Helmyn

Lucid*'s page

880 posts. Alias of Skorn.


Full Name

Lucid Roundhouse

Race

Halfling

Classes/Levels

Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Gender

Male

Size

S

Age

22

Special Abilities

Teleportation subcollege of Conjuration

Alignment

CG

Location

Diamond Lake

Languages

Abyssal, Aklo, Common, Celestial,Draconic, Elven, Goblin, Halfling, Infernal

Occupation

Scribe

Strength 8
Dexterity 16
Constitution 14
Intelligence 21
Wisdom 14
Charisma 10

About Lucid*

Background:

Just because I am small does not mean I am good at digging in tight places! The dirt goes down my back, and gets under my fingernails, and then smears up the pages. That's no good at all. And besides, I am not good at it. Me Pa's a miner sure. And his Pa. And they tried teachin me. But its not for me. What is for me then? Ah, glad ya asked. I like books! And I like magic! I been practicin you know. I hear tell that the city of Greyhawk, just 3 day's ride, has such libraries... Someday I am gonna go there and join up, or get a pass, or do whatever you gotta do to get inside them libraries. Then I am gonna learn magic proper.

Its not that I don't like my family. I just don't fit in here no more. I don't go to the taverns or bars for drink and I am too shy to even think about tryin one o' the bordellos, and well the religion here, its not for me either. I got me a plan. I am gonna try to sign on with one of them venturing crews that goes out and looks into the burial cairns tween here and Greyhawk. I got me some magics and ain't scared of no skeletons or zombies or such. MIght be easy gold just waiting to get picked up out there. If only me Pa would let me give it a go.

Defining Characteristics:

Lucid is driven to learn. He likes all subjects, and favors only Magic. He has learned most of what he can here inn Diamond lake under the roof of his father and needs to strike out on his own. He has a good heart, and can't help but help people. Sometimes he gets taken advantage of, but he would rather help those who don;t deserve it than to be mistaken and not help those who do. He has a hard time tolerating anything he sees as evil and strives to have the power to set things right. With his stature, he sees magic is the method to gain that power. Lucid will never be comfortable in the face of evil and will risk his life where he thinks he can defeat it to do so. But he will not dash his life out against odds he has no hope of overcoming.

Family:

Lucid comes from a long line of halfling miners from Diamond Lake. His Pa has darkvision, but it did not manifest itself in him; a sure sign to him that he was not meant to work the mines. Two older brothers, also gifted with darkvision, and much stronger than Lucid, work the mine with Pa. They lost Ma a few years back. Its said it was the bad air and bad water in town that caused it. Seems wrong that the mine owners and mess up the air and water like that.

Leaving Diamond Lake:

Turned down by Allustan as an apprentice, Lucid is driven to leave to pursue his love of learning. He thinks that if he does not get out soon he will be trapped here to work the mines he hates the rest of his life. If that happens he will never gain the power to make a difference in Diamond Lake, or the larger world.

Why Age of Worms?:

Greyhawk was my first RP setting and is still my favorite. I played 7 years of Living Greyhawk and learned that world setting well. But now its been long enough I am not sure how much I recall. I think much of it will come back to me.

Age of Worms represents the chance to both play in the setting I love, and to play a long running campaign where I get to play a heroic character that rises up from nothing to maybe save the world as he knows it. And in this AP I expect to make good friends with the other players over months and even years of play.

Male halfling wizard 8
CG Small humanoid (halfling)
Init +7; Senses Perception +12

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Defense
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AC 16/20, touch 14, flat-footed 13/14 (+3 Dex, +1 size, Shield +2)/Mage Armor
hp 50 (8d6+16)
Fort +7, Ref +8, Will +11; +2 vs. fear

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Offense
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Speed 20 ft., Shift (20') (9/day)
Melee Club +4 (1d4-1/x2) and
MW Dagger +5 (1d3-1/19-20/x2) and
Quarterstaff +4 (1d4-1/x2)
Crossbow +8 (1d8/19-20x2)

