Silren the Burnt

Description:

Race: Human (Male, Age 30)
Homeland: Hillsfar
Class: Mage
Kit: Adventurer Kit
Alignment: Neutral Evil
Religion:
Level: 5th
Experience: 24,418
Next Level: 40,000
Max Level: Unlimited


Ability Scores:

Str 12 Stamina 12
Muscle 11
Dex 11 Aim 12
Balance 9
Con 14 Health 14 88% System Shock
Fitness 13
Int 15 Reason 14 Max Spell Level 7th Max Spells/Level 19
Knowledge 16 +5 Proficiencies +3 Paths 70% Learn Spell
Wis 13 Intuition 14 +5% Earned XP
Willpower 12
Cha 9 Leadership 12 5 Henchmen
Appearance 5 -3 NPC Reactions

Reactions:

  • Initiative: +0
  • Surprise: +1
  • NPC Reaction: -5 (-7 vs. Non-humans)

Combat Statistics:
Hit Points: 9
Armor Class: 10
Base Attack Bonus: +1
Saves:

  • Paralyzation/Poison/Death: 14
  • Rod/Staff/Wand: 11
  • Petrification/Polymorph: 13
  • Breath Weapon: 15
  • Spells: 11
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Quarterstaff 1/round +1 1d6 1d6 4 melee
Dagger 1/round +1 1d4 1d3 2 melee

Thief Skills: (no armor)

PP 0% HS 0%
OL 0% HN 25%
F/RT 0% CW 40%
MS 0% RL 0%

Non-Weapon Proficiencies: General, Rogue, Wizard

Modern Languages (Common) 15 Hiding 14
Modern Languages (Cormanthan) 15 Literacy 18
Modern Languages (Tharian) 15 Ancient History (Noga) 14
Modern Languages (Espruar) 15 Spellcraft 13
Modern Languages (Dethek) 15 Fire-building 12
Modern Languages (Jogishk) 15 Research 15
Teaching 8
Ancient Languages (Noga) 15

2 open slot

Weapon Proficiencies:
Quarterstaff
Dagger
1 open slot


Special Powers:

  • Whenever a Hillsfarran successfully attacks a target from behind, he deals double normal damage (or adds 1 to his damage multiplier if he has the rogue’s Backstab ability).
  • A wizard’s lifespan is extended by his constant exposure to the arcane. The wizard’s maximum lifespan increases by an amount equal to five times his level. He still suffers the effects of aging at the same rate as other members of his race. This can be further extended through the use of certain spells and magic items.

Wizard Spells: Caster level 5th

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
4 2 1

Paths Known: Apprentice’s Path, The Flame Dancer’s Path, The Path of Stars, The Shining Road, The Black Road, The Road of Pentacles, Beastmaster’s Path, Road of True Names

  • 1 open path
  • Spell Book:
    • 1st level (18 of 19): Blacksteel, Blackthorns, Burning Hands, Cantrip, Conjure Spell Component, Dancing Lights, Detect Magic, Face Blur, Find Familiar, Fire Burst, Flamespin, Flare, Light, Moonglow, Protection from Evil, Read Magic, Slingstar, Wizard Mark
    • 2nd level (18 of 19): Agannazar’s Scorcher, Blindness, Blur, Calder’s Starry Sky, Circle Dance, Circle of Flame, Continual Light, Delayed Light, Detect Evil, Familiar Enhancer I, Fire Shuriken, Flaming Sphere, Infratorch, Moon Rune, Sinister Cantrip, Sundazzle, Tunnel Vision, Wizard Lock
    • 3rd level (17 of 19): Animate Fire, Dispel Magic, Cervate’s Summoning, Enchanted Torch, Familiar Enhancer II, Fireball, Fire Rain, Fiery Fists, Fire Wings, Interruptible Light, Jalartan’s Miraculum, Monster Summoning I, Moonglow Symbol, Nchaser’s Glowing Globe, Protection from Evil 10-ft. Radius, Spell Sense, Sunscorch
  • Prepared Spells:
    • 1st level: Black Thorns, Burning Hands x2, Detect Magic
    • 2nd level: Agannazar’s Scorcher, Familiar Enhancer I
    • 3rd level: Fire Rain

Psionics:

PSPs: 40/40

Power Discipline Power Score Cost Maintenance Effect
Telekinesis Psychokinesis 10 1 per lb. 1 per 2 lbs per round Move one object within 30 yards at a rate of up to 60 feet per round.
Control Body Psychokinesis 12 8 8/round Control one humanoid target within 80 yards like a marionette. Roll Power Score vs. victim’s Strength, on failure victim breaks free. On success, victim’s body moves as you command, but suffers a -6 penalty on attacks and actions. You cannot control the victim’s speech.

