The Adventures of the Iron Wardens
Demyan is a gruff, broad-shouldered wizard with a large beard.
Male Human Wizard Level 1 Lawful Good Representing Benedek Nyikos
Strength 11 (+0) Constitution 14 (+2) Dexterity 12 (+1) Intelligence 18 (+4) Wisdom 13 (+1) Charisma 10 (+0)
Height: 5’ 11” Weight: 180 lb Skin: Tan Eyes: Hazel Hair: Dark Brown; Wavy; Thick Beard / Hirsute
Maximum Hit Points: 24
Bloodied: 12 Surge Value: 6 Surges / Day: 10 includes constitution modifier
Size: Medium Speed: 6 squares Vision: Normal
Initiative: 1d20 +1 = + 1 [dexterity] Base Strength Attack: 1d20 +0 = + 0 [strength] Base Dexterity Attack: 1d20 +1 = + 1 [dexterity] Base Constitution Attack: 1d20 +2 = + 2 [constitution] Base Intelligence Attack: 1d20 +4 = + 4 [intelligence] Base Wisdom Attack: 1d20 +1 = + 1 [wisdom] Base Charisma Attack: 1d20 +0 = + 0 [charisma]
Armor Class: 15 = 10 + 4 [intelligence] + 1 [wizard staff] Fortitude Defense: 13 = 10 + 1 [Human] + 2 [constitution] Reflex Defense: 15 = 10 + 1 [Human] + 4 [intelligence] Will Defense: 14 = 10 + 1 [Human] + 2 [wizard] + 1 [wisdom]
Armor: None (traveling clothes)
Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4 Quarterstaff: +2 vs AC 0 strength attack; damage 1[W]=1d8 4 lb (Staff) Magic Missile +4i [base intelligence attack] vs reflex Scorching Burst +4i [base intelligence attack] vs reflex Thunderwave +4i [base intelligence attack] vs fortitude Burning Hands +4i [base intelligence attack] vs reflex Flaming Sphere +4i [base intelligence attack] vs reflex Sleep +4i [base intelligence attack] vs will i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving Throw: d20 + 1 [human perseverance] vs 10
Normal Load:110 lb. Heavy Load:220 lb. Maximum Drag Load550 lb.
Languages: Common; Dwarven;
Brew Potion [Level 1 per revision] Comprehend Language [Level 1] Silence [Level 1]
Acrobatics: +1 = 1 [dexterity] Arcana: +9 = 4 [intelligence] + 5 [class training] Athletics: +0 = 0 [strength] Bluff: +0 = 0 [charisma] Diplomacy: +0 = 0 [charisma] Dungeoneering: +6 = 1 [wisdom] + 5 [class training] Endurance: +2 = 2 [constitution] Heal: +1 = 1 [wisdom] History: +9 = 4 [intelligence] + 5 [class training] Insight: +6 = 1 [wisdom] + 5 [class training] Intimidate: +0 = 0 [charisma] Nature: +6 = 1 [wisdom] + 5 [class training] Perception: +1 = 1 [wisdom] Religion: +4 = 4 [intelligence] Stealth: +1 = 1 [dexterity] Streetwise: +0 = 0 [charisma] Thievery: +1 = 1 [dexterity]
Durable Human Perseverance
Basic Melee Attack: By weapon, damage 1W Basic Ranged Attack: By weapon, damage 1[W]+1 dexterity bonus Bull Rush: +0 [base strength attack] vs fortitude [standard action] Grab: +0 [base strength attack] vs reflex [standard action] Move grabbed target: +0 [base strength attack] vs fortitude [standard action] Escape: +1 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action] Ghost Sound Wizard Light Wizard Mage Hand Wizard Prestidigitation Wizard Magic Missile [Level 1] Scorching Burst [Level 1] Thunderwave [Level 1]
Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics
- fast escape; Bluff, Heal -first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Second Wind Spend an Action Point [free action, not in surprise round] Extend an effect on an enemy to last to end of next turn rather than this turn] Use Implement [free action] Burning Hands [Level 1]
Flaming Sphere [Level 1] Sleep [Level 1]
Reminder to Level 1 Wizards: Each day (i.e., after extended rest), you prepare one daily non-utility power and one utility power from your spellbook.
- One extra at-will power from your class (already included)
- One bonus feat at 1st level (already included)
- One bonus skill from the skill class list (already included)
- +1 to fortitude, reflex, and will defenses
- This wizard chose the Staff of Defense mastery. In addition to a +1 AC bonus, you can choose a bonus to your AC equal to your constitution modifier as an immediate interrupt, even after damage has been announced.
- Ritual Casting [bonus feat, not listed above]
Demyan Sokol’s Equipment:Weapons / Armor / Shield (from above) 4 lb Backpack 2 lb Bedroll 5 lb Candle Case (for map or scroll) 1 lb Chalk Flint and steel Ink vial Ink pen Paper sheets x4 Parchment sheets x6 Pouch (belt) x1 1 lb Rations (1 day) x10 10 lb Rope (50’, hempen) x1 10 lb Sealing wax 1 lb Sunrods x2 2 lb Vial (for ink or potions) x4 1 lb Waterskins x1 4 lb Ritual book x1 3 lb Ritual components Spellbook x1 3 lb
Total 47 lb
Weapon: Weapon: Weapon: Weapon: Armor: Shield: Arms: Feet: Hands: Head: Neck: Ring: Ring: Waist:
Demyan is a broad-shouldered man with a large beard. He is gruff and takes time to warm up to people, but he is an honorable man and will defend his friends with his life.
His family has a long tradition of wizardry, and both of his parents are accomplished mages. Demyan is the oldest of five brothers, and his gruff demeanor comes as a result of always having four younger brothers crashing about the house and being nuisances. When the opportunity came for Demyan to go to an academy to study the art of wizardry, he chose one far away from home. He loved his brothers, but it was best for his peace of mind to associate via letters.
Then the next oldest brother became old enough to go to the university, and he chose Demyan’s school… and so did the next one… and the next one…
As soon as Demyan had finished his studies, he got out of the university as fast as he could. Adventuring appeals to him as it allows him to do challenging, worthwhile work with people who respect his space.