Ulric the Sage "Firestarter" [NPC]

A place for character sheets and notes

Moderators: ehiker133, waysoftheearth

Posts: 135
Joined: Wed Sep 18, 2013 3:39 am

Post by danhem » Sat Sep 21, 2013 11:44 am

Ulric the Sage "Firestarter" [NPC]



.~-= Ulric the Sage =-~.

Biology : Man
Alignment : Neutral

Class & Levels : Magic User 4 - Evoker
Experience Points : 12,598 (needs 20,000)
XP Bonus : 9%
Hit Dice : 3+1
Hit Points : 8/8

Armour Class : 9
Saving Throw : 16

Story
Ulric is a grim faced mystic from lands to the north. He is a man of few words, spending much of his time studying ancient texts. His life has been one of pursuit of dark and mysterious powers. He wears a sword passed down from his grandfather to his father and finally to him.

Abilities
STR : 10 (--) (--)
INT : 16 (+1) (8 languages, 6 spells)
WIS : 13 (--) (+10% XP)
DEX : 12 (--) (--)
CON : 11 (--) (+2 hp)
CHA : 10 (--) (2 henchmen)

Languages: Literate, Illiberal, Dogeral, Draconic, Archaic, Historic, Serayenon, 1 more

Abilities: 4 in 6 chance of a feat of history or great lore (identify magic items)
+2 saving throws vs wands, staves, and magic spells
Half damage from magic causing direct harm

Gear
Staff
Silver dagger
Dagger
Sling
Clothing (trousers, belt with buckle, shirt, socks and smalls, wrist length gloves)
Waxed cloak, hat, and ankle-high boots
Change of clothes (trousers, shirt, socks, and smalls)
Belt pouch
Backpack
Bedroll
Sack
3 weeks supply of waybread
Water skin
Hooded lantern
6 flasks of oil
Tinderbox
Steel mirror
1 flask holy water
2 waxed satchels
1 feather quill
3 oz writing ink
10 leaves of parchment
Hinterlands Map
Grimoire Lusus Naturae (1st level spellbook)
Flewellen's Almanac (2nd level spellbook)
Abridged Verses of the Underworld (3rd level spellbook)
Queerious Speculem (crystal ball)
Gold Ring (Anything Ring)
Parchment with copied infernal runes (Ogre's gatehouse)
Parchment with copied runes from shackle (Guore in basement)
A miniature wooden chest with one rot grub

Boon: Small black velvet belt pouch containing but a few pinches of billowing dust. Casting a pinch of this stuff to the earth will create a swirling volume of thick mist that will take a few minutes to disperse.

At the manse:

Furnishings: Pine bed, single bed linen, single woolen blanket, two pillows, a pine armoire, a pine students desk, a pine chair, a large iron strongbox, and a lock

In locked iron strongbox: Sword, Chalk (24 pieces), 2 feather quills, 2 1 oz glass bottles (empty), stoppered glass vial containing a clear fluid (Flewellan), stoppered glass flask containing a honey-thick tar (1/2 stone) (Flewellan), two small pouches of a sand-like substance (Flewellan)

Wealth
Purse: 8 gp, 3 sp, 10 cp

Cloister 'security': 8 gp, 22 sp, 4 cp, Copper flask with a known liquid (Polymorph Self)

Memorized Spells:

Because of his exceptional intellect, Ulric is able to memorize five spells each day -- this requiring an hour of study.

Spells
1st Level (4)

Ulric's Anthracite Sufferance
The Sorcerer's Flechette (cast)
Charm Person
Sleep (cast)

2nd Level (2)

Ulric's Hyperbole Fulmination (cast)
Web


Spellbooks:

The Grimoire Lusus Naturae contains ten 1st level spells:

Ulric's Anthracite Sufferance: (affects: special, duration: 1 turn, range: 6") 2-7 man-sized creatures are scorched by flames that fan seethe through an arc as the magic-user sweeps his hand. Those nearest to the magic-user are always affected first, sheltering those farther back. Normal-types suffer 2-7 hit points of damage; heroic-types are allowed a saving throw versus breath weapon to negate the effect. Superheroic-types are unaffected.

The Sorcerer's Flechette: (affects: 1-3 targets, duration: special, range: 9") the magic-user conjures 1-3 ethereal missiles which fling themselves--spear-like--at any visible target he should point at. Each missile rolls to hit as a +1 arrow each turn until it hits and does 2-7 hit points of damage, or until either the target or the magic-user is slain. The missiles are annulled by a protection from good/evil spell.

Charm Person: (affects: 1 person, duration: special, range: 12") Brings a single man-type who fails to save versus spells completely under the influence of the magic-user. Gross abuse or negligence allows the man-type another saving throw; otherwise the charm lasts until it is lifted by the magic-user or dispelled.

Comprehend Languages: (affects: self, duration: special) Enables the magic-user to read any language, cipher, message, map, or other written instruction excepting magical spells or command words. The spell lasts long enough to read two short writings or one longer one, but no power to speak or listen is conferred.