Wizard Spells Prepared (CL 8th; concentration +14)
4th—acid pitAPG (DC 21), ball lightningAPG (DC 20), black tentacles, dimension door
3rd—fireball (DC 19), fly, haste, stinking cloud (DC 20), summon monster III
2nd—create pitAPG (DC 19), flaming sphere (DC 18), glitterdust (DC 19), scorching ray, see invisibility, web
(DC 19)
1st—feather fall, grease, mage armor, magic missile, magic missile, magic missile, obscuring mist
0 (at will)—acid splash, dancing lights, detect magic, message
Opposition Schools Enchantment, Necromancy

Spells Used: Fireball
Bonded Item Used:
Shifts Used:

Found Spellbook1:

0th - detect magic, disguise self, disrupt undead, ray of frost, read magic, touch of fatigue
1st - cause fear, chill touch, identify, mage armour, magic missle, ray of enfeeblement
2nd - command undead, Flaming Sphere, Glitterdust, magic mouth, scare, spectral hand, touch of idiocy
3rd - Pierce Disguise
4th - Trueform

Found Spellbook2:

1st chill tough, expeditious retreat, identify, ray of enfeeblement
2nd touch of idiocy
3rd fireball, halt undead.

Spells Learned from Allustan:
Also learned Disguise Self from Pavo
Invisibility
Knock
Mirror Image
Scorching ray
See Invisibility
Web
Haste

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Statistics
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Str 8, Dex 16, Con 14, Int 22, Wis 14, Cha 10

Base Atk +4; CMB +2; CMD +15

Feats: Craft Wondrous Item, Dimensional Agility, Improved Initiative, Scribe Scroll, Spell Focus (conjuration), Spell Penetration

Trait : Gifted Adept, Magic Missile

Skills
Acrobatics(5) +10
Appraise(2) +11
Climb(0) +1
Craft(2) (alchemy) +11
Escape Artist(0) +3
Fly(8) +16
Heal(0) +2
Intimidate(0) +0
Knowledge(8) (arcana) +17
Knowledge(6) (dungeoneering) +15
Knowledge(1) (engineering) +10
Knowledge(1) (geography) +10
Knowledge(1) (history) +10
Knowledge(1) (local) +10
Knowledge(4) (nature) +13
Knowledge(1) (nobility) +10
Knowledge(4) (planes) +13
Knowledge(4) (religion) +13
Linguistics(4) +13
Perception(8) +12
Ride(0) +3
Sense Motive (0) +2
Spellcraft(8) +16
Stealth(4) +11
Swim(0) -1

Languages Abyssal, Aklo, Auran, Common, Dwarven, Draconic, Elven, Goblin, Halfling, Infernal, Undercommon

SQ Bonded Object (Ring) (1/day), Earplugs, Enchantment, Fearless, Necromancy, Summoner's Charm (+4 rds), Teleportation

Combat Gear
Weapons
Club, Dagger
Quarterstaff
Crossbow and 10 bolts

Armor
+1 Mihtal Buckler

Magic
Handy Haversack
Boots of Striding and Springing
Extend metamagic rod (lesser)
Bonded Item - Ring
+1 Pearl of Power
Cloak of Resistance +2
Lesser Metamagic Rod of Extend
Lesser Metamagic Rod of Silent
Headband of Vast Int. +2 (Fly)
talisman of the sphere
Magic Mirror of Revealing - sold but can borrow back

Consumables
Alchemist Flask (1)
Acid Flask (2)
alchemist's fire x1
Sunrod X 4
tanglefoot bag
Wand of Shatter(7),
Wand of Unseen Servant Servant (16), W
and of Shield (13),
Wand of Magic Missile (17)
wand of enlarge person (42 charges)
Potion of Resist Electricity 20
Potion of Cure Moderate Wounds

Misc
Bedroll
Blanket, winter
Candle
Case, map or scroll
Chalk, 1 piece
Earplugs
Fishhook (4)
Flask
Flint and steel
Inkpen
Scroll Inks
Parchment (sheet) (10)
Pick, miner's
Pouch, belt
Rations, trail (per day) (5)
Rope, silk (50 ft.)
Sack (empty)
Sack (empty)
String (50') (4)
Vial, ink or potion
Waterskin

Scrolls: Obscuring Mist, Comprehend Language, Protection from Evil, Mage Armor, Shield, Air Bubble, Command Undead, Knock, See Invisibility

Gold = 51.5 - 25 for scroll scribing. +5310.00 from last split.

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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Steps (48 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shift (20 feet, 9/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+4 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration