Fincul Parmatir - Male Half-Elf - Wizard (Evoker), Level 4 - Neutral Good (fin-: hair. cul-: golden red. fuin: gloom, darkness. alqua: swan. parma: book. tir-: watch, watch over, guard, heed) Born Fincul Fuinalqua (his parents thought it was a lovely name), Fincul began his professional career as an apprentice to a bookseller. As was the tradition in his village, Fincul took on her surname, "Parmatir" (much to his relief). Dinfea Parmatir was a elderly little elf woman with silver hair and a soft, quiet demeanor. She taught Fincul how to handle books with respect, and how to repair and rebind them. He was given free rein to read anything in the shop's stock, and read he did, continuously and voraciously. He discovered a particular interest in the books on magic and arcane lore. Over the years, he gradually taught himself the basic principles of wizardry; it was slow going, because the shop rarely had more than a few books on the subject in stock, but he persisted. Eventually, when he realized twenty years had passed and he was still only an apprentice, he decided to set out on his own to further his magical training. Fincul began a pilgrimage across the countryside, with the intent to visit every great library of magic he could. Or every small library of magic. Or every medium-sized library of regular books that might have some magic ones in it in the back someplace. Or every little used bookshop tucked away in a small village that just might, if he was lucky, happen to have something interesting that someone had sold them thirty years ago and they hadn't been able to get rid of yet. Fincul would take what he would get. He didn't even realize he himself had become a real wizard until one day when he was sitting in the woods, trying out a series of incantaions found in a book. After thinking nothing had happened, he suddenly heard a loud BRAA-AK behind him, and realized he'd just summoned a toad. He named her Anna, and made her his familiar. After that proud event, he promptly made a point to acquire proper garb as soon as possible -- a wizardly robe and pointed hat, both colored to more or less match his hair. He decided to specialize in Evocation, as it seemed to him the purest form of magic. At the same time, Fincul forewent any practical study of Transmutation. Over time, Fincul has travelled with various groups of companions, and sometimes took on side quests to make extra money, since being a pilgrim and disciple of knowledge doesn't put food on the flat-rock-in-the-middle-of- nowhere-you're-currently-using-for-a-table. He's also gotten in the habit of selling off books when he's finished reading them, because that's the only way he can afford to keep buying new ones. But that doesn't bother him, provided the person he's selling them to can be trusted to care for them properly. Int 16 (+3) Appearance: 34 years old, 5'5" tall, 150 lb, looks a Con 17 (+3) bit scrawnier than he actually is. Fair skin, Str 14 (+2) untanned. Short, bristly red-orange hair, including Dex 11 (+0) a scruffy goatee. Bright green eyes. Easily Cha 10 (+0) excitable. Wis 8 (-1) Base speed: 30 ft Favored class: Fighter Racial abilities (Half-Elf): Immunity to magic sleep. +2 racial saving throw bonus against Enchantment. Low-light vision. +1 bonus on Listen, Search, and Spot. Elven blood. Languages: Common, Elven, Draconic, Sylvan. Feats: Scribe Scroll (spend 1/25 price XP + 1/2 price gp to make spell scroll) (Free with class) Alertness (+2 Listen, Spot) (Free with familiar) Extend Spell [Metamagic] (double duration, slot+1) Combat Casting (+4 Concentration when casting defensively) Spells per day: Level 0: 4, +0 bonus, +1 Evocation Level 1: 3, +1 bonus, +1 Evocation Level 2: 2, +1 bonus, +1 Evocation Level 3: 0, (+1 bonus, +1 Evocation) (not yet available) Skills: Listen (Wis): 0 (2) Spot (Wis): 0 (2) Craft (Int) (Bookbinding): 1 (4) Search (Int): 3 (7) Knowledge (Int) (Bibliology): 4 (7) Concentration (Con): 7 (10/14) Knowledge (Int) (Arcane Lore): 7 (10) Spellcraft (Int): 7 (10) Alchemy (Int): 0 (3) Scry (Int): 0 (3) Profession (Wis) (None): Fort. Save: +4 Reflex Save: +1 Will Save: +3 Melee to-hit: +4 Missile to-hit: +2 Base Attack: +2 Initiative: +0 AC (M. Armor): 15 AC (normal): 11 HP: 27 (27) Equipment (usually readied or worn): Explorer's Outfit - 8 lb The cloak is replaced by a wizard's robe of the open-front, baggy labcoat style. The outfit also includes a standard wide-brimmed pointy hat. Both are a muted shade of red/orange. Quarterstaff - 4 lb Attack 1d20+3, damage 1d6+3, critical X2 Amulet of Natural Armor +1 - +1 natural AC Spell component pouch - 3 lb 2 Ioun stones (dull gray) Spherical and painted different colors. One is yellow and has smiley face added in black paint; the other, blue with a frowney face. (Only the appropriate one is active