[hider=Hobbit] [b]Name:[/b] Cpl. Penish Mint [b]Age:[/b] 50/200 [b]Alignment:[/b] LN [b]Race:[/b] Halfling [b]Class:[/b] Militant wizard Kit [b]Appearance/Clothing:[/b] [img]http://img.4plebs.org/boards/tg/image/1406/84/1406840501966.png[/img] 2’6” He is short, even by halfling standards and weighs a solid fifty pounds. [img]http://orig13.deviantart.net/486a/f/2010/048/4/d/lavassa_army_uniforms_by_tales_of_arcea.jpg[/img] [b]Skills:[/b] Endurance Blind fighting Swimming Cooking Riding Languages (ancient) [b]Natural Abilities:[/b] Player character hobbits are said to speak common, alignment, dwarven, elven, gnome, goblin, halfling, and orcish. (+3 Vs wands, staves, rod, spell, poison) If there is no door or other obstacle to open, they surprise others 4 times in 6; The chance to surprise is normal if a door must be opened, if the character is wearing metal armor, or if he is traveling with others not so skilled. [b]Magic/Spells:[/b] [hider=Magic Missile] Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to "Strike the commander of the legion," unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage. For every two extra levels of experience, the wizard gains an additional missile--he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired. [/hider] Bread and butter assault spell that never misses. [hider=Sleep] When a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the sleep spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored. Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. The material component for this spell is a pinch of fine sand, rose petals, or a live cricket. [/hider] A solid spell to drop most for a simple execution. From a set of guards to a commanding officer, it can change the tide of battle [Hider=Detect Undead] This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present. The material component for this spell is a bit of earth from a grave.[/hider] It’s a divination spell to detect undead, a more common enemy in the military than one expects and it nestles nicely between his needs. 2nd [hider=Choke] By means of choke, the caster causes a pair of ghostly hands to appear around the throat of a single victim. The victim must be a human, demihuman, or humanoid, and must be within 30 yards of the caster. The hands will choke and strangle the affected victim for the duration of the spell; each round, the victim suffers 1-4 hit points of damage from the choking hands. If the victim makes a successful saving throw, he suffers half-damage each round. Choke can be negated by dispel magic or a similar spell; the victim cannot wrench the ethereal hands away from his neck. The victim makes all attack rolls at a -2 penalty while affected by choke. [/hider] A guaranteed hit and damage spell with a long range. He finds it best used for softening up the enemy for others. [hider=ESP] When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range - except creatures with no mind (as we know it), such as all of the undead. The ESP is stopped by 2 or more feet of rock, 2 or more inches of any metal other than lead, or a thin sheet of lead foil. The magic-user employing the spell is able to probe the surface thoughts of 1 creature per turn, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round. The caster can use the spell to help determine if some creature lurks behind a door, for example, but the ESP will not always reveal what sort of creature it is. The material component of this spell is a copper piece. [/hider] “Please, try not to think about your fellows information, don’t think about passwords, commanders, troop locations. I dare you.” 3rd [hider=Hovering skull] This spell creates a glowing human skull with sharp fangs. The skull hovers about a foot above the caster's shoulder; as the caster moves, the skull hovers along with him. If the caster stops moving and concentrates, he can mentally command the hovering skull to move in any direction within a 30- foot radius. The caster can see through the skull's eyes as if they were his own; for instance, the hovering skull could be ordered to investigate a dark cave or peek over a high wall. Additionally, the caster can order the hovering skull to attack victims with its razor-sharp teeth. If the caster's concentration is interrupted while controlling the skull, the skull immediately drops to the ground (but it takes no damage). If the caster resumes concentration, he can continue to command the skull. The hovering skull has the same statistics as the caster, except the skull has 3 hit points and inflicts 1-6 hit points of damage with its bite. Attacks directed at the skull do not harm the caster, nor does damage directed at the caster affect the skull. The material component for this spell is the tooth from a human skull.