AC: 26 (+6 Dex, +7 armor, +3 shield)
BAB: +11
Attacks: Rapier +13/+8/+3 melee; CLB +19/+14/+9 or +17/+17/+12/+7 or +13/+13/+13 ranged (110', +2 to hit vs. undead, +1 to hit in 30')
Damage: Rapier 1d6+2, 18-20/x2; CLB 1d8+3, 19-20/x3 (+2d6+4 vs. undead, +4 vs. orcs, +1 in 30')
Special: Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1, Favored Enemy (Orc +4, Undead +2), Wild Empathy (+9), Archery Style, Improved Archery Style, Endurance, Animal Companion (Ferret), Woodland Stride, Swift Tracker, Ranger Spells (CL 4), Low-light vision, Sleep Immunity, +2 saves vs. enchantment
Saves: Fort +8 Ref +13 Will +6
Abilities: Str 12 Dex 18 (22) Con 12 Int 11 Wis 14 Cha 10
Skills (72 Ranger, 24 Rogue): Hide +22, Move Silently +21, Survival +12, Tumble +14, Search +15, Gather Information +13, Disable Device +12, Listen +11, Spot +13, Climb +9, Diplomacy +2
Feats: Track, Endurance, Rapid Shot, Manyshot, Stealthy, Improved Critical – Longbow, Investigator, Precise Shot, Point Blank Shot
Equipment (66k): Gloves of Dexterity +4, +4 Studded Leather, +2 Mighty (+1) Undead Bane CLB, +2 Buckler, Boots of Elvenkind, Cloak of Elvenkind, +1 Rapier, Potions (Barkskin x2, Gaseous Form x2), Wand Cure Light Wounds (41)
Spells (DC 12 + Spell Level): 2/1
Typically Prepared:
1st – Alarm, Pass without Trace
2nd – Snare
Mia is a slender elven woman with flaxen hair worn straight and chin-length, fair skin, and pale violet eyes. She is fairly quiet and reserved, and does not go out of her way to make others feel comfortable. She is naturally paranoid and constantly on the lookout for threats. A very matter-of-fact woman, Mia has little tolerance for idle conversation or idle people. In combat, she is a deadly sniper who prefers to fight from a distance.
Loranthir
Elf, Cleric 13 (Tyara)
HD: 13d8 (HP 68)
Init: +4
Speed: 30'
AC: 22 (+4 Dex, +7 armor, +1 natural)
BAB: +9
Attacks: Sunstaff +12/+7 melee (brilliant energy); CLB +15/+10 ranged (110')
Damage: Sunstaff 1d8+3, 20/x2; CLB 1d8+1+2d6 holy, 20/x3
Special: Cleric spells (CL 10), Turn Undead 8/day (1d20+2, 2d6+10), Sleep Immunity, +2 vs. enchantment, Low-light Vision, Weapon Familiarity, Sense Secret Doors (5'), Sun Domain (Greater Turning 1/day), Life Domain, Fading Divinity
Saves: Fort +8 Ref +8 Will +13
Abilities: Str 10 Dex 16 (18) Con 10 Int 10 Wis 17 (21) Cha 14
Skills (32 cleric): Listen +2, Spot +2, Search +2...
