Percival the Bold
Percival is a wizard, he's a 5'9", 170 pound and is a hunchback. He has brown hair and green eyes, he walks with a bit of a limp.
ABILITIES/FEATS
t-trained only *- No Armor penalty
Wizard(Class) SPELLS
SPELL BOOK
Amanuensis Copy nonmagical text. spc:9
Arcane Mark Inscribes a personal rune (visible or invisible). ph:201
Caltrops Covers several spots with magical caltrops. spc:42
Dancing Lights Creates torches or other lights. ph:216
Daze Humanoid creature of 4 HD or less loses next action. ph:217
Detect Magic Detects spells and magic items within 60 ft. ph:219
Detect Poison Detects poison in one creature or object. ph:219
Disrupt Undead Deals 1d6 damage to one undead. ph:223
Electric Jolt Ranged touch attack (1d3 dam). spc:78
Flare Dazzles one creature (-1 on attack rolls). ph:232
Ghost Sound Figment sounds. ph:235
Launch Bolt Launches a crossbow bolt as if fired from a light crossbow. spc:130
Launch Item Hurls Fine item up to med range w/ no range penalty. spc:130
Light Object shines like a torch. ph:248
Mage Hand 5-pound telekinesis. ph:249
Mending Makes minor repairs on an object. ph:253
Message Whispered conversation at distance. ph:253
No Light Prevents normal light from illuminating. bv:100
Open/Close Opens or closes small or light things. ph:258
Preserve Organ Protects one detached organ from decay for 24 hours. bv:101
Prestidigitation Performs minor tricks. ph:264
Ray of Frost Ray deals 1d3 cold damage. ph:269
Read Magic Read scrolls and spellbooks. ph:269
Repair Minor Damage Repairs 1 point of damage to a construct spc:173
Resistance Subject gains +1 on saving throws. ph:272
Silent Portal Negates the sound from opening a door or window. spc:190
Slash Tongue Subject takes -1 penalty on attacks, saves and checks for 1 round. bv:103
Sonic Snap Targets take 1 dam sonic and is deafened for 1 round. spc:195
Stick Affix one object weighing up to 5 lbs to another object. spc:206
Touch of Fatigue Touch attack fatigues target. ph:294
Unnerving Gaze Subject takes -1 penalty on attacks. bv:108
Color Spray Knocks unconscious, blinds, and/or stuns creatures in a 15 ft. cone. ph:210
Comprehend Languages You understand all spoken and written languages. ph:212
Enlarge Person Humanoid creature doubles in size. ph:226
Identify Determines properties of magic item. ph:243
Mage Armor Gives subject +4 armor bonus. ph:249
Magic Missile 3 missiles deal 1d4+1 damage each. ph:251
Ray of Enfeeblement Ray imposes a Str penalty 1d6 +3. ph:269
Shield Invisible disc gives +4 to AC, blocks magic missiles. ph:278
Sleep Puts 4 HD of creatures into magical slumber. ph:280
Bull's Strength Subject gains +4 to Str. ph:207
Continual Flame Makes a permanent, heatless torch. ph:213
Invisibility Subject is invisible for 6 minutes or until it attacks. ph:245
Knock Opens locked or magically sealed door. ph:246
Melf's Acid Arrow Ranged touch attack; 2d4 damage each rd ph:253
Scorching Ray 1 ranged touch attack(s) deal 4d6 fire damage. ph:274
Dispel Magic Cancels magical spells and effects with dispel check of 1d20+6. ph:223
Fireball 6d6 damage, 20-ft. radius. ph:231
Haste 6 creatures move faster, +1 on attack rolls, AC, and Reflex saves. ph:239
Hold Person Paralyzes one humanoid. ph:241
Secret Page Changes one page to hide its real content. ph:275
Tongues Speak any language. ph:294
Keep track of prepared spells however you wish or your GM wishes (people can be picky about that!)
Carried Gear
Darkwood Quarterstaff 640gp 2 Continual Light on tip, bag to cover when it needs concealed.
