This campaign will run on vanilla D&D 3.5 rules with a non-standard setting. Games will take place via
gametable sometime this week (most likely starting around 8-11pm GMT). I am looking for 3-5 players. Starting level is level 1 if D&D. Any non-LA race is allowed.
Stats are generated by
point buy with
25 points to distribute. Yeah, low-power characters. There's a pretty good reason for that. Oh, and equipment? You each have 20gp to spend on equipment that isn't specifically class-related. Class related equipment you can take up to 50gp in, but it's the property of your master rather than you. Yeah, you're poor. Unless you're an aristocrat (see Class details).
Any base class is allowed, including NPC classes. If anyone picks Commoner as a class, they are a brave man and I salute them, but they will have to play smart to survive.
You are all residents of the city of Renzi, and the city is all you have known throughout your life. Maybe here and there you had the trip to the odd town or village, but Renzi is home and you rarely ventured long beyond its walls. Furthermore, you are all children - well, not quite. You rest on the cusp of childhood and adulthood, for humans around the age of 14. Some of you are from better backgrounds than others, but all of you are put to work (even if that work is study or apprenticeship). The one thing you have in common is that each of you is a part of the same gang. It's not a big gang, and mostly you just look out for each other, but it's yours. For some of you, it might be the only thing that's yours in the whole world.
When creating your character's background, make sure to mention what job they work in (even if that job is 'pickpocket'), as well as details about their immediate family (parents, siblings) and what they do for a living. State the level of wealth your family has (middle-class, working, poor, dirt-poor, rich, absurdly rich), but try to keep it proportional to their profession. For preference, state what your character loves, hates and fears. All of your family and whatever contacts you work with live or at least work in the city itself - no venturing off to a far-away druidic grove. The druids have a small grove in the city park, but that's as far as it goes.
Honestly, most of you don't know much about the rest of the world except what you've heard in stories.
Miston, in Alfand is the legendary home of the Elves, hundreds of miles away. Tales are told of its fabulous cobbled streets and the stone sculptures that deck the legendary Walk of Kings. Beyond its reputation for art and its heavy competition in the textiles trade (a heavy point of contention in Renzi), you really don't know much.
Goblinguo is supposed to be the home of the goblin people, a proud and mighty empire. Frankly, all you've ever seen of goblins are the piss bucket crew and little tight-knit communities gathered around Goblin restaurants. They make a hell of a Chao Ming, though.
Mala sounds really exciting and gets a lot of mileage out of the storytellers. A particularly far-off land, it has both deserts and jungles and is the place we get coffee from. It is the birthplace of the dark-skinned Orcs and a dangerous place full of lions and panthers and wild-beasts. The actual Orcs you've seen in the city have either been slaves or the lower breed of manual workers, so you guess they can't be all that great.
There's Kobblar, the immense desert nation far to the east (but not as far as Goblinguo) full of the Kobolds. Kobblar's very well known for magic, apparently, though the Church says it's evil and shouldn't be done without Church supervision. Of course, since the Kobolds are all heathens they can't very well have the Church's say so, can they? Apparently they just worship dirt or something, you don't know.
Then there are the dwarfish nations such as Bruntin, Lemmer and Talc, all across the mountains to the north. Lots of machines out of Talc, lots of good stone. You don't know a lot more beyond that. Oh, good sausages too. Very good beer.
And of course there are all the human cities, including some of the nearer ones such as Arma, Pozzio and Aurelia. There's a lot of competition with those places for trade and we've been at war with them a few times. And sometimes we've been allied with them. It's complicated. Arma's the seat of the Church, though, so we're supposed to respect them.
Now Renzi, Renzi you know plenty about. It's the best place in the world, of course, because why would you be born anywhere else? We have the best textiles (yeah, take that, Alflanders!) and we make better art and music and we have the best Republic anywhere. You've been told a Republic means everyone gets a say in what happens, but you've never been asked so you guess 'everyone' just means rich people. Oh well, you guess if they weren't pretty good at this ruling stuff they wouldn't be rich, would they? We also have the best food, and the best people, and definitely the best whorehouses. You're told the ones of Arma are terrible, full of the pox. All in all, it's a great place to live. Of course it is, or why would eighty thousand people be living there, right? You heard that number from an announcer once, it's pretty impressive. That's like the number of pebbles on a beach.
Aristocrat - You have it easy. You actually have starting wealth, for one. You get 500gp of your very own. Treat it well. Of course, all the class disadvantages have their problems. On the other hand, you start with political advantages with noble houses.
