Keep on the Shadowfell
Arcanist Elf Mage of Grand Wizard Melvin and God Ioun
== Created Using Wizards of the Coast D&D Character Builder ==
Lucan, level 3
Elf, Wizard (Arcanist)
Build: Control Wizard
Arcane Implement Mastery Option: Orb of Imposition
Keeper of the Flame (+2 to Arcana)
Theme: Wizard’s Apprentice
FINAL ABILITY SCORES
STR 8, CON 12, DEX 14, INT 18, WIS 16, CHA 10
STARTING ABILITY SCORES
STR 8, CON 12, DEX 12, INT 16, WIS 16, CHA 10
AC: 17 Fort: 13 Ref: 16 Will: 17
HP: 30 Surges: 7 Surge Value: 7
Arcana +12, Dungeoneering +9, History +10, Religion +10
Acrobatics +3, Athletics +0, Bluff +1, Diplomacy +1, Endurance +2, Heal +4, Insight +4, Intimidate +1, Nature +6, Perception +6, Stealth +3, Streetwise +1, Thievery +3
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wizard’s Apprentice Attack: Color Orb
Elf Racial Power: Elven Accuracy
Orb of Imposition Power: Orb of Imposition
Wizard Utility: Ghost Sound
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Prestidigitation
Wizard Attack 1: Freezing Cloud
Wizard Attack 1: Magic Missile
Wizard Attack 1: Thunderwave
Wizard Attack 1: Icy Terrain
Wizard Attack 1: Sleep
Wizard Utility 2: Charm of Protection
Wizard’s Apprentice Utility 2: Disappear
Wizard Attack 3: Maze of Mirrors
Level 1: Ritual Caster
Level 1: Armor Proficiency: Leather
Level 2: Orb Expertise
Orb of Nimble Thoughts +1 x1
Lucky Charm +1 x1
Oil (1 pint) x4
Belt Pouch (empty)
Ball bearings x2
Leather Armor x1
Tenser’s Floating Disk
== End ==
WANTED MAGIC ITEMS
Repulsion Leather Armor +1
Helm of Seven Deaths
Bracers of Escape
Repulsion Leather Armor +2
Orb of Nimble Thoughts +2
Lucky Charm +2
Ring of Invigoration
[Scene Opens. A 7 year-old 3’ tall human boy backing into a dead-end ally and stumbling over trash. Three taller 8-9 year-old human boys face the small boy inching forward with threatening looks on their faces.]
“You sure are small” boy 1 said while pointing aggressively.
“Why don’t you give us anything you have in your pocket.”
“I have nothing” Lucan says as he turns his pockets inside out.
“Then hand over your clothes.”
“What will I wear home?”
“The orphanage isn’t a home. It’s for looser kids their parents tossed into the sewers. My parents say that you are the plague of our society. Gods make us suffer because of scum like you.”
“Are too. “
The largest of the boys, grabs Lucan’s shirt and begins to pull it over his head and Lucan falls backwards into some trash.
“Stop, stop, stop” he yells hoping passer byes will hear him and help. People pass but nobody stops to help.
[They take his pants and shirt. He was wearing no shoes because the orphanage can’t afford any.]
Says “Thanks” as the three boys walk away laughing.
[As the boys exit the ally, Lucan sees them tear his clothes into shreds and throw them in a sewer puddle.]
[Scene Opens. A 9 year-old 3’6” Lucan is trapped behind a stable. Two boys, much taller and older, are holding Lucan down and shoving hay in his mouth.]
Muffled words barely audible: “Stop, stop, stop, I’m choking.”
“Why, this is the most you’ve eaten in weeks. Scum orphan. You plague our taxes even though you are not wanted. The church could be spending money on more important things than you orphans.”
Pulling what hay he could out of his mouth, Lucan says: “If only you and your stupid parents knew what you were talking about. I am wanted and I do matter. I will show you.”
“You know the drill” he says and holds out his hand. Lucan pulls what few copper out of his pocket that he made panhandling that was meant for a used pair of shoes.
Boy 2 punches Lucan first in the arm then in the mouth.
Lucan felt blood instantly dripping down as his tongue touched his now split lip. He decided this was enough. As the boys walked away Lucan yells, “I will get you. You will see.
Laugh as they walk away.
TWO DAYS LATER
Lucan weaves his way through some back alleys to a door he was seen many times before. There are always some odd characters in robes shuffling in and out never making any contact. By instinct Lucan always felt there was something different about that place.
He knocks. Nothing. He knocks again. Still nothing. A moment passes. The door opens.
A bald tall human man with a very long white beard is standing near a table covered in traditional wizards items.
The man turns and speaks with a stutter in a barely audible voice: “You are here because kids pick on you. You are here because you are alone as an orphan. You are here because you have no other place to turn. I will teach you how to escape, how to avoid getting pinned in a corner, and how to defend yourself. Your art will be dodging attacks because you are little and can’t take the abuse.”
“But I am unable to pay you.”
“You will be my apprentice.”
Seven years have passed. Lucan has grown in knowledge, but not height. He is an expert in arcana, history, and religion. He has gained powers from both Melvin and Ioun. Though small in stature, Lucan is very capable in survival.
Like Melvin, Lucan became a member of an esoteric society known as the Keepers of the Flame. At age 17 Melvin left Nerath with an ember of the flame to spread to other cities and raise a shrine in its honor. He also set forth to reclaim the Flame Imperishable from the demon prince Yeenoghu in the Shaar region but was unable.
“It is time you venture into the world. I’ve taught you all I can. For your protection, you should seek a few magic items that will help keep you alive. Repulsion Armor will keep enemies away from close attacks. The Orb of Nimble Thoughts allows you to shift 5 squares moving you out of harms way. And the Lucky Charm ogre hand bone necklace from your first kill around your neck gives you that additional bit of support from Ioun you need to survive.”
Taking an ember Lucan steps out of his home of seven years and heads towards the nearest civilization without a Flame and ultimately to hunt Yeenoghu and claim to Flame Imperishable.
Magic Items Sought
Repulsion Armor +1
Level 2+ Uncommon
Inlaid with esoteric runes, this armor can repel even the most persistent foes.
Armor: Cloth or leather
Enhancement Bonus: +1 AC
Power Daily (Minor Action)
Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.
Orb of Nimble Thoughts +1
Level 3+ Uncommon
This scarlet crystal lets you move across the battlefield at the speed of thought to avoid your foes’ attacks.
Enhancement Bonus: +1 attack rolls and damage rolls
Critical: +1d6 psychic damage per plus
You gain an item bonus to initiative checks equal to the enhancement bonus of this orb.
Power (Augmentable) Encounter (Move Action)
You shift a number of squares equal to your Intelligence modifier.
Lucky Charm +1
Level 4+ Uncommon
Monkey’s paw or rabbit’s foot, this lucky charm helps you snatch victory from the jaws of defeat.
Enhancement Bonus: +1 Fortitude, Reflex, and Will
Power Daily (No Action)
Trigger: You miss with an attack or fail a skill check, ability check, or saving throw.
Effect: Roll a d6 and add the result to the attack roll, skill check, ability check, or saving throw.