Darkwood Crossbow 365gp 2
Quiver w/20 bolts 2gp 1
Mithral Dagger 502gp 1
Hewards Handy Haversack 2,000gp 5
Spellbook 3
40 bolts 4gp 2
Mess Kit 6sp 1
Pot, Cook 5sp 10
oil Flask x 4 4sp 4
Collapsing Grappling hook 3gp 2
Climbing Kit 80gp 5
Swimmers Kit 15gp 5
Cold Weather Outfit 8gp 7 +5 on Fort save.
Winter Full cloth
Ice Boots, fur lined 15gp 1 +2 on ice
Ice axe 10gp 5
Snow Goggles 2gp
Crampons 5gp 1
Sledge Hammer 1gp 10
Winter Blanket 3sp 2
Iron Spikes x8 8cp 8
Crowbar 2gp 5
10 days Trail Rations 5gp 10
Small steel Mirror 10gp 0.5
Soap 5sp 1
Sack x 4 4sp 2
Sunrod x 2 4gp 2
Alchemist Fire x 2 40gp 2
Tobacco x 2 pounds 1gp 2
Tea, Black 25sp 5
Percolator 1gp 1
Salt 2lbs 10gp 2
Mwk Artisans Tools (Bookbinder) 55gp 2
HANGING ON HAVERSACK
50' silk rope x2 20gp 10
Torch x 8 8cp 8
Snow Shoes 15gp 8
Bedroll 1sp 5
Scroll case 1gp 0.5
Paper x 10 sheets 40sp
Belt Pouch 1gp 0.5
Flint & Steel 1gp
Ink x 2 16gp
Pens x 8 8sp
Whetstone 2cp 1
Tindertwig x 10 10gp
Pipe 5gp 0.5
Sealing Wax 1gp 1
Signet Ring 5gp
Sewing Kit (w/ needles) 1gp
Water skin 1gp 4
Spell Component Pouch 5gp 2
People tend to carry a LOT and like to organize it their own way, however please keep name, quantity, value, and weight in some order. Magical items, weapons, armor, and the like expand upon below.
DESCRIPTION: Percival is a wizard, he's a 5'9", 170 pound and is a hunchback. He has brown hair and green eyes,
he walks with a bit of a limp. His clothes are blue, green and brown, grey cloak.
BACKGROUND: Percy grew up in a magical family. His father is the Arch-mage Yngvar Yragerne. His mother is also a mage
of great repute as well, Maple Triaderne. She is semi-retired as she had a family to raise, his father was the High
Mage of the Silent Tower in Niole Dra! He had trained to be a universalist wizard and had learned well. He was also
training to be a Bookbinder so he could make spellbooks and other magical tomes. His teacher, Birahu the Black, was a
great Arch-mage as well as an Alchemist of the High Order.
When he turned 20, Percy set out on his own to learn the world. He could have stayed there and been an instructor himself
but chose the hard path. There was only so much he could learn in the tower, and he sought knowledge and power, to one
day exceed his own father.
One day after being on the road for a few years, he found himself awaking on the edge of a wood with a young girl
staring down in his face. He had no memory of how he got there or what happened to him, a large scar over his heart
as though he had been skewered by a sword straight through the heart and out his back. But he was alive! Since, he had
traveled with the Road Warden on his rounds, always returning to the tavern that had taken him in. The Gray Fox.
LEVELING DETAILS
ABILITIES/FEATS
- Racial Traits
× Base land speed of 30 feet.
× Bonus Feat: 1st level bonus feat
× Favored Class: Any
- Class Abilities Indicate current abilities only and level gained
× Proficient with Club, Heavy Crossbow, Light Crossbow, Dagger,
Quarterstaff.
× Familiar: You may call a familiar as a magical companion.
- Prestige Class Abilities Indicate current abilities only and level gained
- Feats Indicate for level, class, race, etc.
× Combat Casting(PH 92) : +4 bonus on Concentration checks for defensive
casting.