Expert - You don't really have it as easy, especially on the adventuring side of things, but you managed to get a good apprenticeship and have a real skill. When it comes to periods between adventures you'll be living a lot more comfortably, and you have Guild connections as well that can get you into a lot of places other adventurers cannot.
NB: Expert also functions as the class for lay priests, who get the same political advantages as Clerics.
Warrior - Why take this instead of Fighter? Masochism, mostly, but you will have a stronger relationship with guards and mercenaries, as well as anyone who has to fight in the rank and file.
Commoner - You're either brave, stupid or a complete and utter masochist. The lone advantage is the solidarity of the masses and anyone who has had to rely on that can tell you how firm an advantage it is. Still, you will find it much easier to make friends amongst the non-criminal lower classes.
Acolyte - You are most likely a practitioner of one of the 'heathen' faiths or practices, largely outlawed and largely ignored by the Church. You might be a Goblinguan spiritualist or a Malan shaman, or even something more exotic, but whomever taught you your craft was not native.
Barbarian - There's not much call for Barbarianism in Renzi, or its particular psychotic charging style. Unless you happen to have learned from a retired or otherwise exiled orcish warrior, dwarven berserker or simply through continuous bare-knuckle wrestling fights for cash, nobody really teaches this in Renzi. You will gain a relationship bonus with anyone who follows your way of life, though they are likely few and far between.
Bard - You are one step above begging and on par with thieves, murderers and actors. In fact, you may well be an actor. Performing troupes are common and there are even a few theatre crews in Renzi. Although a literate life, it is not an easy one and you are often essentially begging on the streets for coin. You will do well with performers and other rogues, and almost as well with literate types, but most look on you as a scoundrel. If you intend to engage in actual theft, congratulations! You are a member of a Thieves' Guild. This is not optional (see Rogue for details).
Cleric - A step above lay priests (see Expert), Clerics have the benefit of access to the specialist teachings of the Church, both in terms of its scripture and libraries and the tuition in holy magic. Clerics have clear influence with the mother Church, which means power anywhere the Church is recognised. All domains are available except Undeath; devise a 'patron saint' for the domain of choice.
Druid - Druids are a point of contention with the Church in that while their ways were ostensibly Pagan both the advantages they present and the dangerous power they wield requires second thought. Many druidic groves were wiped out centuries ago, but the remainder either fled to the far reaches of the world to retain their faith or 'adapted' their old practices to the saints of the modern day Church. There is a small circle of druids for the surrounding region and a park is kept in the city out of respect for them - the chief advantage the druids provide is the use of magic to nourish surrounding fields, creating much larger grain yields than otherwise.
Fighter - In contrast to Warriors, Fighters get specialist training. They may be noble sons, or children of veteran commanders themselves. They often occupy officer positions in armed bands and have a good relationship with the officer class and a reasonable relationship with the nobility. Most Fighters in Renzi are either members of a noble house or part of the city guard.
Monk - Monks are members of the Church that sit around in monasteries and write books. They are essentially Experts or even Commoners. Oh wait, you meant that other type of Monk? I guess if they did exist they'd have to be from Goblinguo and hence goblins, possibly trained by an old goblin master resident in the city.
Paladin - Huh? Oh, Knights. Yeah, those are Fighters. Holy Knights, you mean? Well, they're kept on a short leash by the Church for the most part and act as its defenders and sometimes 'troubleshooters'. Only a handful actually get taught the Church's own magic, though. I guess those few would be your 'paladins'.
Ranger - Huntsmen, in effect. Rangers might be gamekeepers, poachers, bandits or anything else that requires a keen eye and a bow. Some Rangers supposedly still owe their ties to the 'old ways' and make friends with the Druids, learning a thing or two of their powers. But no ranger would confess to that, of course. That would be forbidden.
Rogue - You are a thief, thug or other criminal. You belong to a "Thieves' Guild". This is not optional. If you want to steal and to remain alive in Renzi for any longer than a week, you pay your dues to a guild. By guild, we mean a gang of ruffians who may be more or less civilised in their speech but brutal in their maintenance of their territorial monopoly. There are a few such guilds in Renzi. Be warned; if you plan to progress any further in a guild than someone who has to give a cut of their take, they'll want you to prove your loyalty. Often in messy, messy ways.
Sorcerer - You have to keep this a secret. If you can find a wizard who is willing to conceal you in order to take advantage of you (of your powers, damn it!), you might be able to get passed off as an 'apprentice', but study doesn't really make a difference to your powers. Hiding is very important, though, because if the Church finds out you're going to get burned as a witch. Good luck.
