DestroyYouAlot
First Post
So, I'm the "default DM," the guy who never gets to play - until now.
One of the guys just kicked off a city-based "intrigues and double-dealing spiced with dungeon crawls" campaign last week, and I'm all a-flutter with the chance to actually run a PC. The PCs have been recruited from diverse backgrounds to form an "elite unit" attached to the city guard, with the personal might and legal clout to handle "special problems." It's actually going to be an interesting challenge to play one character, someone who's a little more complex than I can make my NPCs, and who's more than a "one-trick pony" in combat and other situations. Anyway, I figured I'd post his character concept and some of his vitals on here, and any ideas, advice or criticisms, would be welcome.
Basically, Cantharas is a wizard who was introduced to the cult of Wee Jas while attending the arcane university in New Dawn City. (This is a homebrew world that uses the Greyhawk pantheon with a smattering of other gods mixed in.) He's more concerned with the Law and Magic aspects of Wee Jas then her aspect as a Death goddess. He, himself is Lawful Good in alignment; he believes stability and respect for the law will increase happincess and enrich the lives of the people. However, he is far from shy about putting these views into action, and has little compunction about using magical power to advance his goals.
Personality-wise, he is somewhat cold and calculating, but ultimately compassionate, and wishes to help people. He has the scholarly wizard's contempt for those less educated then himself, but this will probably change with time - until his present adventure, he has scarcely been outside the walls of the city, and has had little contact with anyone outside the university for the last ten years or so. Luckily, he has sufficient people skills to mask any disdain he might have for those he deals with on a day-to-day basis. He does, however, have the disturbing tendency to constantly remind the people around him that the Stern Lady awaits them all.
He is more oriented towards arcane magic over divine. He prefers cold-oriented spells, utility and protection spells, and those which allow him to bend others to his goals without inflicting physical damage. He is physically unimpressive, and has no illusions otherwise, hence he places himself out of harm's way when possible.
Here's the numbers:
Cantharas Noxo, LG Male human Wiz3/Clr2 (Wee Jas)
Str 11
Dex 12
Con 12
Int 16
Wis 14
Cha 12
Skills: Several ranks in Alchemy, Concentration, Knowledge (Arcana), Knowledge (religion), Knowledge (Monster Lore), Scry, and Spellcraft. Minor ranks in Bluff, Craft (scrimshander), Diplomacy, Gather Information, Heal, Knowledge (local), Knowledge (architecture), Listen, Search, Sense Motive, and Spot.
Feats: Scribe Scroll (class feature), Alertness (weasel familiar), Still Spell, Energy Substitution (cold), Brew Potion
Wizard spells known:
0: all
1: alarm, charm person, enlarge, forceful shove (from Dungeoncraft, by Fantasy Flight Games, basically forces target to make a Reflex save or be thrown back 3d6 ft. and knocked prone), grease, mage armor, magic missle, summon monster I
2: cat's grace, web
Wizard spells usually memorized (adventuring list):
0: daze, light (x2), ray of frost
1: forceful shove, mage armor, magic missle
2: cat's grace, web
Not the most inspiring list, admittedly, but a) he's a university-educated wizard, so he's going to have the "basics" to start with, and b) as stated above, he gravitates towards utility and protection spells. (OOC, the DM for this campaign is known for being pretty rough on PCs, so I'm planning on playing defense. Also, I'm big into the "wizard as handyman/technician" concept.) Also, note that there's no energy spells on there above 0 level, much less ones with the (cold) descriptor. He will generally memorize ray of frost, but the search for new cold spells is a prime reason he has decided to interrupt his studies to go adventuring. (Snilloc's snowball may or may not exist in this world, it remains to the DM to decide.) Also, splitting his wizard advancement with cleric levels means that he has to rely on scrolls for most of his "just in case" utility spells - he only has so many spell slots available. (Damn you, Jack Vance!
)
Cleric Domains: Law, Magic
Cleric spells commonly memorized:
0: create water, detect magic, guidance, read magic
1: bless, cause fear, command Domain: protection from chaos
0 levels for utility, 1st levels to teach the foolish and the lawless respect for the Witch Goddess!
Magic items: +1 amulet of natural armor, +1 ring of protection (these stack nicely with mage armor), type I bag of holding (sewn into the liner of my robe - or, "how to take everything including the kitchen sink into the dungeon with 11 Strength"), a potion of cure moderate wounds and a potion of jump in a potion belt, and scrolls with alarm (x2), charm person (x2), fireball, grease (x2), and mage armor (x6, now x5 after the first encounter last session), all in a scroll organizer.
Basically, I'm going for a cagey, defense-oriented mage, who, while inexperienced in the real world, has an extensive education on how to be an effective wizard and survive in a dungeon setting, and a clerical background to augment his arcane abilities. Any thoughts, ideas, advice or criticism would be more than welcome.