× Great Fortitude(PH 94) : +2 bonus on Fortitude saves.
× Point Blank Shot(PH 98) : +1 bonus on ranged attack and damage within
30 ft.
× Precise Shot(PH 98) : You can shoot or throw at opponents engaged in
melee without the –4 penalty.
× Craft Wondrous Item(PH 92) : Create magic wondrous items.
× Scribe Scroll(PH 99)² : Create magic scrolls.
t-trained only *- No Armor penalty
- Languages:
- Common
Wizard(Class) SPELLS
SPELL BOOK
Acid Splash Orb deals 1d3 acid damage. ph:196
Amanuensis Copy nonmagical text. spc:9
Arcane Mark Inscribes a personal rune (visible or invisible). ph:201
Caltrops Covers several spots with magical caltrops. spc:42
Dancing Lights Creates torches or other lights. ph:216
Daze Humanoid creature of 4 HD or less loses next action. ph:217
Detect Magic Detects spells and magic items within 60 ft. ph:219
Detect Poison Detects poison in one creature or object. ph:219
Disrupt Undead Deals 1d6 damage to one undead. ph:223
Electric Jolt Ranged touch attack (1d3 dam). spc:78
Flare Dazzles one creature (-1 on attack rolls). ph:232
Ghost Sound Figment sounds. ph:235
Launch Bolt Launches a crossbow bolt as if fired from a light crossbow. spc:130
Launch Item Hurls Fine item up to med range w/ no range penalty. spc:130
Light Object shines like a torch. ph:248
Mage Hand 5-pound telekinesis. ph:249
Mending Makes minor repairs on an object. ph:253
Message Whispered conversation at distance. ph:253
No Light Prevents normal light from illuminating. bv:100
Open/Close Opens or closes small or light things. ph:258
Preserve Organ Protects one detached organ from decay for 24 hours. bv:101
Prestidigitation Performs minor tricks. ph:264
Ray of Frost Ray deals 1d3 cold damage. ph:269
Read Magic Read scrolls and spellbooks. ph:269
Repair Minor Damage Repairs 1 point of damage to a construct spc:173
Resistance Subject gains +1 on saving throws. ph:272
Silent Portal Negates the sound from opening a door or window. spc:190
Slash Tongue Subject takes -1 penalty on attacks, saves and checks for 1 round. bv:103
Sonic Snap Targets take 1 dam sonic and is deafened for 1 round. spc:195
Stick Affix one object weighing up to 5 lbs to another object. spc:206
Touch of Fatigue Touch attack fatigues target. ph:294
Unnerving Gaze Subject takes -1 penalty on attacks. bv:108
Burning Hands 5d4 fire damage. ph:207
Color Spray Knocks unconscious, blinds, and/or stuns creatures in a 15 ft. cone. ph:210
Comprehend Languages You understand all spoken and written languages. ph:212
Enlarge Person Humanoid creature doubles in size. ph:226
Identify Determines properties of magic item. ph:243
Mage Armor Gives subject +4 armor bonus. ph:249
Magic Missile 3 missiles deal 1d4+1 damage each. ph:251
Ray of Enfeeblement Ray imposes a Str penalty 1d6 +3. ph:269
Shield Invisible disc gives +4 to AC, blocks magic missiles. ph:278
Sleep Puts 4 HD of creatures into magical slumber. ph:280
Blindness/Deafness Makes subject blind or deaf. ph:206
Bull's Strength Subject gains +4 to Str. ph:207
Continual Flame Makes a permanent, heatless torch. ph:213
Invisibility Subject is invisible for 6 minutes or until it attacks. ph:245
Knock Opens locked or magically sealed door. ph:246
Melf's Acid Arrow Ranged touch attack; 2d4 damage each rd ph:253
Scorching Ray 1 ranged touch attack(s) deal 4d6 fire damage. ph:274
Daylight 60-ft. radius of bright light. ph:216
Dispel Magic Cancels magical spells and effects with dispel check of 1d20+6. ph:223
Fireball 6d6 damage, 20-ft. radius. ph:231
Haste 6 creatures move faster, +1 on attack rolls, AC, and Reflex saves. ph:239
Hold Person Paralyzes one humanoid. ph:241
Secret Page Changes one page to hide its real content. ph:275
Tongues Speak any language. ph:294
Keep track of prepared spells however you wish or your GM wishes (people can be picky about that!)
