Siggard (Hagslayer) Blyth    (Half Elf Male Theurgist)
Character Information   
Name: Siggard (Hagslayer) Blyth XP/Next lvl: 10286 / 22500
Class: Theurgist HP:curr/max 17 / 17
Alignment: Neutral AC:reg/rear/no shield 7 / 10 / 7
Race: Half Elf Level: 4
Age: 48 Height: 6'
Weight: 170 Gender: Male
Encumbrance: Movement: 12
Languages: Elven, Common,
Ability Scores   
STR: 10 ()
INT: 17 ()
WIS: 10 ()
DEX: 17 (-3 AC +2 on missile fire)
CON: 15 (+1 hit point per level)
CHR: 10 ()

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

Notes: 30 resistant to sleep and charm /// +1 against venomous poisons

Description and Background   
Description:
Siggard is a rather plain looking man with deep blue eyes and grey, shoulder length hair that hides his slightly pointed ears. He has dark brown skin that looks leathered from his many years spent out in the sun. He has the chiseled features of his elf kin but he chooses to hide his obvious half-elf features, electing instead to be more acceptably considered as a human. He wears plain clothes made of plain cloth with no fancy adornments whatsoever. The puffy white shirt that he wears covers most of the length of his arms. His thick leather belt is adorned with many tightly cinched pouches and a pair of matching sheathed daggers. He wears high leather boots but has no visible pieces of armor on him.

Background:
Siggard was born in the westernmost area of the island of Xaymaca, in a little elven village called Negrillo. His father Nehru was a strong elven warrior who sired many, many children. His mother Lavern was from a rather well to do family that lived and thrived in the capitol city of Port Royal. She eventually grew bored with her debutant lifestyle and ran off with a strapping elven native that had caught her eye, hoping for a new life of fun and adventure. Negrillo was a small farming and fishing village with a beautiful long beachfront that was often raided by the colonials. Although Lavern tried hard to adjust to her new life, she eventually found that constantly fleeing into the jungles to hide herself and her son from the slavers was too much for her to handle. When Siggard was just a young boy, she reluctantly moved back to the big city, leaving him behind to be raised by his own people. The boy learned all that he could yet he constantly yearned to see her again and to see the big city for himself. Mostly, because of the legendary blue dragons. After turning of age, he too began to despise constantly running from the slavers. Siggard eventually set out on his own through the jungle wilderness to make his way to Port Royal. He hoped to find his mother there and to read the books in the vast libraries he had heard so many stories about. On his journey, he spotted one of the blue majestic draconian creatures flying high above him through the air. He took this as an omen and decided right then and there that he would do whatever it takes for him to eventually learn the ways of training those dragons. Due to his mothers higher standings, he was able to enroll as an apprentice at the very bottom of the beginners level at the Academy of the Blue Bolt under the tutelage of Master Keeney Chin. Even though this was his very first step towards his over all goal of becoming a spell casting trainer of dragons, he resented greatly being the oldest apprentice by far in Master Chin's fold. He hated being ridic


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Dagger 1/2 10/20/30 1d4/1d3 n n 20 1 +1 to hit
Pistol 2/1 5/30/60/90 2d4/2d4 n n 32 damage is x2 for point blank range 0-5' -1/range above pb
Modified Pistol 1 / n n +1 to hit. It fires silvered bullets which increase damage to lycanthropes / were-creatures by d4
Pistols are shot at +2 (Dex) 1 / n n
Equipment
Qty Item Location
1 Puffy Shirt Worn
1 Daggers (one stolen) Belt
1 Backpack Back
1 Spellbook BP
1 Extra set of clothes BP
1 Large leather belt with several pouches (bp) Waist
1 Bedroll BP
1 Magical components bp
1 Bag of crushed rock salt bp
1 Something up his sleeve (pistol +1) sleeve
1 Small bulge in his pack (Face) pack
1 Flintlock Pistol (pistol #2) Waist Belt


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 1794 0 5 0
Magic Items
Qty Item Location
1 Pearl Necklace Pack
1 Bag of Tricks Pouch
1 S-Nystuls Magical Aura
1 Spider tatoo on Back of Hand (check notes) Hand
1 Mosquito net? (pg 11) Pack
1 Potion of Christmas Healing Pouch


Gems and Jewelry
Qty Item Location
3 pieces of ambergris hidden in pouch
7 large egg shaped polished malachite gems hidden in pouch
1 Clockwork Cat (?) Backpack
Memorized Spells


Level 0
CLW (Bonus Cleric 1)
Detect Magic 1/day
Read Magic 1/day

Level 1
Charm Person
Hags Mist
Sleep
Unseen Servant

Level 2
Levitate
Web


Spell Book


Level 0
Hags Mist

Level 1
Burning Hands
Charm Person
Cure Light Wounds
Feather Fall
Friends
Identify
Magic Missile
Push
Sleep
Spider Climb
Unseen Servant

Level 2
Levitate
Web

Level 3
Fly
Monster Summoning I


Notes
Reputation and Notoriety
+1 notoriety for single handily killing a seahag (Gin VDP)
Elven Boons
+1 1st lvl Clerical spell
+1 vs. Natural Poisons
+1 vs. Venomous Creatures

+1 to hit with Dagger and Blowdart
Research
Okay, Siggard is assigned to 'research and development' which basically means you are like 'Beaker' from the Muppets, (showing my age now!), and through trial and error, but hopefully not disaster...expect to discover various arcane feats.

Project: Captain wants a way of securing the ship's escape if followed or chased. Spells like 'obscuring mist' or 'wall of fog' are fine but have limits on a moving ship at sea. Research and develop a new way of shielding the ship.

In the mage lab / study room are a few notebooks on previous experiments and various vials, flasks, compounds and materials. If you think you need anything just ask..


The basics of study for arcane knowledge is the same application as for divine revelation. I set a task difficulty level and each day (a four hour or 2 x2 hour study period), you roll against this and a success indicates your discover something. In this case you may (correctly) surmise the Captain is asking the impossible. So each study period you put to this research roll [6d6] vs intelligence. So you should get between 6-36. 6 being a critical Eureka moment, a pass7-10 better than 11-14, etc) means you discover something..? A fail means try again, don't roll 36!

Some tasks will be easier to do as your level increases.

Best of luck, the Capt' expects a positive report back in a week.


further experiments may lead to the mage being able to summon the effects as a 'touch' spell that he may place upon such an explosive object or thrown device or even to adapt to the use of his own pistol.

HagsMist

Level: Siggard creation
Range: subject to explosive or device thrown
Duration: 2d4+1 rounds, subject to wind conditions. (still air, dungeon room then raise to 4d4, strong wind d4+1, stormy winds d4).
Area of Effect: 30 x 30'ft cubic area.
Components: Verbal, Somatic, Materials.
Casting Time: 3 segments.
Saving throw: None

Hagsmist causes creatures in affected area to become immobilised through the overwhelming of their physical senses through nausea, sonic throbbing headaches, irritated eyes and enfeeblement of muscles.
Tattoo
The blot tattoo is similar to an 'amulet of proof against detection and location'. It is not a permanent marker however but a ward which fades or grows as 'interest' in you is sought.
given to you from Lemuel and Mordechai, of the Arcanium following explanation of 'Golden Orb Weaver', wizard renegade.
Clockwork Cat
Tissot the gnome: tells you the clockwork cat can be wound up and a 'message' as per spell cast on it. Cat will then deliver message if the person you want to communicate with is within 24hrs travelling time (max spring wInd up), and location known. Cat is then wound back up and returns to you.