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

1