Walderson Turunen
Skandr Wizard
Description
Name: Walderson Turunen
Race: Human
Class: Mage
Alignment: Neutral
Level: 1/14 (Arcanist)
XP: 574/2,500 (+5%)
STR: 09 (0)
INT: 15 (+ 1)*
WIS: 10 /0
DEX: 13 (+ 1)
CON: 10 (0)
CHA: 09 (0)
Hit Dice: 1d4 HP: 4/4
AC: 1 (0 + DEX)
Move: 40’ per Round
Explore: 120’ per Turn
Run: 120’ per Round
Special Abilities:
Spellcasting
Weapons: Quarterstaffs, Clubs, Daggers, Darts
Armor: None
Style: 1 Hand, 2 Hand
Scars:
Blind in his left eye. (-2 to missile attacks at medium and long range)
Attack: 10+
Saving Throws:
Petrification & Paralysis: 13+
Poison & Disease: 13+
Blast & Breath: 15+
Staffs & Wands: 11+
Spells: 12+
Max Henchmen: 4
Proficiencies:
Adventuring (G)
The character is well-equipped for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry. All player characters are assumed to have Adventuring for purposes of the proficiency throws of standard adventuring tasks.
Mapping (G) (11+)
The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory. This proficiency can be selected multiple times.
Alchemy (G) (11+)
The character can identify common alchemical substances, potions, and poisons with a proficiency throw of 11+. If the character takes this proficiency twice, he can work as an apothecary or alchemical assistant. If the character takes this proficiency three times, he is an alchemist himself.
Mystic Aura (11+)
The character has learned to project his magical powers in a way that causes awe in those that share the character’s presence. He gains a +2 bonus to reaction rolls to impress and intimidate people he encounters. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence.
Languages: Common, Elvish
Weapons:
Quarterstaff (10+) 1d6
Dagger (10+) 1d4
Dagger (Thrown) (9+) 1d4
Spell Repertoire:
1 – Sleep
Range: 240’
Arcane 1 Duration: 4d4 turns
With a sleep spell, the caster may attempt to put creatures into a magical slumber. All creatures to be affected must be visible and within range of the spell. The caster may choose to target 1 specific creature of 4+1 HD or less, or a group of up to 2d8 HD of creatures of 4 HD or less. Creatures with more than 4+1 HD cannot be affected at all. Sleeping creatures are helpless and can be killed in one round by unengaged opponents. Slapping or wounding awakens an affected creature, but normal noise does not. Sleep does not affect creatures that are already unconscious or undead, constructs, oozes, and other creatures that do not rest.
1 – Magic Missile
Range: 150’
Arcane 1 Duration: instantaneous
This spell causes a missile of magical energy to dart forth from the caster’s fingertip and strike its target, dealing 1d6+1 points of damage. The missile strikes unerringly, even if the target is in melee combat, so long as the target has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
Spells Per Day:
1st – 1
Equipment:
Dagger (#)
Quarterstaff (1 Stone)
Backpack (0 Stone, Holding 3/4)
- Blanket, Wool, Thick (#)
- Spell Book (#)
- Candles, Wax (x10) (10#)
- Ink (1oz.) (#)
- Quill (-)
- Sheaf of Parchment (10 pages) (-)
- Scroll Case (#)
- Waterskin (#)
- Iron Rations (7 Days) (Dried meat and salted biscuits) (#)
- Torch (5) (#)
- Silk Rope, 50’ (#)
- 330 GP, 84 SP (##)
Hunting Dog (Rekkae) (10 Stone, not that you have to carry it)
- (AL:N, Move:180’/60’, AC:2, HD:1+1; HP:7, Atk:1, Dmg:1d4(Bite), Sv:F1, Morale:0)
Light Riding Horse (Move: 240’/120’, Load:20, Max:40)
- Riding Saddle and Tack
- Leather Saddlebags (Capacity: 0/3 Stone)
Encumbrance: 3.9 Stone
Henchmen:
Fleta (F0, Female, Eirengarder) XP:13/100
- S:7 I:11 W:15 D:12 C:14 Ch:9
- AC:3 (Leather + Shield) HP:5/5 Move:40’ Morale:0
- Sword: 1d6/1d8 (12+)
- ATK:11+ PP:16+ PD:15+ BB:17+ SW:17+ Sp:18+ (+1 Save vs spells and spell-like effects)
- Backpack [Waterskin, 7 Days Iron Rations, Blanket], Purse[14 GP] (Enc:3.4 Stone)
Animal Husbandry, Animal Training, Seduction, Survival
Terms: 20 GP/Month + 15% Treasure
Yudai (F0, Male, Kueh) XP:13/100
- S:3 I:6 W:12 D:10 C:15 Ch:17
- AC:2 (Leather) HP:5/5 Move:40’ Morale:1
- Spear: 1d6/1d8 (14+)
- ATK:11+ PP:16+ PD:15+ BB:17+ SW:17+ Sp:18+
- Backpack[Waterskin, 7 Days Iron Rations, Blanket], Purse[14 GP] (Enc: 3.3 Stone)
Engineering, Language(Elven), Mimicry, Navigation
Terms: 20 GP/Month + 15% Treasure
Bio
Not being the most athletic, neither the strongest child in a city full of warriors wasn’t easy for young Walderson, but his quick mind and fast tongue make things worse. The typical day for him was, losing some strength or athletics contest, being ridiculed by the others, he showing them their flaws with a quick reply, who was followed by a hard punch and several kicks.
At age 8, there was a great festival in his city. There was two incidents that changed his live forever. One was seeing a wizard making cheap tricks, that hypnotized him. He found himself quickly repeating the weird movements and the strange words the fake wizard used for her tricks.. with the surprise that he actually canalized real magic and provoke a minor fire! with his new discovered powers he tried to impress one girl that was with a company of actors that came to the city… the trick failed, the others quickly made fun of him, and the girl joined them, humiliating him. That night he swore that one day no one will laugh at him again, that he will learn to master his new discovered powers and became powerful.
He fled his home, his father was somehow relieved for his weak son uses to embarrass him, but her mother still mourn him. He crossed half his country looking for a wizard tower that he had heard of. When he finally manages to reach it, lost into the wilderness, the wizard actually pity him, for he was famelic and full of dirt. Surprisingly for the wizard the young boy that he thought could help him cleaning his tower, showed a great talent for magic. In a few years he had mastered the basic spells. The years under his master tutelage were kind for Walderson, somehow mending some of his childhood wounds.
But Walderson was impatient, he wanted to learn more spells and master the power his master had. One night, he used his master spell-book to summon a demon. He wanted to show his master that he was ready. But the circle was flawless, the vision of the demon broke Walderson’s concentration and the demon was free. Fortunately for him his master was near. He fought the demon and ordered him to flee, scared, he did it.. and was about to leave the tower when it exploded in a great ball of fire.
When he recovered the consciousness the tower was burnt, his master and the demon disappeared. He managed to collect a few things and walked back towards civilization… more determined than ever to learn and gather more power, losing control and failure will not happen again to him…