most of the time; the other is stored away.) Equipment (in spacious robe pockets): Wand of Vampiric Touch (six charges) 0, 2d6 hp damage, caster gains as temp hp for one hour Dagger (+1, Ghost Touch, providing light) Attack 1d20+4, damage 1d4+3, critical 19-20/X2 Silvered dagger Attack 1d20+3, damage 1d4+2, critical 19-20/X2, 6 Potions of Cure Light Wounds (heal 1d8+1 hp) Potion of Vision (+10 to Search for one hour) Vial of Ink Inkpen Flint and steel 10 Candles Dust of Illusion (five pinches) Familiar - 0.5 lb, toad Anna has 10(10) hp, +1 init, and AC 17 (21 with Mage Armor). Attacks at +2 for no damage. Saving throws: Fort +4, Reflex +3, Will +2. Skills: Hide +21, Listen +5, Spot +5 Familiar has Improved Evasion (reflex save halves damage). Also grants: Alertness (feat) Share spells: spells cast on self can affect familiar Empathic link: can communicate with familiar telepathically Touch: familiar can deliver touch spells 6 Spell scrolls Change Self (Illusion) - Changes your appearance Detect Secret Doors (Divination) - Reveals hidden doors within 60 ft Sleep (Enchantment) - Put 2d4 HD of creatures into comatose slumber Azalldam's Fabricated Bridge (Conjuration/Summoning) 0, bridge 5 yard x 10/level, holds 100 lb/level, lasts 2 rounds/level Bending (Illusion) 100 yards, target appears 10 feet away, lasts 3 rounds/level, 3 rounds to cast Fellstar's Flame Finger (Evocation) 25 yards, save halves damage, 1d10 + 1/level dam, can target objects Spellbook (without spells, 35 pages used) - 3 lb About a third of the pages in this book are filled with notes in Fincul's handwriting regarding his research and adventures, and a few others have been torn out. Spellbook (with spells, 55 pages used) - 3 lb Level Zero Association (Divination): touch, detect if two things ever touched before Resistance (Abjuration): Subject gains +1 on saving throws Ray of Frost (Conjuration): Ray deals 1d3 cold damage (Anathermica) Detect Poison (Divination): Detects poison in one creature or small object Daze (Enchantment): Creature loses next action Flare (Evocation): Dazzles one creature (-1 attack) (Phosphorphotos) Light (Evocation): Object shines like a torch Dancing Lights (Illusion): Figment torches or other lights Ghost Sound (Illusion): Figment sounds Disrupt Undead (Disrupt undead): Deals 1d6 damage to one undead (Immortis) Arcane Mark (Universal): Inscribes a personal rune (visible or invisible) Detect Magic (Universal): Detects spells and magic items within 60 ft. Prestidigitation (Universal): Performs minor tricks Read Magic (Universal): Read scrolls and spellbooks Level One Alpha's Electric Arc (Evocation): 10 yards + 10/level, auto-hit, 1d4 + 1/level dam, metal-bearers save or double damage Darklight's Mystic Bolt (Evocation): Extends 10 ft/level, auto-hit, 3 dam / level, save for half, all targets in straight line (Hava-Shuul) Darkray's Irresistible Tickling (Evocation): 20 yards/level, Wis check to ignore, hands tickle target (attack penalty, break concentration), lasts 1 round + 1/level (Cootchie-cootchie-coo) Fascination (Enchantment/Charm): 12 feet, will save negates, target follows wizard around, lasts as long as concentration History (Divination): touch, detect psychic impressions in object/area (hidden purposes, past owners, etc.) Little Death (Necromancy): 60 ft, fort save, paralyse one 6HD creature, lasts 1d4+1 rounds Magic Motes (Evocation): creates (1 + 1/ two levels after) motes that absorb 1d4+1 damage from each attack, each attack removes 1 mote, wears off after 10 round /level (pop) Mage Armor (Conjuration/Creation) Touch, creates force armor (+4 armor bonus), lasts 1 hour/level Roteley's Wildbolt (Evocation, Wild Magic): 60 ft + 10/lvl, 1d3(+1)/lvl damage to self, 1d4/self-damage damage to target Wimbly's Wonderful Web (Conjuration, Evocation): 1 yard/level, lasts 2 round/level, ranged attack as if fighter, immobilize target Identify (Divination): Touch, takes 8 hours, identifies basic function of magic thing, 1 thing/level, costs 100gp (Video, videre, visus) Level Two Flaming Sphere (Evocation/Fire): 100 ft + 10/level, 3 ft ball of flame, moves 30 ft/round, reflex save or 2d6 fire damage, lasts 1 round/level Blur (Illusion/Glamer): Touch, target gets half concealment (20% miss chance), lasts 1 minute/level (Pyros) Locate Object (Divination): 400 ft + 40/level, sense direction of nearest object of some type or of specific familiar object, lasts 1 minute/level Invisibility (Illusion/Glamer): touch, person or object turns invisible, lasts 10 minutes/lvl or until target attacks Ghoul Touch (Necromancy): touch, paralyze living humanoid for 1d6+2 rounds, all in 10 ft must fort save vs smell or take -2 to rolls, fort negates Cash: 150gp - 5 lb Total: 33 lb (out of 58 lb) Some spells from: http://www1.afmnet.net/~gnba/spells/gnsb/html/lev1.html