Feats: Extra Turning, Point Blank Shot, Precise Shot, Domain Spontaneity – Sun (turn attempt to cast Sun domain spell, CDiv), Weapon Focus - Longbow
Equipment (82k): Periapt of Wisdom +4, Gloves of Dexterity +2, Sunstaff (12 charges, BoED), +1 Holy CLB, 25 +1 Frost arrows, 25 +1 Flaming arrows, 50 cold iron arrows, 50 arrows, Quiver of Ehlonna, +3 Chain Shirt, Amulet of Natural Armor +1
Spells (DC 15 + Spell Level): 6/6+1/5+1/4+1/4+1/3+1
(Uninhibited Spells/day: 6/7+1/6+1/5+1/5+1/4+1/2+1/1+1)
Typically Prepared:
0th – Light x2, Detect Magic x2
1st – Endure Elements*, Bless, Divine Favor x2, Remove Fear, Shield of Faith,
Comprehend Languages
2nd – Negative Energy Protection*, Eagle's Splendor, Align Weapon x2, Remove
Paralysis, Consecrate
3rd – Searing Light*, Daylight, Dispel Magic, Magic Circle vs. Evil, Remove
Disease
4th – Fire Shield*, Death Ward x2, Greater Magic Weapon, Divination
5th – Flame Strike*, Spell Resistance, True Seeing, Greater Command
The charismatic spokesman of the Dawn Bringers, Loranthir is a stately elf male with sharp features. His hair is shoulder-length and rich gold in color. His eyes are pale blue, and he has a typically fair elven complexion. He is adept at diplomacy and navigates conversations easily, frequently seeking compromises between opposing parties while remaining true to whatever mission his group is on. He has strong conviction and strong principles. He is one of the three crusaders of the church of Tyara in Turmay, a very lofty and dangerous position to hold. In his homeland, he commands great respect among those favorable to Tyara, but great trepidation from those who are not.
Sirelanon
1/2 Elf, Wizard 12
HD: 12d4+24 (HP 60)
Init: +4
Speed: 30'
AC: 15 (+5 armor)
BAB: +6
Attacks: Quarterstaff +7/+2 melee
Damage: Quarterstaff 1d6+1, 20/x2
Special: Sleep Immunity, +2 vs. enchantment, Low-light Vision, Keen Senses, Good Relations, Elven Blood, Wizard Spells (CL 12), Familiar (Owl, +3 Spot in shadows)
Saves: Fort +9 Ref +7 Will +13
Abilities: Str 11 Dex 10 Con 14 Int 19 Wis 10 Cha 13
Skills (68 Wizard): Spot +3 (+6 in shadows), Listen +1, Search +5, Diplomacy +5, Profession – Bowyer +6, Craft – Bowmaking +6, Gather Information +3, Concentration +15, Spellcraft +19, Knowledge – Arcana +13, Knowledge – Planes +14, Knowledge – History +8,
Feats: Scribe Scroll, Spell Focus – Evocation, Craft Wand, Maximize Spell, Improved Initiative, Improved Counterspell, Skill Focus – Concentration, Iron Will
Equipment (66k): Cloak of Resistance +3, Wand of Fireball (CL 8, 40 charges), Wand of Magic Missile (CL 5, 32 charges), +1 Defending Quarterstaff, Bracers of Armor +5
Spells (DC 14 + Spell Level): 4/5/5/5/4/3/2
Spellbook:
0th – all
1st – Shield, Identify, Detect Secret Doors, Magic Missile, Feather Fall, Grease,
Comprehend Languages, Protection from Evil, Erase, Magic Weapon,
Mount, Burning Hands, Enlarge Person, Identify
2nd – Glitterdust, Darkvision, Whispering Wind, Hideous Laughter, Detect
Thoughts, Scorching Ray, Levitate, Command Undead, Freezing Fog
(from School of Evocation)
3rd – Heroism, Fireball, Dispel Magic, Arcane Sight, Slow, Protection from
Energy, Daylight, Secret Page
4th – Solid Fog, Shout, Greater Invisibility, Scrying, Minor Creation, Greater
Mark of Air (BoEM), Dimensional Anchor
5th – Teleport, Cone of Cold, Seeming, Feeblemind, Sending, Lesser Planar
Binding
6th – Wall of Iron, True Seeing, Chain Lightning, Greater Heroism, Shooting
Stars (from School of Evocation)
Sirelanon is a half elf who has embrace his heritage, both elven and human. He is a collector of old songs. He has short-cropped black hair, green eyes that are usually bloodshot from late studying, and pale skin. His left pinky finger is fused with the adjacent finger due to a birth defect, something he has come to accept and overcome. He prefers to listen to conversations until he has something meaningful to say, but he is eloquent, and when he speaks, people listen.
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