Ruins of Adventure
Class: Fighter / Wizard Specialist (Conjuration)
Alignment: Neutral Good
Level: 4th / 4th
Experience: 21,992 (Fighter) / 21,992 (Conjurer)
Next Level: 16,000 (Fighter) / 20,000 (Conjurer)
Max Level: 12th / 12th
|Stamina||10||Weight Allowance: 40 lbs||Movement Bonus +0|
|Muscle||11||Max Press 115 lbs||Attack +0||Damage +0||Feat of Strength 13%|
|Aim||9||Missile Attack +0|
|Balance||8||Surprise +0||AC +0|
|Health||8||System Shock 50%||Poison Save +0||PSPs +0||Regeneration 0|
|Fitness||17||Resurrection 96%||Hit Points +3 / level|
|Reason||10||Max Spell Level 5th||Max Spells/Level 13||PSPs +0||Illusion Immunity: none|
|Knowledge||13||Bonus Profs 3||Bonus Paths 1||Learn Spell 55%|
|Intuition||10||Spell Failure 15%||Bonus Runes 0||Bonus Spells 0||Earned XP +0%|
|Willpower||11||Mental Save +0||PSPs +0||Spell Immunity: none|
|Leadership||18||Max Henchmen: 15||NPC Loyalty +8|
|Appearance||8||NPC Reactions 0|
- NPC Reaction: +0
- Surprise: +0
- Initiative: +0
- Movement: 12 (*currently 8 with encumbrance)
Hit Points: 21/28
Armor Class: 12/14 (13-1 for diplomat feature +2 if wielding glowing buckler)
Base Attack Bonus: +3
Saves: Roll above target number.
- Paralyzation/Poison/Death: 13
- Rod/Staff/Wand: 11
- Petrification/Polymorph: 13
- Breath Weapon: 15
- Spells: 12
- Fear: 11
- Horror: 14
- Madness: 17
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Flail of Rotting (5 lbs)||1 / round||3||1d4+2 (B)||1d4+1(B)||6||melee||Each successful attack deals 1 point of damage to a random ability score (the victim rolls 1d12)|
|Falchion of Health (8 lbs)||1 / round||3||1d6+1 (S)||2d4||5||melee||see link|
|Dagger (1 lb)||2 / round||3||1d4 (P)||1d3 (P)||2||10/20/30||X|
|Parrying Dagger (1lb)||1 / round||3||1d3||1d3||2||melee||X|
- Available Groups: Academic, Craft, Detection, Martial, Pastoral, Social, Sorcerous
|Modern Languages (Common)||13||Bonus Racial Feature|
|Modern Languages (Esprurar)||13||Bonus Racial Feature|
|Modern Languages (Cormanthan)||13||Bonus Homeland Feature|
|Modern Languages (Tharian)||13||1 slot|
|Modern Languages (Zhent Argot)||13||1 slot|
|Battle Command||15 (LEA -3)||1 slot|
|Pharmacy||13 (KNO)||1 slot|
|Folklore (Moonsea Region)||19 (LEA +1)||1 slot|
|Teaching||17 (LEA -1)||1 slot|
|Mastery||15 (LEA -3)||2 slots|
|Riding (Land-based)||11 (Will +3)||1 slot|
|Appraising||10 (REA)||Homeland bonus|
|Herbalism||11 (KNO -2)||Homeland bonus|
|Bureaucracy||10 (REA)||Diplomat bonus|
|Etiquette||13 (KNO)||Diplomat bonus|
|Heraldry||13 (KNO)||Diplomat bonus|
|Observation||10 (Rea)||Diplomat bonus|
|Literacy||14 (KNO +1)||Specialist bonus|
9 slots total, 1 slot remaining
- Weapon: Blades Broad Group (3 slots)
- Weapon: Flails Tight Group (2 slots)
- Weapon: Longbow
6 slots total / 6 slots used
Animal Companion (Ash The Weasel)
|Weasel| HP:|Movement: | | | | | | |
- Animal Familiar Benefits
- When within 1 mile of a Ash, Falthin recieves the heightened senses of his familiar and is granted a +1 bonus to all surprise dice rolls
- Half-Elven Racial Abilities
- Infravision enables them to discern gradients of heat within 60 feet in darkness. In addition, an half-elf’s keen senses allow him to purchase Detection Proficiencies for the normal cost, regardless of his class.
- Half-Elves require only half the amount of sleep compared to a human. An half-elf needs only four hours to gain the benefit of a full night’s sleep. This applies in terms of both natural healing, and the recovery of spells.
- Fighter Class Abilities
- All warriors gain the ability to make more than one melee attack per round as they rise in level. At 7th level, they can make 3 attacks every 2 rounds. At 13th level and up, they can make 2 attacks per round.