One of the guys just kicked off a city-based "intrigues and double-dealing spiced with dungeon crawls" campaign last week, and I'm all a-flutter with the chance to actually run a PC. The PCs have been recruited from diverse backgrounds to form an "elite unit" attached to the city guard, with the personal might and legal clout to handle "special problems." It's actually going to be an interesting challenge to play one character, someone who's a little more complex than I can make my NPCs, and who's more than a "one-trick pony" in combat and other situations. Anyway, I figured I'd post his character concept and some of his vitals on here, and any ideas, advice or criticisms, would be welcome.
Basically, Cantharas is a wizard who was introduced to the cult of Wee Jas while attending the arcane university in New Dawn City. (This is a homebrew world that uses the Greyhawk pantheon with a smattering of other gods mixed in.) He's more concerned with the Law and Magic aspects of Wee Jas then her aspect as a Death goddess. He, himself is Lawful Good in alignment; he believes stability and respect for the law will increase happincess and enrich the lives of the people. However, he is far from shy about putting these views into action, and has little compunction about using magical power to advance his goals.
Personality-wise, he is somewhat cold and calculating, but ultimately compassionate, and wishes to help people. He has the scholarly wizard's contempt for those less educated then himself, but this will probably change with time - until his present adventure, he has scarcely been outside the walls of the city, and has had little contact with anyone outside the university for the last ten years or so. Luckily, he has sufficient people skills to mask any disdain he might have for those he deals with on a day-to-day basis. He does, however, have the disturbing tendency to constantly remind the people around him that the Stern Lady awaits them all.
He is more oriented towards arcane magic over divine. He prefers cold-oriented spells, utility and protection spells, and those which allow him to bend others to his goals without inflicting physical damage. He is physically unimpressive, and has no illusions otherwise, hence he places himself out of harm's way when possible.
Here's the numbers:
Cantharas Noxo, LG Male human Wiz3/Clr2 (Wee Jas)
Str 11
Dex 12
Con 12
Int 16
Wis 14
Cha 12
Skills: Several ranks in Alchemy, Concentration, Knowledge (Arcana), Knowledge (religion), Knowledge (Monster Lore), Scry, and Spellcraft. Minor ranks in Bluff, Craft (scrimshander), Diplomacy, Gather Information, Heal, Knowledge (local), Knowledge (architecture), Listen, Search, Sense Motive, and Spot.
Feats: Scribe Scroll (class feature), Alertness (weasel familiar), Still Spell, Energy Substitution (cold), Brew Potion
Wizard spells known:
0: all
1: alarm, charm person, enlarge, forceful shove (from Dungeoncraft, by Fantasy Flight Games, basically forces target to make a Reflex save or be thrown back 3d6 ft. and knocked prone), grease, mage armor, magic missle, summon monster I
2: cat's grace, web
Wizard spells usually memorized (adventuring list):
0: daze, light (x2), ray of frost
1: forceful shove, mage armor, magic missle
2: cat's grace, web
Not the most inspiring list, admittedly, but a) he's a university-educated wizard, so he's going to have the "basics" to start with, and b) as stated above, he gravitates towards utility and protection spells. (OOC, the DM for this campaign is known for being pretty rough on PCs, so I'm planning on playing defense. Also, I'm big into the "wizard as handyman/technician" concept.) Also, note that there's no energy spells on there above 0 level, much less ones with the (cold) descriptor. He will generally memorize ray of frost, but the search for new cold spells is a prime reason he has decided to interrupt his studies to go adventuring. (Snilloc's snowball may or may not exist in this world, it remains to the DM to decide.) Also, splitting his wizard advancement with cleric levels means that he has to rely on scrolls for most of his "just in case" utility spells - he only has so many spell slots available. (Damn you, Jack Vance!

Cleric Domains: Law, Magic
Cleric spells commonly memorized:
0: create water, detect magic, guidance, read magic
1: bless, cause fear, command Domain: protection from chaos
0 levels for utility, 1st levels to teach the foolish and the lawless respect for the Witch Goddess!

Magic items: +1 amulet of natural armor, +1 ring of protection (these stack nicely with mage armor), type I bag of holding (sewn into the liner of my robe - or, "how to take everything including the kitchen sink into the dungeon with 11 Strength"), a potion of cure moderate wounds and a potion of jump in a potion belt, and scrolls with alarm (x2), charm person (x2), fireball, grease (x2), and mage armor (x6, now x5 after the first encounter last session), all in a scroll organizer.
Basically, I'm going for a cagey, defense-oriented mage, who, while inexperienced in the real world, has an extensive education on how to be an effective wizard and survive in a dungeon setting, and a clerical background to augment his arcane abilities. Any thoughts, ideas, advice or criticism would be more than welcome.