Apollonius Triton    (Atlantean Male Magician)
Character Information   
Name: Apollonius Triton XP/Next lvl: 0 / 2499
Class: Magician HP:curr/max 5 / 5
Alignment: Neutral AC:reg/rear/no shield 8 / 9 / 9
Race: Atlantean Level: 1
Age: 40 Height: 5'11
Weight: 205 Gender: Male
Encumbrance: Movement: 40
Languages: Common, Hellenic (Atlantean Dialect), Hellenic (Hyperborean Dialect), Thracian (Ixian Dialect)
Ability Scores   
STR: 9 ()
INT: 17 (1 Bonus Spell, +2 Languages)
WIS: 13 ()
DEX: 15 (+1 Missiles, +1 Defense)
CON: 16 (+1 HP, +1 Poison Resistance)
CHR: 8 (-1 Reaction Adjustment)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes: Saving Throw: 16, Device +2, Sorcery +2

Description and Background   
Description:
Apollonius is dark-haired and grey-eyed. His skin is a pale white tinged with the color of seafoam. His hair falls to his shoulders, and his gaze is quick and betrays a keen mind simmering beneath the surface.

Background:
As a young man, Apollonius lived in a whaling village, but watching his kin pursue such a humble life in the shadow of their former glory irked the lad, and he made it his life's work to bring Atlanteans back from the brink of oblivion, to reclaim their lost prestige through magics ancient and powerful. He procured scraps of ancient texts and picked the brains of sailors and sages to discern the paths of the stars and their meanings, until finally he felt confident enough in his own skills to venture into the world and begin his quest. But his small store of magical power wasn't enough to save him from captivity, and he finds himself a slave aboard ship.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Dagger 1/2 1/2/3 1d4/1d4-1 n n
Equipment
Qty Item Location
1 Ivory slat armband Left Arm
1 Boots Worn
1 Cloak Worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Grease
Sleep


Spell Book


Level 1
Grease
Hold Portal
Sleep


Notes
Secondary Skill
Navigator
Favored Weapons
Staff
Dagger
Quarterstaff
Sling
Magician Class Abilities
Magician’s Familiar: To summon a singular small animal (typically a bat, a cat, an owl, a rat, or a raven) of 1d3+1 hp to function as a familiar. So long as the familiar is within range 120 (feet indoors, yards outdoors), the magician can see and hear through the animal (though the sight is a narrowly focused “tunnel vision”, and sounds reverberate thinly and metallically), he can add its hit point total to his own, and he can memorize one extra spell of each spell level he is able to cast (e.g., a 5th-level magician gains bonus spells of levels 1, 2, and 3). The familiar fights only in self-defence; if it dies, the magician permanently loses 1 hp per level and cannot summon another familiar for 1d4 months. Whether or not a 1st-level magician may begin play with a familiar is at the referee’s discretion.

Sorcery: A magician casts spells that he memorizes from an arcane tome. He begins his career with a spell book that contains three level 1 spells, drawn from the Magician Spell List (see Vol. II, p. 142: Table 63). Through personal research, magicians develop one new spell at each level gain; this spell is learnt automatically, with no need of a qualification roll. To learn a spell outside of level training, refer to Vol. II, p. 136: Spells, acquiring new spells. Magicians of high intelligence cast a greater number of spells per day (see p. 8: Attributes, intelligence).