Campaign of the Month: September 2012
A Manifestation of Chaos
Frereal Human (P), Wizard (P) 17th Medium Humanoid (Human) Alignment: Neutral Hit Dice: 17d6+34 (99 hp) Initiative: +0 Speed: 30' (6 sq) (light enc.) Space/Reach: 5 ft./5 ft. AC: 10, Touch 10, Flat-Footed 10 Saves: Fort +7, Ref +5, Will +12 Abilities: Str 8, Dex 11, Con 14, Int 20, Wis 14, Cha 9 Base Att/CMB/CMD: +8 / +7 / 17 ****** Single Attack: ****** Full Attack: ****** ==| FEATS |== Spell Penetration, Greater Spell Penetration, Craft Wondrous Item, Craft Staff, Craft Rod, Craft Wand, Combat Casting, Empower Spell, Extend Spell, Intensified Spell, Reach Spell, Elemental Spell, Scribe Scroll. ==| SKILLS |== Acrobatics +0, Appraise +18, Bluff -1, Climb -1, Diplomacy -1, Disguise -1, Escape Art +0, Fly +18, Handle Animal +1, Heal +4, Intimidate -1, Perception +2, Ride +2, Sense Motive +2, Spellcraft +25, Stealth +0, Survival +7, Swim +4, Use Magic Dev. +16, Kn:Arcana +25, Kn:Dungeon +25, Kn:Eng +13, Kn:Geo +13, Kn:History +25, Kn:Local +13, Kn:Nature +13, Kn:Nobility +18, Kn:Planes +25, Kn:Psionics +18, Kn:Religion +12. ==| WIZARD (P) SPELLS |== Spells per Day: (4/6/5/5/5/5/4/3/2/1; save DC 15+spell level): Detect Magic, Mage Hand, Detect Magic, Message. ----¦ Wizard (P) Level 1 +----Shield, Shield, Mage Armor, Detect Secret Doors, True Strike, True Strike. ----¦ Wizard (P) Level 2 +----Command Undead, False Life, Invisibility, Knock. Resist Energy. ----¦ Wizard (P) Level 3 +----Daylight, Dispel Magic, Fireball, Fireball, Lightning Bolt. ----¦ Wizard (P) Level 4 +---- Black Tentacles, Charm Monster, Globe of Invulnerability (Lesser), Invisibility (Greater), Stoneskin. ----¦ Wizard (P) Level 5 +----Acidic Spray, Cone of Cold, Dismissal, Lightning Arc, Summon Monster V. ==| WIZARD (P) SPELLS |== Spells per Day: (4/6/5/5/5/5/4/3/2/1; save DC 15+spell level): ----¦ Wizard (P) Level 6 +----Chain Lightning, Disintegrate. Getaway, Summon Monster VI. ----¦ Wizard (P) Level 7 +----Caustic Eruption, Banishment. Summon Monster VII. ----¦ Wizard (P) Level 8 +----Horrid Wilting, Polar Ray. ----¦ Wizard (P) Level 9 +----Wooden Phalanx. ==| EQUIPMENT |== Blessed Book, Scholar's Outfit, Secret Chest 2xPotion of Lesser Restoration, 10xPotion of Cure serious wounds, 2xPotion of Haste ==| MAGICAL ITEMS WORN |== Ring of Delayed Doom (3 stone) . ==| Languages (x6) |== Common, Draconic, Elven, Dwarven, Infernal, Abyssal, Goblin ==| MONEY |== Platinum:0 Gold:19505 Silver:0 Copper:0. ==| TOTAL CHARACTER VALUE |== 56,610 gp. ****** ==| Racial Traits: Human (P) |== Wizard favored class: Add 15 spells from your spell list to your spellbooks. These must be at least one level below the highest spell level you can cast Bonus Feat: One extra feat at Level #1 Skilled: Gain 1 extra skill point at each level ==| Class Features: Wizard (P) 17th |== Weapon & Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail Concentration check: 1d20+22 Cantrips: cast your Cantrips at will Bonus Feat: Scribe Scroll Bonus Feats: Gain 3 bonus feats, selected from metamagic feats, item creation feats, Arcane Discoveries or Spell Mastery. You must still meet all prerequisites for the selected feats Arcane Bond (Sp): Bonded Object: Ring • Free object of Masterwork quality gained at first level • Must be worn or wielded to have an effect • If you attempt to cast a spell without your bonded object worn or in hand, you must make a DC 20 + spell's level concentration check or lose spell • 1/day, use bonded object to cast any spell from your spellbook, even if the spell is not prepared. This spell cannot be modified by metamagic feats or other abilities, nor be from your opposition schools (if any) Arcane School: Universal Hand of the Apprentice (Su): 8/day < OOOOOOOO > As a std action, strike a foe within 30' with your melee weapon at +13 to attack, and -1 to damage. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier Metamagic Mastery (Su): 5/day < OOOOO > Apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell
Ferreal was a member of a high level successful party of adventures who after saving a kingdom were rewarded with the chance of marring the princess. Ferreal lost the draw. Okay technically he won it but the marring the princess came with a big fucking catch. (His adventures before this were many and filled with legendary excess…)
The marriage contract was magical and forbade just about all fun. No cheating, no drinking to excess, no adventuring unless the kingdom was in danger, and anything else they could think up. The worst part was that the marriage was for life and he couldn’t just snap and kill her either.
So Ferreal hatched a cunning plan. He had the right to screw her so he would breed the frail girl to death. Twenty three healthy children later he was forced to admit to himself that his plan had failed horribly. A fuck ton of kids, a wife who was a perfect mismatch for him and no hope in sight. He almost gave up and killed himself but then he got smart. He would wait her out she would die eventually! Finally it happened after 45 years of marriage to the most boring person in the world she died naturally in her sleep. He was free at last! His children and the people of the kingdom think he wandered off out of sorrow of his lost love…
After consuming several potions of longevity Ferreal set out to get back his adventuring life of excitement, cheap women, booze, and killing things!