Post by vinnytheelf on Apr 4, 2008 1:37:59 GMT -8
Name: Wysiwyg
Race: Snow Elf
CLass: Druid2/Wizard1
Background:
Hailing from the ColdLands, Wysiwyg was one of those chosen to go to the new world to help in the effort, of survival of all the peoples.
A rare unnatural adept with both Arcane and Divine magics, a Mage who worships Nature he was noted to have innate abilities and his clan's Elders began tutoring him in their ways having two masters at such a young age when all other adpets only had one, he struggled initially, though briefly with the difficulties in the duality of his skills, yet in next to no time he had mastered the basics of both utterance of prayers and the manipulation of arcane energies. He soon found a talent in the art of Summoning and specialised in the school of Conjuration.
Wysiwyg is going to provide some Divine and Arcane spellcasting, along with some specialised skills in cold environments and druidic summoning.
Abilities:
Str:13
Dex:18+2=20
Con:15
Int:17
Wis:18
Cha:15-2=13
HP:22
AC:15 T:15 FF:10
'Poekit' the Dire Penguin Companion.
Poekit's favored attack form in defence of his master is an initial charge attack then dive onto his belly, barrelling beak first to attack the ankles and lower legs of any foe stupid enough to attack his master. Of course this tactic only works on icy and snowy surfaces. Otherwise his waddling gait has been known to cause potential enemies to crack up laughing, as he waddles angrily to peck them, their laughter is cut short when his razor sharp beak pecks their toes causing much pain and suffering.
'Huffin' the Puffin Familiar.
Shy and reclusive, Huffin usually spends much of his time either hidden in his master's robes or up in the air scouting the nearby terrain.
Feats:
Druid:
Animal Companion, Nature Sense, Wild Empathy, Woodland Stride.
Wizard: Familiar, Scribe Scroll.
Character: Augment Summoning, Brew Potion.
Equipment:
Composite Longbow +1
Quivver, Arrows x80
Silver Arrows x20
Longsword & Scabbard
Whetstone
Winter Furs
Winter Blanket
Bedroll
Backpack
Satchel, Spell Components.
Robes, Boots, Clothing, Belt.
Healers Kit
Food Rations x7
Waterskin
Flint, Steel & Tinder
Oil Flask x1
Alchemist Fire x1
Small Steel Mirror
Incense x1
Wolvesbane, Garlic, Belladonna.
Iron-Shod Quaterstaff (Cold Iron)
Masterwork Alchemist Kit
Languages:
Common, Elf, Druidic, Sylvan, Draconic, Undercommon.
BAB: +1
Saves:
Fort: 3+2 = +5
Ref: 0+5 = +5
Will: 3+2+4 = +9
Druid Spells:
Cantrips; /day=4
Flare
Guidance
Know direction
Light
1st Circle; /day=2+1 =3
Cure Light Wounds
Cure Light Wounds
Magic Fang
Wizard Spells:
Cantrips: /day=3+1*
(Read Magic)
Acid Splash*
Dancing lights
Detect Magic
Flare
1st Level /day=1+1+1*=2+1*
Endure Elements
Mount
Summon Monster I*
Specialist Conjurer
(Banned schools=Necromancy & Illusion)
Spellbook
Cantrips (All except Illusion & Necromancy)
First Level =3+3+1* =6+1*.
1. Endure Elements
2. Shield
3. Mage Armor
4. Mount
5. Expedious Retreat
6. Summon Monster I
7. Identify
Race: Snow Elf
CLass: Druid2/Wizard1
Background:
Hailing from the ColdLands, Wysiwyg was one of those chosen to go to the new world to help in the effort, of survival of all the peoples.
A rare unnatural adept with both Arcane and Divine magics, a Mage who worships Nature he was noted to have innate abilities and his clan's Elders began tutoring him in their ways having two masters at such a young age when all other adpets only had one, he struggled initially, though briefly with the difficulties in the duality of his skills, yet in next to no time he had mastered the basics of both utterance of prayers and the manipulation of arcane energies. He soon found a talent in the art of Summoning and specialised in the school of Conjuration.
Wysiwyg is going to provide some Divine and Arcane spellcasting, along with some specialised skills in cold environments and druidic summoning.
Abilities:
Str:13
Dex:18+2=20
Con:15
Int:17
Wis:18
Cha:15-2=13
HP:22
AC:15 T:15 FF:10
'Poekit' the Dire Penguin Companion.
Poekit's favored attack form in defence of his master is an initial charge attack then dive onto his belly, barrelling beak first to attack the ankles and lower legs of any foe stupid enough to attack his master. Of course this tactic only works on icy and snowy surfaces. Otherwise his waddling gait has been known to cause potential enemies to crack up laughing, as he waddles angrily to peck them, their laughter is cut short when his razor sharp beak pecks their toes causing much pain and suffering.
'Huffin' the Puffin Familiar.
Shy and reclusive, Huffin usually spends much of his time either hidden in his master's robes or up in the air scouting the nearby terrain.
Feats:
Druid:
Animal Companion, Nature Sense, Wild Empathy, Woodland Stride.
Wizard: Familiar, Scribe Scroll.
Character: Augment Summoning, Brew Potion.
Equipment:
Composite Longbow +1
Quivver, Arrows x80
Silver Arrows x20
Longsword & Scabbard
Whetstone
Winter Furs
Winter Blanket
Bedroll
Backpack
Satchel, Spell Components.
Robes, Boots, Clothing, Belt.
Healers Kit
Food Rations x7
Waterskin
Flint, Steel & Tinder
Oil Flask x1
Alchemist Fire x1
Small Steel Mirror
Incense x1
Wolvesbane, Garlic, Belladonna.
Iron-Shod Quaterstaff (Cold Iron)
Masterwork Alchemist Kit
Languages:
Common, Elf, Druidic, Sylvan, Draconic, Undercommon.
BAB: +1
Saves:
Fort: 3+2 = +5
Ref: 0+5 = +5
Will: 3+2+4 = +9
Druid Spells:
Cantrips; /day=4
Flare
Guidance
Know direction
Light
1st Circle; /day=2+1 =3
Cure Light Wounds
Cure Light Wounds
Magic Fang
Wizard Spells:
Cantrips: /day=3+1*
(Read Magic)
Acid Splash*
Dancing lights
Detect Magic
Flare
1st Level /day=1+1+1*=2+1*
Endure Elements
Mount
Summon Monster I*
Specialist Conjurer
(Banned schools=Necromancy & Illusion)
Spellbook
Cantrips (All except Illusion & Necromancy)
First Level =3+3+1* =6+1*.
1. Endure Elements
2. Shield
3. Mage Armor
4. Mount
5. Expedious Retreat
6. Summon Monster I
7. Identify