Another AD&D magic-user, because I enjoy rolling them up. In theory, someone is scouring the web, seeking AD&D magic-users for various purposes, and they find me. How flattering!
I'll continue using the naming convention from Day 16, but go with Method V, instead, if only because Method I was rather disappointing yesterday. (Given that I write these ahead of time, the future past tense bits gets confusing, especially with wine).
Anyhow, I present a wealthy, arrogant snob of a magic-user, hiding his frailty behind a sneer and a variety of social contacts among the upper class in the city of NAME in the kingdom of NAME.
Benedryl the Clear-Headed, Enchanter LE Human Magic-User 7
S 14 - +200 weight, open doors 1-2, bend bars/lift gates 7%
I 16 - 5 possible additional languages, 65% chance to know spells, 7/11 min/max spells per level
W 14 - none
D 16 - +1 reaction/attacking adjustment, -2 defensive adjustment
C 7 - system shock survival 55%, resurrection survival 60%
Ch 15 - 7 henchmen max, +15% loyalty base, +15% reaction adjustment
Current XP: 71,000 XP required: 90,001
HP 14
AC 8
Languages Known: Common, Dragon, Elf, Infernal
Spells Known:
1st- Detect Magic, Magic Missile, Read Magic, Jump, Mending, Shield, Unseen Servant
2nd- Continual Light, ESP, Locate Object, Mirror Image, Wizard Lock
3rd- Dispel Magic, Hold Person, Fireball, Suggestion
4th- Fear, Remove Curse, Wizard Eye
Equipment: fancy clothes, Ring of Sanctuary, Brooch of Shielding, Walking Stick of Convenience, masterwork dagger, purse of coins, social-class based expectations, behaviors, and contacts.
Personality: In public, Benedryl is refined and polite, the model gentleman of his time and place. In private, he is vicious and driven in pursuit of his goals and avenging himself against real (and imagined) slights.
History: A gifted child, Benedryl was forced into apprenticing to the magic-user Diphenhydramine, and soon outpaced his master. While Benedryl put in his time delving dungeons and looting lost tombs and towers, much of his current wealth stems from casting spells for profit. In addition, Benedryl's divinations and henchmen allow for minor blackmail and business advantages. The wealth and social connections keep Benedryl in the luxury he is now accustomed to, notably wine, lotus powder, and cheese. He is not above sending agents (or himself) to remove useful items or spells from adventurers.
Goals: Continue to rise in power until he holds a salaried position with the government or a wealthy merchant family; Benedryl can easily help the latter become the former.
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The DM was kind again. The additional starting spell was on the Defensive list, with a roll of 10, so my choice. Artwork is another example of fine art being wasted on a shitty Magic card, luckily, repurposing such art is child's play.
Among Benedryl's trusted henchmen are a half-elf Fighter/Thief (agent), a human Fighter (shieldwoman), and a human Magic-User (his apprentice). They are quite loyal and willing to engage in ... shady endeavors for Benedryl. PCs that have Benedryl as a patron are well-paid for their successful efforts, but are not given the opportunity to fail more than once.
Benedryl's spellbooks are so filled because he has turned his wealth and influence towards researching and recovering as many spells as possible in quest for power. In addition, he knows how to recharge his Walking Stick, but as of yet lacks the spells required, forcing him to ask favors from Magic-Users more powerful than he, which Benedryl finds degrading.
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Walking Stick of Convenience - this simple item provides its wielder access to the spells Levitate (2), Knock (2), and Dimension Door (4). Numbers in parentheses are charges per use.
Ring of Sanctuary - as the name suggests, the wearer is able to cast Sanctuary 3/day. In addition, the Ring provides its wearer a constant Protection from Evil and Protection from Normal Missiles 1/day.
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