Lunar
Wait! We need a geoguide....
Age: Hair: Height: |
120 Silver 6' 2" |
Sex: Eyes: Weight: |
Male Green 125 lbs. |
Race: Class: Align: |
Elf Mage Neutral Good |
A rare anomoly in my campaigns can be described in one word: Lunar. First, being elven isn't a common trait among those adventuring in my world. Second, mages aren't found in Tiger Shark's company too often. The have a history of not lasting long around him, whether they get sick of not listening to him or just dying because he doesn't take the mage's weaknesses into account, they just don't hang around too much.
Yet Lunar is different in some way. He managed to teach Tiger Shark that mages aren't cut out for the sword-slinging, armor-crushing blows of close combat, and even managed to convince him to learn the light crossbow, which has allowed Tiger Shark to stay out of bed as much and keep less clerics on call. Lunar is great at softening up the enemy in some form or another, thereby allowing the blade wielders to rush in and mow down the opposition.
Lunar has also been helpful in other ways, as well. He taught Tiger Shark that there are ways other than steel-on-throat to get information out of a person. That there is more than one way to cook a chicken. It is always beneficial to have Lunar around in the thick of things, too. He has been known, on a couple occasions, to actually catch a thrown dagger and return the weapon to its rightful owner in the midst of battle. The daggers weren't placed in their proper places, though.... Heh heh heh!
He has a rather flamboyant look to him, with a flat-top on the top of his head, and long, braided silver hair down to his butt. He has been known to change his robe color depending upon the terrain or town, and sometimes when they go out to the bar! He prefers a bright red robe or a nice brown, close to color of dark sand.
Strength
Hit Probability
Damage Adjustment
Weight Allowance
Maximum Press
Open Doors
Bend Bars/Lift Gates |
14
+0
+0
55
170
8
7% |
|
Intelligence
Max # of Languages
Max Spell Level
Learn Spell
Spells per Level
Spell Immunity |
13
1
6th
55%
9
Nil |
Dexterity
Reaction Adjustment
Missile Attack Adjustment
Defensive Adjustment |
11
+0
+0
-0 |
|
Wisdom
Magical Defense Adjustment
Bonus Spells
Spell Failure
Spell Immunity |
11
+0
--
--
Nil |
Constitution
Hit Point Adjustment
System Shock
Resurrection Survival
Poison Save
Regeneration |
11
+0
75%
80%
+0
Nil |
|
Charisma
Maximum # of Henchmen
Loyalty Base
Reaction Adjustment |
11
4
+0
+0 |
Hit Points: 19
|
|
Armor Class 8
Ring of Protection +2
|
Saving Throws
vs. Paralyze, Poison
vs. Rod, Staff, or Wand
vs. Petrify/Polymorph
vs. Breath Weapon
vs. Spells |
13
9
11
13
10 |
|
Experience
Current:
Next for Level Up:
Current Level:
Maximum Level: |
90,000
120,000
8
15 |
Weapon Proficiencies
Quarterstaff
Dagger |
|
Non-Weapon Proficiencies
Juggling
Tumbling
Read/Write Common
Horse Riding
Spellcraft Speak Elven Speak Common |
Dex -1
Dex -0
Int +1
Wis +3
Int -2
|
Spell Progression:
4 / 3 / 3 / 2
Wizard Spells |
Level 1
Armor Burning Hands Cantrip Enlarge Find Familiar Magic Missile
Read Magic Shocking Grasp Wizard Mark |
Level 2
Blindness Continual Light Irritation Scare Snilloc's Snowball Storm Vocalize |
Level 3
Fireball Icelance Lighting Bolt Vampiric Touch Waterbreathing |
Level 4
Enchanted Weapon
Ice Storm Stoneskin |
|