Simon Glennross    (Human Male Mage)
Character Information   
Name: Simon Glennross XP/Next lvl: 2500 / 5000
Class: Mage HP:curr/max 9 / 9
Alignment: Neutral AC:reg/rear/no shield 10 / 10 / 10
Race: Human Level: 2
Age: 18 Height: 6'
Weight: 175 lb.s Gender: Male
Encumbrance: Movement:
Languages: BAB +1 | Initiative: 0 | Fortune: 3
Ability Scores   
STR: 11 ()
INT: 9 ()
WIS: 16 (+2)
DEX: 9 ()
CON: 13 (+1)
CHR: 14 (+1)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14 15 13 12 11

Notes:

Description and Background   
Description:
Simon is an average looking man with dark hair that is short but unkempt. He commonly wears long, plain robes tied at the waste with a belt. He carries a walking stick, and a sword on his back that does not match the rest of his appearance.

Background:
Simon was born the son of an abusive father who served as the town blacksmith. Despite a shy nature, he made friends with many of the children his age, who tried to look after him. Shortly after his mother died, Simon was called by the gods of old, to act on their behalf. He received divine knowledge from this gift, and was able to help cure a pandemic in his hometown. Weeks later he left his father's house after an altercation with some of the local boys. He spent time sharing the roofs with many of his friends and even stayed at the abandoned temple when he could find no one else to take him in. As he grew to worship the old gods he learned spells and rituals of healing and did his best to seek out knowledge of this old religion. Eventually he was gifted with a broad-bladed sword from the goddess, Menrva, who chose to favor him and guide's his path.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Broad-bladed sword 1 1d8/1d8 n n 19
Stout walking staff 1 1d6/1d6 n n 19
Knife 1 1d4/1d4 n n 19
Sling 1 1d4/1d4 n n 19 20
Hunting Bow 1 1d6/1d6 n n 19 10
Equipment
Qty Item Location
1 Knife Belt
1 Set of simple clothing Worn
1 Ancient holy symbol of Menrva Worn
1 Stout walking staff Carried
1 Broad-bladed sword - A gift from Menrva. It is iron and bronze, carved with ancient relgious runes. Back
1 Sewing kit Satchel
1 New unused Leather pouch Belt
1 Sling Belt
1 Pouch of sling bullets Belt
3 Torches Satchel
1 Satchel Worn
1 Blacksmith hammer Belt
1 Tinderbox (flint & steel) Satchel
3 days worth of normal rations Satchel
2 pieces of new leather Satchel


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 0 0 146 8
Magic Items
Qty Item Location
1 Bag of Burnt Teeth


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book


Level 0
Blessing
Mage Light

Level 1
Commanding Word
From the Brink
Goodberry
Healing Touch


Notes
Spells
Healing Touch
Range: Touch
Duration: Instant
Save: no
The mage lays his hands upon a wounded subject and life flows from his touch. The target regains 1d8 hit
points as his vitality is restored.

Commanding Word
Range: Near
Duration: 1 round
Save: yes
With sheer force of will, the mage can force another to obey a single-word command. The target will not directly harm itself, but will otherwise carry out the precise command immediately. A successful saving throw means that the target may ignore the caster’s command.
Rituals
Goodberry (Wisdom)
Range: Touch
Duration: Permanent
Save: no
With the blessing of the unseen world, the berries affected by this ritual become powerful sources of curative
magic. The ritual affects 2d4 berries, and anyone eating one immediately heals 1 point of damage.
The best berries for this ritual are those grown by the mage himself, but any fresh, clean berries will do. In
addition, the caster must wash the berries with pure water from a fresh spring and store them in a never-
before used pouch of soft leather which he has stitched closed himself.
Cantrips
Blessing (Wisdom)
With a touch and a word of hope, this cantrip allows the mage to help an ally with a specific future task,
giving him +2 to a single roll. When a mage casts the spell, she must name the task for which the character
will receive the bonus (e.g. “Smite your enemies!” or “Craft a wondrous sword for the Duke!”).

The mage may attempt to give even greater bonuses to her subject, taking additional -5 penalties for each
additional +1 she wishes to bestow.

Mage Light (Intelligence)
This cantrip produces a moderate amount of magical light. This light may appear from a physical object in
the possession of the caster, such as the tip of his staff or an amulet, or as a simple ball of floating light.
The cantrip produces enough light to illuminate an area of about 30 yards; the light is dim, but just strong
enough to read by.
A mage may attempt to produce more light at a penalty to his casting roll; summoning the light of several
torches into a room gives a -3 penalty, while the equivalent to full daylight would call for a -5 penalty.
Producing several globes of colored light that move about on their own would call for similar penalties, as
would try- ing to cast the cantrip in such a way as to produce the light in a particular spot at a distance
from the caster (for instance, before the eyes of an enemy, in order to distract him).
Lights produced with this cantrip last as long as the caster is able to concentrate on them. Being struck in
combat or failing the roll for another cantrip will make this spell end immediately.
Abilities
Spell Casting
Sense Magic
Skills
Smithing
Religious Lore
Healing
Singing