Read Magic: (affects: self, duration: special) Enables the magic-user to decipher spells on scrolls or in spell books, or magical inscriptions or command words on other objects. The spell lasts long enough to comprehend two short writings or one longer one. Spells written by other magic-users are incomprehensible without the use of this spell.

Detect Magic: (affects: self, duration: 2 turns, range: 6") The magic-user can sense the presence of any enchantment on a person, place or object within range and sight.

Fog Wall: (affects: 6" wall, duration: special, range: 12"): Conjures a bank of thick fog which persists for as long as the magic-user concentrates on maintaining it. The fog wall is 20ft thick and up to 6" long and 20ft high (or any equivalent dimensions), and is straight or curved as the magic-user desires. It is impenetrable to sight.

Light: (affects: 3" diameter, duration: 6 turns + 1 turn/level, range: 12") Causes an object or volume of space to be lit as if by torchlight, illuminating a 3" diameter.

Hold Portal: (affects: 1 portal, duration: 2-12 turns, range: 1") Holds one door, gate, window, shutter or other portal securely fast exactly as though it were locked. The portal can then be opened only by a magic-using creature with at least 7 hit dice, a resourceful thief, a knock spell, or a dispel magic.

Sleep: (affects: 1 or 4-14 creatures, duration: 3-18 turns, range: 24") Causes 4-14 normal-types, or 1-6 heroic-types with up to 3+1 hit dice, or 1 heroic-type with up to 4+1 hit dice to fall into a fitful slumber. The magic is indiscriminate and must affect the indicated number of creatures beginning with those nearest the target. The magic affects only creatures that normally sleep but no saving throw is allowed.

Bold = Unlocked

Flewellen's Almanac contains nine 2nd level spells:

Ulric's Hyperbole Fulmination: (affects: 2-4 targets, duration: special, range: 15") the magic-user conjures 2-4 ethereal missiles which will fling themselves--spear-like--at any visible target he should point at. Each missile rolls to hit as a +1 arrow each turn until it hits and does 2-7 hit points of damage, or until either the target or the magic-user is slain. The missiles are annulled by a protection from good/evil spell.

Ulric's Comburent Phlogiston: (affects: 6" arc, duration: 1 turn, range: 12") A 1" wide and 6" deep arc beginning up to 12" from the magic-user is briefly enveloped in a fiery combustion. Thus, the maximum reach of this spell is 12" + 6" = 18". 2--12 man-sized creatures are caught; those nearest to the magic-user are always affected first, sheltering those farther back. Affected creatures will suffer 2--12 hp of fire damage. Heroic-types are allowed a saving throw versus breath weapon to reduce this damage by half.

Invisibility: (affects: 1 target, duration: special, range: 24") One object or creature becomes invisible. If the subject takes overtly hostile action the spell is ended immediately; otherwise it lasts indefinitely. Note that fighters of 8th level and above will sense invisible opponents within 3" even without seeing them.

Web: (affects: 2" diameter or 3"×1", duration: permanent, range: 3") Fills the targeted area to 10ft depth with strong, sticky, inflammable fibers. Creatures at the edge are allowed a saving throw versus breath weapon to avoid entanglement but those that are wholly surrounded cannot avoid it. Giants and similarly powerful creatures can tear through the web in a single turn, as can a flaming sword cut through its fibers. Ogres, trolls, and men with 18 strength can tear through it in two turns. Normal men require four turns of toil to tear through the web while lesser creatures will be held fast.

*Continuous Light: (affects: 24" diameter, duration: permanent, range: 12") Causes an object or volume of space to be lit as if by torchlight, illuminating a 24" diameter. Continuous light is permanent unless dispelled.

*Darkvision: (affects: 1 creature, duration: 6 turns + 1 turn/level, range: touch) The subject can see up to 6" in darkness.

*Knock: (affects: portals, range: 6") Opens all known and unlocked doors, windows, gates, and other portals within range, or exactly one such portal which is known to exist but is stuck, barred, locked, or magically held.

*Protection from Missiles: (affects: 1 creature, duration: 12 turns, range: 3") The subject is granted invulnerability to ordinary missiles including spears, stones, arrows, and bolts. This protection does not extend to artillery shot, boulders hurled by giants, ordinary missiles fired by heroic-types, nor enchanted missiles of any sort.

*Witch Lock: (affects: 1 portal, duration: permanent, range: 1") As per a hold portal spell except that a witch lock lasts indefinitely and can be placed on anything that can be opened including chests, draws, wardrobes, flasks, books, and portals. A knock spell or the magic-user who created the witch lock can bypass it without ending the spell, as can any other magic-user at least three levels higher than the caster.

Bold = Unlocked


The Abridged Verses of the Underworld contains six 3rd level spells:

???

Return to “Player Characters”

Powered by phpBB® Forum Software © phpBB Limited
Designed by ST Software.