Carried Gear
Darkwood Quarterstaff 640gp 2 Continual Light on tip, bag to cover when it needs concealed.
Darkwood Crossbow 365gp 2
Quiver w/20 bolts 2gp 1
Mithral Dagger 502gp 1
Hewards Handy Haversack 2,000gp 5
Spellbook 3
40 bolts 4gp 2
Mess Kit 6sp 1
Pot, Cook 5sp 10
oil Flask x 4 4sp 4
Collapsing Grappling hook 3gp 2
Climbing Kit 80gp 5
Swimmers Kit 15gp 5
Cold Weather Outfit 8gp 7 +5 on Fort save.
Winter Full cloth
Ice Boots, fur lined 15gp 1 +2 on ice
Ice axe 10gp 5
Snow Goggles 2gp
Crampons 5gp 1
Sledge Hammer 1gp 10
Winter Blanket 3sp 2
Iron Spikes x8 8cp 8
Crowbar 2gp 5
10 days Trail Rations 5gp 10
Small steel Mirror 10gp 0.5
Soap 5sp 1
Sack x 4 4sp 2
Sunrod x 2 4gp 2
Alchemist Fire x 2 40gp 2
Tobacco x 2 pounds 1gp 2
Tea, Black 25sp 5
Percolator 1gp 1
Salt 2lbs 10gp 2
Mwk Artisans Tools (Bookbinder) 55gp 2
HANGING ON HAVERSACK
50' silk rope x2 20gp 10
Torch x 8 8cp 8
Snow Shoes 15gp 8
Bedroll 1sp 5
Scroll case 1gp 0.5
Paper x 10 sheets 40sp
Belt Pouch 1gp 0.5
Flint & Steel 1gp
Ink x 2 16gp
Pens x 8 8sp
Whetstone 2cp 1
Tindertwig x 10 10gp
Pipe 5gp 0.5
Sealing Wax 1gp 1
Signet Ring 5gp
Sewing Kit (w/ needles) 1gp
Water skin 1gp 4
Spell Component Pouch 5gp 2
People tend to carry a LOT and like to organize it their own way, however please keep name, quantity, value, and weight in some order. Magical items, weapons, armor, and the like expand upon below.
DESCRIPTION: Percival is a wizard, he's a 5'9", 170 pound and is a hunchback. He has brown hair and green eyes,
he walks with a bit of a limp. His clothes are blue, green and brown, grey cloak.
BACKGROUND: Percy grew up in a magical family. His father is the Arch-mage Yngvar Yragerne. His mother is also a mage
of great repute as well, Maple Triaderne. She is semi-retired as she had a family to raise, his father was the High
Mage of the Silent Tower in Niole Dra! He had trained to be a universalist wizard and had learned well. He was also
training to be a Bookbinder so he could make spellbooks and other magical tomes. His teacher, Birahu the Black, was a
great Arch-mage as well as an Alchemist of the High Order.
When he turned 20, Percy set out on his own to learn the world. He could have stayed there and been an instructor himself
but chose the hard path. There was only so much he could learn in the tower, and he sought knowledge and power, to one
day exceed his own father.
One day after being on the road for a few years, he found himself awaking on the edge of a wood with a young girl
staring down in his face. He had no memory of how he got there or what happened to him, a large scar over his heart
as though he had been skewered by a sword straight through the heart and out his back. But he was alive! Since, he had
traveled with the Road Warden on his rounds, always returning to the tavern that had taken him in. The Gray Fox.
LEVELING DETAILS