[/hider] A spell of both divination and necromancy, it nestles nicely in his wants while fulfilling a need. [hider=Fireball] : A Fireball is an explosive burst of flame, which detonates with a low roar, and delivers damage proportionate to the level of the magic-user who cast it, i.e. 1 six-sided die (d6) for each level of experience of the spell caster. The burst of the Fireball does not expend a considerable amount of pressure, and the burst will generally conform to the shape of the area in which it occurs, thus covering an area equal to its normal spherical volume. [The area which is covered by the Fireball is a total volume of roughly 33,000 cubic feet (or yards)]. Besides causing damage to creatures, the Fireball ignites all combustible materials within its burst radius, and the heat of the Fireball will melt soft metals such as gold, copper, silver, etc. Items exposed to the spell's effects must be rolled for to determine if they are affected. Items with a creature which makes its saving throw are considered as unaffected. The magic-user points his or her finger and speaks the range (distance and height) at which the Fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into the Fireball. If creatures fail their saving throws, they all take full hit point damage from the blast. Those who make saving throws manage to dodge, fall flat or roll aside, taking ½ the full hit point damage - each and every one within the blast area. The material component of this spell is a tiny ball composed of bat guano and sulphur. [/hider] The spell that proved to him size means nothing. He owed it to his inspiration to pick up this standard bread and butter army spell. [b]Additional Information:[/b] He'll never be the first to admit to it, but he is a HELL of a cook, specializing in spices to make even iron rations pleasant or making that meat edible for just one more day. [b]Weapons:[/b] [url=https://s-media-cache-ak0.pinimg.com/236x/cf/8f/e2/cf8fe249428f1bbd4feaab54ba2847b5.jpg]Iron eagle[/url]: Both his first and secret weapon. It is a figurine of wondrous power That he uses both for his Falconry techniques of scouting and long range attacks. When brought to rest on his scepter, its wings form the blades of his axe he uses in melee. Since he made the item itself, he imbued it with immunity to his specific energy so there would be no fear of damaging his device if it was harassing a target of his magic. [b]Possessions:[/b] He has had his Uniform enchanted with simple magics to protect him like armor while keeping him light and agile. [url=http://webzoom.freewebs.com/norstar1/210526a2.jpg]Flatware[/url], Knife and eating fork attached to a blade sharp enough to half off a haunch of meat. A gift from his ‘Inspiritor’ the cook. He has a journal kept in code as a cookbook, it holds his spells and travels as recipes. He keeps a copper pennywhistle for signaling allies, issuing commands to his falcon, as well as passing the time. [b]Personality:[/b] Let’s just get one thing clear: He is not a necromancer to raise dead, he is a necromancer to punish the living who told him “you can’t”. To everyone who judged him by his size, magic makes no such measurements. He chose the way of the militant to gain strength and power. Sadistic streak a mile wide. Can’t stand to see others bullied and justifies his actions to harm other in the guise of ‘helping’ with excessive force. More often than once has he used his divination skills to blackmail others to his needs. [b]History:[/b] He was born small, even for halflings, to a single mother. Some joked he was perhaps part pixie or his dad as a very brave squirrel. In an attempt to make more of himself, he apprenticed to the village blacksmith in an attempt to make himself stronger, the blacksmith took him on for a few years while he was continually teased for his size until the day he threw an anvil at one of them. Refusing to have such a temper under his roof, the smith passed the apprenticeship off to his brother who was a woodcutter to let him vent his frustration with an axe. Out in the woods he was indeed allowed to let all his frustration out on the trees to be felled until they were set upon by hobgoblins wondering about the racket. To his credit, he did hold his own against them for a moment or two, even cleaving one leg clean off at the kneecap before they were for ced to flee but the woodsman took a spear to the back. He came upon a platoon movement and told them of the hobgoblins, ten riders took off for the treeline while he was allowed to rest with the cook for a portion of food. Leave it to his surprise to find out the mess tent was also operated by the troops overweight caster who took delight in showing off his magical skill while cooking. The jovial arcane display suddenly got interesting by the hobgoblins riding out of the treeline on the assumed slain troops horses. A few words and a pinch of sulfured guano had the ten mounted warriors blown to bits of flaming meat. He found his calling. Ten years later, he was part of the advanced recon. His set of spells focused on divination first, but he supplemented each detection spell with a combat spell as well as he was as much army as he was magic. When he earned his right to select a mission or outpost. He chose to join the inquisition/retribution division where it became clear he wanted to use the position as a veil for doling out pain. He was released for actions unbecoming of an officer and now looks for merc-work until he finds something new.[/hider] Level: 6 Armor Class: 3 Hit Die: 4 Hit Points: 24 (STR) 17[16] (INT) 15 (WIS) 10 (DEX) 18[19] (CON) 11 (CHA) 6