Conzell

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Overview

The overworked, long-suffering steward of the Guild of Wizardry, who takes great pleasure in turning away would-be apprentices. He greets anyone who tries to enter the guild hall. Getting past him is a trial in and of itself, requiring successful Bluff, Diplomacy or Sense Motive checks.

Organizations

  • Wizards Guild, Obsidian Bay: The Guild of Wizardry is an elite group of magi who take their roles as guardians of the Art very seriously.

Statblock

Conzell, Male Human Wiz2/Exp1, Medium Humanoid; CR 3; HD 2d4+1d6+3; hp 15; Init +0; Spd 30 ft/x4; AC 13 (+1 natural, +2 deflection), touch 12, flat-footed 13; Base Atk/Grapple +1/+1; Full Atk +2 One-handed (1d4+1;19-20/x2, +1 Dagger); AL LG; SV Fort +1, Ref +0, Will +7; Str 10(+0), Dex 10(+0), Con 12(+1), Int 16(+3), Wis 15(+2), Cha 10(+0); Skills: Bluff +5, Concentration +5, Decipher Script +7, Diplomacy +8, Forgery +6, Gather Information +6, Intimidate +6, Knowledge (local) +9, Knowledge (nobility) +9, Search +5, Sense Motive +8, Spellcraft +6, Spot +5. Feats: Combat Casting, Negotiator, Persuasive. Languages: Common, Dwarven, Elven, Ancient Suel

Equipment: Wand of Cause Fear, Amulet of Natural Armor +1, Ring of Protection +2

Typical Spells: Cantrips (2/DC 13): Daze, Arcane Mark First Level (2/DC 14): Comprehend Languages, Color Spray

Spoilers

No spoilers are available for this person.