Personal Information
Name: Selene Earlwater |
Player: Doug Fleming |
Race: Human |
Gender: Female |
Height: 5'10" |
Age: 16 |
Class: Storm Mage |
Level: 3 |
Weight: 126 lbs |
XP: 8,380 |
Alignment: Chaotic Good |
Next Level: 10,000 |
Kit: Storm Mage |
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Ability Scores
Str: |
8 |
Stamina: |
8 |
Weight Allowance: 35 lbs |
Bend Bars/Lift Gates: 1% |
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Muscle: |
8 |
Attack Adj.: +0 |
Damage Adj.: +0 |
Max. Press: 90 lbs |
Open Doors: 5 |
Dex: |
16 |
Aim: |
14 |
Missile Adjustment: +0 |
Pick Pockets: +0% |
Open Locks: +0% |
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Balance: |
18 |
Reaction Adjustment: +2 |
Armor Class: -4 |
Move Silently: +10% |
Climb Walls: +10% |
Con: |
14 |
Health: |
13 |
System Shock: 85% |
Poison Save: +0 |
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Fitness: |
15 |
Hit Point Adjustment: +1 |
Resurrection Chance: 94% |
Int: |
18 |
Reason: |
18 |
Max. Spell Level: 9th |
Max. Spells Per Level: 18 |
Illusion Immunity: None |
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Knowledge: |
18 |
Bonus Proficiencies: 7 |
Chance to Learn New Spell: 85% |
Wis: |
10 |
Intuition: |
10 |
Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 |
Clerical Spell Failure Chance: 15% |
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Willpower: |
10 |
Magic Defense Adjustment: +0 |
Spell Immunity: None |
Cha: |
13 |
Leadership: |
11 |
Loyalty Base: +0 |
Maximum Number of Henchmen: 4 |
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Appearance: |
15 |
Initial Reaction Adjustment: +3 |
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Saving Throws
Paralyzation: 13 |
Poison: 13 |
Death Magic: 13 |
Petrification: 12 |
Polymorph: 12 |
Rod: 10 |
Staff: 10 |
Wand: 10 |
Breath Weapon: 14 |
Spell: 11 |
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Combat
Hit Points: |
11 |
Base THAC0: |
20 |
Melee THAC0: |
20 |
Missile THAC0: |
20 |
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Armor
Natural armor class |
8 |
Ring of Protection +1 magic adj. |
-1 |
Balance Defensive adj. |
-4 |
FINAL: |
3 |
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Non-Weapon Proficiencies
Research |
11 |
Riding, Land |
13 |
Seamanship |
13 |
Spellcraft |
13 |
Swimming |
9 |
Weather Knowledge |
10 |
Modern Languages |
15 |
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Dwarf, Elf |
Native Languages |
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Human - Regional dialect |
Reading/Writing |
15 |
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Dwarf, Elf, Gnome |
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Weapons
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THAC0 |
Attacks/ |
Speed |
Damage |
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Range |
(-2) |
(-5) |
(-10) |
Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
Type |
Size |
PB / |
S / |
M / |
L / |
EX |
Quarterstaff |
20 |
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1 |
4 |
1d6 |
1d6 |
B |
L |
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Racial Abilities Tough hide - Base AC is 8.
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Class Abilities Storm Mage
Automatic spells - May add 1d4 effective levels once a day to a spell
they cast.
Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of speciality.
Intense magic -
-2 penalty to all saving throws on spells cast from their chosen element.
Learning bonus - +25% bonus to their chosen element, and +15% to other elemental spells, but are unable to learn opposing elemental spells.
Learning penalty - -25% penalty to learn nonelemental spells.
Research bonus - When researching spells in the chosen school, treat the spell as one level lower.
Saving throw bonus - +2 bonus to their saving throws versus spells in their chosen element.