Penalties:

  • Zhentilar and Mulman warriors attack Hillsfarrans on sight.
  • All NPC encounters are penalized at -2 due to Hillsfar’s reputation. This increases to -4 against non-humans due to Hillsfar’s reputation for xenophobia, bigotry, and exploitation.

Advancement Notes

  • Armor Allowed: none.
  • Weapons Allowed: Dagger, Dart, Knife, Quarterstaff, Sling
  • Gain 4 PSPs per level.
  • Gain 1 Weapon proficiency slot every 5 levels.
  • Gain 1 Non-weapon proficiency slot every even-numbered level.
  • Once he reaches 9th level, a wizard can pen magical scrolls and brew potions. He can construct more powerful magical items only after he has learned the appropriate spells (or works with someone who knows them).

Equipment:

  • 18gp,
  • Amulet of Terror (35 charges left)
  • Elixer of Health
  • Potion of Healing
  • Horn of Voices
  • Quarterstaff (4 lbs)
  • Dagger (1 lb)
  • Black & Red Robes, Embroidered with Two Giant Red Hands, Black Belt, Soft Boots,
  • Spellbook (3 lbs)
  • Donovan’s Journal & Spellbook (3 lbs)
  • Writing Ink, Scroll Case (0.5 lbs)
  • 2 Large Belt Pouches (2 lbs)
  • Wineskin (9 lbs),
  • Backpack (2 lbs),
  • Flint & Steel, Spell Components, Knife Sheath,
  • Crowbar on loan from Matteo (4 lbs, 1 Gold pc deposit)
  • Medium Mirrored Shield (Held by Osakh),
  • Silver Hairbrush,
  • Vial (used potion container from Thrall) with sample of river water from underneath the troll lair.

Wizard Lab: 650gp value

Animals: Torgo the Bat. 6 HP AC: 7 3 INT


Encumbrance:

Base Speed: 12

Total Weight of Gear: 26.5 lbs.

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 50 lbs. 51-66 lbs. 67-83 lbs. 84-99 lbs. 100-114 lbs. 115 lbs
Movement 12 9 6 5 2 1

Bio:

Vitals: Black Hair & Beard, Blue Eyes, 5’6”, 30 Years Old

Story: see Silren’s Journal

Background:
Silren is from Hillfar. His mother and father were merchant mages. They were upscale grocers by trade and while they had a physical store in the city, they often made trips to other communities in the Moonsea area, where he grew a prejudice to just about anything that could be a threat to his personal safety. His father often beat him; his mother was no better. Not to say they didn’t provide for him. He was a smart lad and very capable of carrying a grudge… and since he was ridiculed for his looks he often stewed in grumpy hate. He excelled in his schooling and it didn’t take long for him to gain the attention of those looking for wizard apprentices. He hated the work however. Power was more important. By the time he started a proper apprenticeship, his mother and father both passed in a fire that may or may not have been arson. Silren inherited the remains of their business, sold what they had left and focused completely on absorbing more arcane knowledge. Some of his duties as a wizard apprentice included working with Red Plume Patrols that needed magic detection and support while reporting to his Cabal.

This is the local knowledge of Silren. What isn’t known is that one time whilst travelling with his parents, they had unwittingly camped a top an ancient burial mound, where a long dead wizard’s spirit (Manos, by name) had approached the boy in the night, whispering secrets in hopes for mortal blood. A small pact was made, a few drops spilt to slake the foul being’s thirst. For much of his teenage years he made pilgrimage to the spot exchanging both his blood or the blood of others to gain more arcane insight and other stories that may make him stronger. The spirit was demanding however and eventually Silren cut off from the foul thing. More recently, Silren has had a near death experience. In his thirst for power, he read from a scroll he believed was going to unlock new evocations, but instead was trapped with explosive runes. While he survived, his face is horribly scarred and has not healed well… He has heard stories from the blood spirit: of ancient magics near Phlan and has decided to investigate in person. He has felt the need to come into his own as a wizard and has filed all the necessary paperwork for a transfer to Phlan. It was accepted mainly because of some light blackmail on his part.

Silren the Burnt

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