- When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons). Starting at 11th level, this applies to any foe with 10 fewer HD than the warrior’s levels (so a 12th level warrior can do this against 2HD creatures).
- As a master of weapons, the fighter is the only character able to achieve Weapon Mastery. Weapon specialization and mastery enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause damage with that weapon. A fighter character is not required to specialize in or master a weapon; the choice is up to the player.
- A fighter can teach weapon proficiencies when he reaches 3rd level and can train
students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make a Reason check. Those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level.
- A fighter can operate heavy war machines when he reaches 4th level, including bombardment engines (such as ballistae, catapults, and trebuchets), crushing engines (such as rams and bores), and siege towers.
- Next Benefit (6th Level)
- Wizard Class Abilities
- A wizard wearing metal armor has their effective casting level decreased by one-half the AC bonus granted by the armor (thus a wizard in Scale Mail would cast spells as if he were 2 levels lower), to a minimum caster level of 1st. Note that a 1st-level wizard is thus immune to this drawback, and encouraged to use armor to defend himself.
- Wizards can use more magical items than any other characters. These include potions, rings, wands, rods, scrolls, and most miscellaneous magical items. A wizard can use a magical version of any weapon allowed to his class. Between their spells and magical items, wizards wield great power.
- Next Benefit (5th Level)
- Homeland (Archendale) Abilities
- Special Advantages:
- All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
- Special Disadvantages:
- The arrogance of Archendale is a constant irritant to other Dalesmen. Because of this, characters from Archendale suffer a -2 penalty on NPC reactions and NPC loyalty when dealing with Dalesmen from outside of Archendale, and a -1 penalty when dealing with non-natives of the Dales.
- Kit (Diplomat) Abilities
- A master of persuasion, a diplomat receives a +2 modifier on reaction rolls from all NPCs. This increases to +4 when dealing with leaders and politicians, due to his experience in dealings with them.
- A diplomat enjoys all of the following privileges in any country with which his government has established diplomatic relations:
- The host country must provide food and shelter for the diplomat as long as necessary for him to complete official business. The host country is not required to extend this privilege to any of the diplomat’s companions other than his immediate family, though many host countries will do so as a matter of courtesy.
- If the diplomat is merely passing through the host country and has no official business there, the host country is not obliged to provide food and shelter; but again, many will do so out of courtesy.
- The host country must guarantee the diplomat’s safety in time of war, or provide a military escort to return the diplomat to his homeland.
- The diplomat is usually immune to arrest and prosecution. However, should the diplomat commit a crime, he may be asked to leave the host country. In extreme situations, the host country may sever diplomatic ties with the diplomat’s homeland, likely resulting in dire consequences for the diplomat when he reports to his unhappy superiors.
- The diplomat may not be taxed by the host country, regardless of how long he stays.
- The diplomat has complete freedom to practice his religion.
- Officials of the host country may not demand to see the diplomat’s private correspondence with his homeland.
- The diplomat has access to people in positions of power, both at home and abroad. The character has a number of contacts equal to his level. The diplomat can call on favors from these contacts. Obviously, the contact must be in a position to help. Asking a merchant to free someone from prison is useless, and asking a the ruler of Hillsfar to protect a wizard is equally futile. Each time the diplomat calls for a favor, roll a NPC reaction check. The diplomat gains a +1 bonus per three levels on the check (round down). On a “friendly” result, the NPC grants the favor (within the limits of his power and influence). If he asks for more than one favor per 100 days from a given contact, each subsequent check suffers a cumulative -2 penalty.
- Special Disadvantages:
- The diplomat generally goes unarmored and carries only a dagger or other small weapon as he makes his rounds of the nobility. If he attends a party in full armor or visits a royal court while armed to the teeth, he suffers a -4 reaction penalty.
- The diplomat wears armor only in the most obvious of circumstances—accompanying a patron to war, dueling, or carrying a message through a dangerous area. Even in adventuring, the diplomat rarely brings his armor unless a fight is very likely. Because he is unused to the tactics and weight of wearing armor, the AC bonus granted by a suit of armor is one less than normal when worn by a diplomat (thus leather armor only grants a +1 bonus to a diplomat’s AC).
- A diplomat spends less time practicing weapons than he does learning other skills. He receives the normal number of weapon proficiencies at 1st level, but receives no additional proficiencies as he advances.
- A diplomat’s position and responsibilities often puts his life at risk. He makes a tempting target for assassins and kidnappers from rival governments, and a likely hostage in times of war. Even the most innocuous insult or slightest breach of protocol may be considered a grievous offense, punishable by both the affronted government and the diplomat’s own superiors. As a gesture of good faith, an diplomat may be required to enter a hostile village alone and unarmed. Rather than eliminate an evil NPC, a diplomat may be asked to arrest him unharmed, then return him to the proper authorities for prosecution.