Wizard - Congratulations, you are a member of a tightly restricted and barely tolerated profession! You enjoy libraries and other places of learning and are likely something of a scholar yourself. You have to be, if you want to unlock the mystic secrets of the universe. Or at least of magic, anyway. You belong to a master who is apprenticing you, because that is the law. Failure to abide by the law and to practice magic within restricted areas (such as the boundaries of your master's home, or unpopulated areas) will be met with execution by stake and fire. Good luck.
Other base classes are probably fine, but run them past me first.
Characters++ Tyu Cerusa
Tyu Cerusa
Female Lizardman, Age 14 (Medium)
6'3", 250lb
White scales, green eyes.
(Lizardfolk 2)
BAB: +0
Attack (Mel): +0
Attack (Mis): +3
Grapple: +0/+3 escape
Init: +3 (3 dex)
AC: 14 (11 flat, 13 touch)
[10 + 3 Dex + 1 Natural Armour)
Speed: 30ft (Base 30)
HP: 12/12
Fort: +2
Ref: +6
Will: +4
Str 11 +0
Dex 16 +3
Con 7 -2
Int 14 +2
Wis 7 -2
Cha 15 +2
Skills: [12/12] ACP: 0
Name Skill Ranks
Woodcraft 5 3
Stonecarve 4 2
Spot 1 3
Swim 4 4
Languages: Alian, Dianic, Kobblan
SPECIAL ABILITIES
Pebbles 3/day (3 stones, 1d6+1 damage, +1 mod)
Stonesplitter 1/day (split 1 stone or all w/in 5ft radius)
Summon Stone 1/week (summons a stone of varying size - 1d6 roll)
Weapon Proficiency (Box 'n' Rope)
FEATS
None: See Special Abilities
Equipment Med (38lb) Heavy (76lb) Max: 115lb
scarlet cloak -lb (part of main clothes)
a leaf badge -lb
edible crystal 1lb
Pants -lb (part of main clothes)
More Pants 1lb
monocle -lb
(Worn)
Box 'n' Rope 5lb 1d6 dmg (x2)
Total Weight: 7lb
MONEY
0 rezzens
SPELLS
NONE
BACKGROUND
Tyu is a 14 yr. old Lizardfolk who was born in and abanboned in Renzi, having only a human man, Biburu Vlasko, raise her until she was 11 when he suddenly vanished. Not much of an uproar started as no one knew him and Tyu quickly moved on doing mercenary training, but unable to get any jobs due to being only proficient with wooden crafts and hitting with a weighted box and rope.
Poor Tyu couldn't quite grasp why a weighted ball was do different from a weighted box. But alas, anyone who could hire her did, and didn't bother giving her a job, forcing her into poverty, not thinking of selling crafts or her box and rope.
However, she did once attempt stealing from the church. But only once. It was a small vial of am unknown elixir. She thought of returning it, but instead, she impulsively quaffed the mysterious substance. Stones started to randomly appear and crumble to dust. As this strange event wore itsef down to subtility, she began to learn how to create and shatter stones, with the power she doesn't even think is magic.
++ Olaf Gradko
Olaf Grad'ko
Male Orc, Age 13
6'4", 280lb
Black skin, golden eyes, black hair.
Brb 1
BAB: +1
Attack (Mel): +5
Attack (Mis): +0
Grapple: +5
Init: -1 (-1 Dex)
AC: 10 (10 flat, 9 touch)
[10 + 1 Armour - 1 Dex)
Speed: 40ft (Base 30 + 10)
HP: 16/16
Fort: +6
Ref: -1
Will: +4
Str 18 +4
Dex 8 -1
Con 18 +4
Int 6 -2
Wis 3 -4
Cha 8 -1
Skills: [8/8] ACP: 0
Name Skill Ranks
Jump 8 4
Swim 6 2
Climb 6 2
Languages: Alian, Malan
SPECIAL ABILITIES
Fast Movement (+10ft Speed)
Rage 1/day (+4 Con, +4 Str, +2 Will, -2 AC)
Illiteracy
FEATS
Cleave
Equipment Med (100lb) Heavy (200lb) Max: 300lb
Steel Shoulderpads 5lb
(Worn)
Steel Battleaxe 6lb (1d8+4 (x3))
Total Weight: 57lb
MONEY
40 rezzens
SPELLS
NONE
BACKGROUND
Olaf was always the subject of discusion whenever he was near, mainly because of his heritage, but also because of what he can do. His strength got him into trouble, and his lack of intellect magnified that, being arrested on things he knew nothing about. He could only do simple tasks but could do them well, earning a small wage hauling goods to and from warehouses to the stalls at the market, he took back alleys so as not to be seen. He didn't earn much but saved every scrap peice, enough to buy food to survive.