Schools of Magic - Abjuration, Alchemy, Alteration, Artifice, Conjuration/Summoning, Dimension, Elemental Air, Elemental Water, Enchantment/Charm, Force, Geometry, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Lesser Divination, Mentalist, Necromancy, Shadow, Song
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Inventory
- Items Carried
- Backpack
- Dry rations (1 week)
- Flint and steel
- Paper (per sheet)
- Wineskin
- Writing ink (per vial)
- Pearl of Power (2nd)
- Potion of Healing x3
- Spellbook
- Read Magic (1)
- Shocking Grasp (3)
- Spider Climb (5)
- Identify (5)
- Sleep (4)
- Ice Knife (6)
- Chill Touch (5)
- Detect Magic (6)
- Items Readied
- Items Worn
- Baladrana
- Belt pouch, small
- Boots, riding
- Doublet
- Gloves
- Good cloth cloak
- Pantaloons
- Ring of Protection +1
- Spending Money
- * Copper Pieces x2
- * Gold Pieces x2,300
- * Silver Pieces x205
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Movement and Encumbrance
Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
Weight (lbs): |
0-35 |
36-50 |
51-65 |
66-80 |
81-90 |
Movement: |
14 |
10 |
7 |
3 |
1 |
THAC0: |
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-1 |
-2 |
-4 |
AC: |
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+1 |
+3 |
Currently carrying 45.91 pounds (Light Encumbrance, 10 Movement) |
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Spells
Class |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
Storm Mage |
3 |
2 |
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Cleric Spell Failure Rate: 15% |
Maximum Wizard Spells Per Level: 18 |
Wizard Chance to Learn New Spell: 85% |
Maximum Wizard Spell Level: 9th |
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Spells Memorized
- Storm Mage
- 0th Level
- 1st Level
- 2nd Level
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Spells Known
Spell |
Time |
Range |
Area of Effect |
Components |
1st Level |
Chill Touch |
1 |
0 |
The caster |
V, S |
Identify |
Special |
0 |
1 item/lvl |
V, S, M |
Read Magic |
1 rd |
0 |
Special |
V, S, M |
Shocking Grasp |
1 |
Touch |
Creature touched |
V, S |
Sleep |
1 |
30 yds |
Special |
V, S, M |
Spider Climb |
1 |
Touch |
Creature touched |
V, S, M |
2nd Level |
Ice Knife |
1 round |
Special |
Special |
V, S, M |
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Character History Selene is the bastard daughter of one of the powerful wizards who protects the city of Thentia. Her mother was a simple, but beautiful woman, who at the time was in service to the great wizard. Due to the wizard's position in Thentia and the possibility that a child could be used against him, Selene's mother was encouraged to marry another man (who she loved), a fisherman who raised Selene as his own daughter.
But with magic in her veins, Selene was drawn to it as she matured. Her real father watched over her from a distance, following her growth through life. When Selene started to display a natural talent for magic, her wizard father approached her mother, asking for permission to train Selene in the arcane arts. Knowing the life of a Mage would be better than fishing; she released Selene to her father.
Selene mastered the basics quickly, showing a superior aptitude to magic. However, her father started to teach her all the schools of magic, but Selene demonstrated a preference to those based of the elements of Air and Water. Her wizard father could only deduce that the life of a fisher-folk had somehow molded Selene. She did indeed feel more comfortable with the wind and water, having lived a large part of her life helping her father and working/living on the water. The Moonsea is well known for is thunderous storms and wild seas.
Selene's world, however, abruptly changed. Enemies of her father now found out that he had sired an offspring. A lever they could use to destroy him. In the mage battle the great wizard was slain, protecting his only daughter. Selene escaped, but was not persued, as the wizards had now completed the task they had set out to do and took glee in knowing that his daughter had watched his demise. Selene returned to her mother and stepfather only to say good-bye, as a new task now drove her on. Her future did not lay here, in her birthplace, but outside the city with the power of the wind and water.
The other great wizards of the city of Thentia, promised to assist Selene with her training when they could, but could not help her with the wizards who had slain her father. That battle would be something for Selene to settle in the future. With there years of wisdom they urged Selene to look outside Thentia and see the world for herself. "Gather some years of experience and training to prepare yourself" they said, "then seek out the wizards who slaughtered your father and take retribution".
So Selene left the city in search of adventure, experience and training to begin the task she set before herself.
Selene Earlwater, Storm Mage of Thentia. |
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