Adventurer Characters
The first of two characters I rolled up yesterday:
Jinna 69A995
Jinna was born a commoner Girl, "Bookish" type from a poor family but quite fond of outdoors hiking and hunting. Her enthusiasm for learning landed her an apprenticeship as a scribe at the local Mage's guild hall.
At 14, the Guild master invited her to join the guild and train as a mage. She was a quick study, and soon earning her an advancement to the rank of Seer, and gained a better knowledge of Cantrips than many of the older students.
Still, her third term in the order was not wasted. She further mastered the arts of Sorcery and glimpsed the workings of the more advanced Dweomers being taught in the guild.
Final Character: Jinna the Thaumaturge 69A995, Age 26
The first of two characters I rolled up yesterday:
Jinna 69A995
Jinna was born a commoner Girl, "Bookish" type from a poor family but quite fond of outdoors hiking and hunting. Her enthusiasm for learning landed her an apprenticeship as a scribe at the local Mage's guild hall.
- Childhood skills - Hunting/1, Trade/1 (scribe)
At 14, the Guild master invited her to join the guild and train as a mage. She was a quick study, and soon earning her an advancement to the rank of Seer, and gained a better knowledge of Cantrips than many of the older students.
- Enlistment skills: Cantrip/1 (Detect Magic, Read Magic, Light)
- Service Skill: Dagger/1
- Advanced to 'Seer': Cantrip/2 (Magic Missile, Shield, Prot/Normal Missiles)
- Promotion: Thaumaturgist (Mystery/1 - Summoning: Monst Summ/1, Conjure Elemental, Invisible Servant)
- Advanced Education: Sorcery/1 (Dispel Magic, Fireball, Hold Monster)
Still, her third term in the order was not wasted. She further mastered the arts of Sorcery and glimpsed the workings of the more advanced Dweomers being taught in the guild.
- Sorcery/2 (Haste, Slow, Passwall)
- Dweomer/1 (Invisibility, Lightning Bolt, Wall of Fire)
- Mustering Out: Familiar, Magic Item, Dagger, 70gp
Final Character: Jinna the Thaumaturge 69A995, Age 26
- Possessions: Dagger, Magic Staff (gives a +1 to magic skill checks), Familiar (cat, "Mr. Boots"), 70gp
- Skills: Hunting/1, Literacy/1, Dagger/1, Cantrip/2, Sorcery/1, Summoning/1, Dweomer/1
- Cantrips: Detect Magic, Read Magic, Light, Shield, Magic Missile, Protection from Normal Missiles
- Sorcery: Dispel Magic, Fireball, Hold Monster, Haste, Slow, Passwall
- Summoning: Invisible Servant, Conjure Elemental, Monster Summoning I
- Dweomers: Invisibility, Lightning Bolt, Wall of Fire