When he turned 11 Olaf stumbled upon an old man, but still ripling with muscles, he dropped the crate he was carrying, and it smashed open showing the contents: steel swords. When the man saw how incredibly strong this young boy was, he took him under his wing, teaching him to harness the strength he has. His master gave him some money to buy his own equipment, and Olaf ran off to the market, buying the things his master instructed, when he came back, his master tought him in the ways of a Barbarian.
++ Veya al'Bayd
Veya al'Bayd
Female Kobold , Age 6 (Small Dragon)
2'3", 35lb
Crimson scales, burning orange eyes.
DfA 1
BAB: +0
Attack (Mel): -1
Attack (Mis): +2
Grapple: -1 / +2 escape
Init: +2 (+2 Dex)
AC: 16 (14 flat, 12 touch)
[10 + 2 Armour + 2 Dex + 1 Natural Armour + 1 Size)
Speed: 30ft (Base 30)
HP: 9/9
Fort: +2
Ref: +2
Will: -1
Str 7 -2
Dex 14 +2
Con 14 +2
Int 10 +0
Wis 8 -1
Cha 14 +2
Skills: [8/8] ACP: 0
Name Skill Ranks
Concentr. 4 2
Diplomacy 6 4
Intimidate 6 2
Know (arc.) 2 2
Craft (trp) 2 0
Prof (mine) 1 0
Search 2 0
Languages: Alian, Kobblan
SPECIAL ABILITIES
Dragontouched
Ability Focus (Breath Weapon)
Darkvision 60ft
Light Senstivity
Trapmaking Class Skill (+2 bonus)
Low Light Vision
Breath Weapon 1d6 (Fire, DC 13 Reflex Dodge)
FEATS
Dragonwrought (Red)
Equipment Med (17.25lb) Heavy (34.5lb) Max: 52.5lb
(All items are Kobold Sized)
(Worn)
Longspear 4.5lb 1d6-2 (x3)
5 Daggers 2.5lb 1d3-2 (19-20/x2)
Lthr Armr 7.5lb 2AC, 0ACP
Backpack 0.5lb
Bedroll 1.25lb
Wintr blkt 1.25lb
Mng Pick 1.25lb
rtns (10d) 2.5lb
Waterskin 1lb (full)
Spade 2lb
Silk rp(50')1.25lb
NB: Most of the equipment belongs to the clan.
Total Weight: 25.5lb (MEDIUM ENCUMBRANCE)
MONEY
14 rezzens
SPELLS
NONE
BACKGROUND
Veya was brought to the city by her parents, who were looking to set up trade with the city, however they could not risk taking her through the gate with her more overtly draconic features, thus she had to look after herself most of the time. Her parents could not afford to rent out a place while they were not there, but they loaned her some traveling equipment (everything that is clan owned) to help her get by. She fed herself by taking on an apprenticeship to a trapmaker, who installed traps in the homes of parranoid aristocrats. (i would also like to swap one knowledge arcana rank into craft trapmaking to show this). At the age of three, Veya fell into a gang, a fairly friendly and nonviolent gang however(from what im readin of the other characters), well exept for that one person, and this gang helped fill her time that was not already filled, by either her parents, or her apprenticeship.
++ Meerga the Wrangler
Meera the Wrangler
Female Gnome , Age 36 (Small Humanoid)
2'5", 30lb
Description not given.
Com 1
BAB: +0
Attack (Mel): +2
Attack (Mis): -1
Grapple: +2 / +2 escape
Init: +1 (+1 Dex)
AC: 12 (11 flat, 12 touch)
[10 + 1 Dex + 1 Size)
Speed: 10ft (Base 10)
HP: 5/5
Fort: +2
Ref: +2
Will: -4
Str 15 +2
Dex 12 +1
Con 12 +1
Int 12 +1
Wis 8 -1
Cha 10 +0
Skills: [12/12] ACP: 0
Name Skill Ranks
Hndle Anml 4 4
Hide 5 0
Prof(stbl) 0 1
Ride 5 4
Spot 2 3
Languages: Alian, Talcan, Alfandish
SPECIAL ABILITIES
Low Light Vision
+2 bonus vs illusions
+1 DC making illusions
+1 bonus hitting kobolds/goblins
+4 Dodge bonus vs Giants
+2 bonus on listen
Speak w/ burrowing animals 1/day
1/day dancing lights, ghost sound, prestidigitation
FEATS
Martial Weapon Prof (lance)
Power Attack
Cleave
Aggressive (?)
FLAWS
Weak-willed (-3 Will saves)
Shaky (-2 ranged attack rolls)
Slow (half base land speed)
Equipment Med (17.25lb) Heavy (34.5lb) Max: 52.5lb
(All items are Kobold Sized)
(Worn)
Longspear 4.5lb 1d6-2 (x3)
5 Daggers 2.5lb 1d3-2 (19-20/x2)
Lthr Armr 7.5lb 2AC, 0ACP
Backpack 0.5lb
Bedroll 1.25lb
Wintr blkt 1.25lb
Mng Pick 1.25lb
rtns (10d) 2.5lb
Waterskin 1lb (full)
Spade 2lb
Silk rp(50')1.25lb
NB: Most of the equipment belongs to the clan.
Total Weight: 25.5lb (MEDIUM ENCUMBRANCE)
MONEY
14 rezzens
SPELLS
NONE
BACKGROUND
Meerga Grew up in a small hovel without a mother, the youngest of 4 siblings. Her father spent the days working at a nearby mine, and was rarely around, and generally in ill health when he was available. Her elder sister found work in a nearby tavern while her brothers could find little to do but beg on the streets, until they left to find their fortunes(were hired NPCs to an adventuring party...).
This left Meerga alone most of the time, which she spent with the animals at a nearby stables. She showed a natural affinity for them and was hired to help care for the animals. She often sees knights looking to buy horses and dreams of becoming one herself, spending much of her free time jousting with sticks.
She has been saving her change for a long time now and finally has enough to buy a real lance. A lull in business has left her with a chance to take her favourite pony into the market district, with a brand new lance in hand she is going to show it off to the rest of the local kids.
++ Sven da Renzi
Sven da Renzi
Male Human, Age 14 (Medium Humanoid)
5'4", 135lb
Tanned white skin, brown hair, blue eyes.
Clr 1
BAB: +0
Attack (Mel): +0
Attack (Mis): -1
Grapple: +0
Init: -1 (-1 dex)
AC: 11 (11 flat, 9 touch)
[10 + 1 Armour + 1 Shield)
Speed: 30ft (Base 30)
HP: 9/9
Fort: +3
Ref: +1
Will: +5
Str 11 +0
Dex 8 -1
Con 12 +1
Int 10 +0
Wis 16 +3
Cha 14 +2
Skills: [] ACP: -1
Name Skill Ranks
Concentr. 4 3
Diplomacy 8 4
Know (rel) 2 2
Prof(prst) 6 3
Sense Mot. 5 0 (feat)
Languages: Alian
SPECIAL ABILITIES
Sneak Attack +1d6
Trapfinding
FEATS
Lightning Reflexes
Negotiator
Equipment Med (39lb) Heavy (77lb) Max: 115lb
Backpack 2lb
Holy Symb -lb
Sp Cmp Pch 1lb
(Worn)
Morningstar 6lb (1d8/x2)
Padded Arm. 10lb (+1 AC)
Lt Wdn Shld 5lb (+1 AC, ACP -1, hard 5, hp 7)
Total Weight: 24lb
MONEY
5 rezzens
DOMAINS
Luck, Sun
Patron Saint: St Alexander of Gnosta
SPELLS
level 0 spells: 3/day
level 1 spells: 2 (1+1)/day +1 Domain
BACKGROUND
Sven pledged his life to the gods, only after trying most everything else. He was a commoner, to start off with, but his father had been a priest, and his mother a performing girl. He had some talent for preforming, but his mother knew what went on with such likes, and kept urging him to join the church. He didn't really want to, at least not at first, but when your only 8 years old, you rarely get a say in the matter of things.
His first few years in the church were just regular. He was a acolyte, with not much knowledge of the mysteries of the church, but a pair of hands to help, and he got fed. Which was more than some got. It was only by about 11 that they started to take an interest in him as a cleric. He showed signs of good mental abilities, by this point, wisdom starting to show, and his temper was calmed.
So they started to teach him the more arcane secrets of the church, and it was then that he picked his patron saint, a paladin from years ago, who was renown for his devotion, as well as his cleverness and luck. He had more free time at this point, so he spent what time he could reading, or hanging out with the gang. Three years from then, he's become far more versed in the lore of the church, though many mysteries remain to him.
++ Rala Matus
Rala Matus
Female Human, Age 14
5'9", 140lb
Tanned white skin, red, wavy hair, blue eyes.
Ari 1
BAB: +0
Attack (Mel): +0
Attack (Mis): +0
Grapple: +0
Init: +0 (0 dex)
AC: 12 (12 flat, 10 touch)
[10 + 2 Armour)
Speed: 30ft (Base 30)
HP: 9/9
Fort: +2
Ref: +6
Will: +4
Str 10 +0
Dex 10 +0
Con 12 +1
Int 10 +0
Wis 13 +1
Cha 16 +3
Skills: [52/52] ACP: 0
Name Skill Ranks
Bluff 7 4
Diplomacy 13 4 (+2 negotiator, +3 skill focus, +1 polite)
Gathr Info 4 0 (+1 easygoing)
Heal 2 1
Intimidate 0 0 (-1 easygoing, -2 polite)
Know(local) 2 2
Know(nob) 2 2
Sense Mot 2 0 (+1 abil, +2 negotiator, -1 easygoing)
(Speak Language +4)
Languages: Alian, Kobblan, Shetland, Goblinguan, Malan
SPECIAL ABILITIES
Aristocratic Connections
FEATS
Negotiator
Skill Focus (Diplomacy)
TRAITS
Easygoing
Polite
Equipment Med (33lb) Heavy (66lb) Max: 100lb
Noble Clothing
(Worn)
Falchion 8lb (2d4 18-20/x2)
Lthr Armr 15lb (+2 AC, ACP 0)
Total Weight: 23lb
MONEY
5000 rezzens (mostly in the bank)
SPELLS
NONE
BACKGROUND
Rala Matus is a spoiled girl that spends most of her time attending parties and living her life to the fullest because her family is very rich. Her parents, Cervous Matus and Elon Matus, are very successful merchants and own a large estate in town. She basically inhereted their abilities of negotiation, and is been understood as a very diplomatic person for a young girl.
Her parents were very overprotective, but she always snuck out to her friend's places to hang out. Usually, her parents would prohibit her from talking to these people after noticing them doing something inappropriate.
As she grew up, she wanted to be a rebel- to get away from her parents and do what she wanted whenever she wanted. She bought a tutor to train her in combat, choosing the falchion as her weapon and training in secret.
Eventually she started hanging around in a gang, but abandoned most of her secret training and parties, after an almost tragic accident and realizing that maybe her parents were right in trying to protect her. This accident made her lose access to most of her funds, and many friends of hers. The only friends she has now are in the gang.
++ Warren Petty
Warren Petty
Male Human, Age 14
5'6", 140lb
Description not given.
Wiz 1
BAB: +0
Attack (Mel): +0
Attack (Mis): +1
Grapple: +0/+1 escape
Init: +5 (1 dex, 4 feat)
AC: 11 (10 flat, 11 touch)
[10 + 1 Dex)
Speed: 30ft (Base 30)
HP: 5/5
Fort: +1
Ref: +1
Will: +2
Str 10 +0
Dex 12 +1
Con 12 +1
Int 17 +3
Wis 10 +0
Cha 8 -1
Skills: [52/52] ACP: 0
Name Skill Ranks
Concentrat. 5 4
Decphr Scrp 6 3
Know (arc) 7 4
Know (geo) 4 1
Know (hist) 4 1
Know (Renz) 5 2
Know (nobl) 4 1
Spellcraft 7 4
Languages: Common, Goblin, Orc
SPECIAL ABILITIES
Scribe Scroll
Transmutation Specialisation
Banned Schools: Necromancy, Divination, Evocation
TRAIT
Spellgifted (Transmutation)
FEATS
Spell Focus: Transmutation
Eschew Materials
Improved Initiative
Immediate Magic
Focused Specialist
FLAWS
Frail
Vulnerable
Equipment Med (58lb) Heavy (116lb) Max: 175lb
Spellbook 5lb
Total Weight: 5lb
MONEY
200 rezzens
SPELLS
level 0: 2+3+1/day
level 1: 1+3+1/day
SPELLS KNOWN
Level 0
All Level 0 Spells, once only.
Level 1
Enlarge Person
Nerveskitter
Ray of Clumsiness
Expeditious Retreat
Grease
Lesser Orb of Acid
BACKGROUND