Wizard Spells: Caster level 4th
|4 + C||2 + C|
Forbidden Schools: Divination, Alteration
Paths Known: Apprentice’s Path (1), The Road of Pentacles (2), The Servants Path (3), The Walled Path (4), The Road of True Names (5)
- 1st level: Cantrip (1-pg. 124), Conjure Spell Component (1-pg. 170), Read Magic (1-pg. 160), Find Familiar (2-pg. 66), Spirit Servant (3-pg 285), Wall of Fog (4-pg 124), Protection from Evil (3-pg. 125).
- 2nd level: Sinister Cantrip (3-pg. 244), Quimby’s Gourmet (3-pg. 146), Wall of Gloom (4-pg. 125).
- 1st: Conjure Spell Components (1), Read Magic (2), Wall of Fog (1), Protection from Evil (1)
- 2nd: Sinister Cantrip (2), Wall of Gloom (1)
- Armor Allowed: Any Armor or Shields.
Weapons Allowed: Any Weapons
*Stored (in Phlan or on Shadowmane):
- Boots – Riding (* lb)
- Boots – Trail (5 lb)
- Bridle (3 lb)
- Candle (15) (* lb)
- Dagger (1 lb)
- Handkerchief Silk (2) (* lb)
- Harness – Horse (10 lb)
- Horse blanket (6 lb)
- Horse grooming kit (1 lb)
- Horseshoes (10 lb)
- Horse – Riding (Shadowmane)
- Nightshirt (*lb)
- Robe – Embroidered (* lb)
- Saddle – Riding (35 lb)
- Saddlebags – Large (8 lb)
- Scrollcase (2) – (1/2 lb. each)
- Stirrups (1 lb)
- Brass Field Brazier (Find Familiar Component (3 lb)
- Currently carrying 58.5 lbs. with the remainder stored in Mak’kar’s fort
Base Speed: 12
Total Weight of Gear: 126.5 lbs.
|Weight||0 – 40 lbs.||41-59 lbs.||60-78 lbs.||79-96 lbs.||97-115 lbs.|
Found abandoned in the Arch Wood, Falthin was taken in by a proud officer of the Archenrider’s named Egbrecht Arakis. This decision caused much resentment from those close to Egbrecht as they believed that his heart should reside first with The 600 and second with assuring the continuation of their bloodline. Thus, when Egbrecht opted against marriage and pledged his teachings, training and wealth to Falthin, many people questioned his loyalty. As time passed however, Falthin and his pension for mercantilism and the Arcane arts, became a welcome and profitable element of the day-to-day operations in and around Archendale. Slowly, people began to overlook his heritage and his father’s loyalties. Falthin would grow to embrace the sense of pride, dedication and commitment that a natural-born citizen of Archendale exhibits.
The better part of Falthin’s early adult years were spent travelling the various regions of the Moonsea in efforts to research its lore and study magic. Falthin would regularly correspond with his superiors in Archendale as well as his father, updating them on matters in the region and offering guidance for how Archendale might gain status in the areas. Unlike many others, Falthin is hesitant to blindly preach his city’s core ideals and values to surrounding regions. Rather, he observes and when necessity or opportunity present themselves he suggests agreements that are favourable to Archendale’s broader strategic aims. This has gained him the admiration of many in Archendale as a cunning and reasonable diplomat. It has also caused some otherwise unnecessary tensions to arise amongst the surrounding Dales who suspect he possesses ulterior motives. Their suspicions are not entirely unfounded as Falthin craves the acquisition of knowledge, which he views as an endless resource readily available in the neighbouring regions archives, libraries, history and lore.
Five years prior, Falthin was summoned back to Archendale under the guise that a new post, a promotion, would be made available to him. However, upon arriving it was discovered that his father had taken ill. In his later years, Egbrecht had become disgruntled and weary, spending countless hours in the town archives. He had also squandered the bulk of his wealth in ill-fated expeditions around the Arch Wood and surrounding mountains. With the bulk of his inheritance squandered, Falthin remained a stalwart protector of his father’s name until his passing. On his death bed, Egbrecht imparted the belief that Archendale was in grave danger and that the governing Council of Swords had become tainted. He continued to mutter words, ‘Phlan’, ‘Temple’, ‘Swamp’, ‘Barony’, ‘Helm’. After the funeral, a representative from the council approached Falthin and informed him that after funeral proceedings for his father’s death concluded he would be dispatched to the township of New Phlan as chief diplomat and observer. His task is to observe the local economic, political and military situation in the region and present a report within a year that recommends how Archendale might expand its influence in the region.