Carmen Firewing (inactive)

Level 3 Dragonborn Militant Mage

Description:

Personal Information
Name: Carmen Firewing Player: Norm
Race: DragonBorn Gender: Female Height: 6’5" Age: 28
Class: Mage Level: 3 Weight: 150 lbs
XP: 7,118 Alignment: Chaotic Good
Next Level: 10,000 Kit: Militant Wizard, 5 Schools Only

Ability Scores
Str: 8 Weight Allowance: 35 lbs Bend Bars/Lift Gates:* 1%*
Attack Adj.: *+0*Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 10 Missile Adjustment: +0 Pick Pockets: -10% Open Locks: -5%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: -15% Climb Walls: -5%
Con: 13 System Shock: 85% Poison Save:* 0*
Hit Point Adjustment: *
0* Resurrection Chance: 90%
Int: 18 Max. Spell Level: 9th Max. Spells Per Level: 18 Illusion Immunity: None
Bonus Proficiencies:* 7* Chance to Learn New Spell: 85%
Wis: 13 Bonus Clerical Spells: 3, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 15 Loyalty Base: +3 Maximum Number of Henchmen:* 7*
Initial Reaction Adjustment: +3

Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 10 Staff: 10 Wand: 10 Breath Weapon: 14 Spell: 11

Combat
Hit Points: 28
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20

Armor
Natural armor class 10
Ring of Protection +1 magic adj. -1
FINAL: 9

Weapon Proficiencies
Long bow
Sword, long

Non-Weapon Proficiencies
Agriculture 18
Carpentry 8
Disguise 14
Engineering 15
Herbalism 16
Navigation 16
Reading/Writing 19
Religion 13
Riding, Land 16
Spellcraft 16

Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, long +1/ 19/ 0/ 1/ 4/ 1d8+1/ 1d12+1/ S/ M/
Dagger/ 25/ 25/ 1/ 2/ 1d4/ 1d3/ P/ S/ 2/ 4/ 6/
Long bow/ 20/ 2/ 8/ 1d6/ 1d6/ P/ L/

Class Abilities
Mage
Schools of Magic – Abjuration, Alteration, Enchantment/Charm, Greater Divination, Invocation/Evocation

Kit – Militant Wizard, 5 Schools Only
The Militant Wizard is skilled in both magical and military arts, making him an extremely formidable opponent. They can come from aggressive, warmongering cultures bent on the conquest of weaker nations, or from cultures continually under siege from their more warlike neighbors, making military preparedness vital to their defense. In any case, the Militant Wizard considers a trained body as important as a trained mind, and prides himself on keeping his combat skills as sharp as his magical talents.

Special Benefits: The Militant Wizard receives a bonus Weapon Proficiency free of charge; this is in addition to his normal Weapon Proficiency. This bonus Weapon Proficiency does not use any of the wizard’s proficiency slots, but he must choose it from the weapons listed in the Weapon Proficiency entry above. Additionally, a Militant Wizard can acquire any of the Warrior’s Nonweapon Proficiencies given on Table 37 on page 55 of the Player’s Handbook at the listed number of slots; for instance, if a Militant Wizard wants the Animal Lore proficiency, it costs him only 1 slot instead of the normal 2 for a wizard.

Special Hindrances

Because a Militant Wizard devotes so much of his time and energy to the mastery of military skills, he is limited in his access to spells from various schools. Table 6 lists the oppositional schools for Militant Wizards of each specialty; the Militant Wizard is forbidden to learn spells from these schools.

  • The Militant Wizard mage is forbidden to learn 8th-level and 9th-level spells from any school.
  • The Militant Wizard mage can learn spells from only five schools. To determine which schools are unavailable to him, roll 1d8 three times, where 1 = abjuration, 2 = conjuration/summoning, 3 = greater divination, 4 = enchantment/charm, 5 = illusion, 6 = invocation/evocation, 7 = necromancy, and 8 = alteration. If the same result occurs twice, roll again.

Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-35 36-50 51-65 66-80 81-90
Movement: 30 20 15 10 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 26.70 pounds (None Encumbrance, 30 Movement)

Inventory
• Items Carried
o Backpack
• Dry rations (1 week)
• Flint and steel
• Torch x3
• Wineskin
o Dagger
o Long bow
• Items Readied
o Sword, long +1
• Items Worn
o Ring of Protection +1
o Shield, medium
• Spending Money
o * Copper Pieces x7
o * Gold Pieces x36
o * Silver Pieces x6

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 4 1
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 18
Wizard Chance to Learn New Spell: 85% Maximum Wizard Spell Level: 9th

Spells Memorized
• Mage
o 1st Level
• Burning Hands x2
• Light
• Magic Missile
• Shield
• Sleep

Spells Known
Spell Time Range Area of Effect Components
1st Level
Burning Hands 1 0 The caster V, S, M
Detect Magic 1 0 10 × 60 ft V, S
Light 1 60 yds 20-ft radius V, M
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Protection From Evil 1 Touch Creature touched V, S, M
Read Magic 1 rd 0 Special V, S, M
Shield 1 0 Special V, S, M
Sleep 1 30 yds Special V, S, M

Bio:

Dragonborn Who was brought to Mystara during the Spellplague, from ABEIR

Carmen Firewing (inactive)

Weight of Riches Xander_Opal