Name: Fengir Aramal
Ancestry: Catfolk / Class: Magic-User / Level: 1
Attributes
Str: 15 / +1
Dex: 14 / +1
Con: 12 / +0
Int: 16 / +2
Wis: 11 / +0
Cha: 13 / +1
Saves
Death/Poison: 10
Wands: 12
Paralysis: 10
Breath: 14
Spells: 12
Info
AC (Robes): 11
BtH: +1
HP: 6
Staff: Attk: +2 / D: 1d6+1 / R: Melee
Dagger: Attk: +2 / D: 1d4+1 / R: Thrown (+2)
Claws: Attk: +2 / D: 1d4+1 / R: Melee / Special: Natural
Gear: Pack, Canteen, Rations, Bedroll, Torches, Oil, Mess Kit, Spellbook, Inkpen, Ink
Traits
Catfolk: Claws (Natural Attack). Infravision. Climb (3-in-6). Saves: +2 Wands & Breath; +3 Death, Paralysis, Spells
Spellcasting
Spellbook: Floating Disk, Read Magic, Sleep
1st - Slots: 2/2: Floating Disk, Sleep
Notes
- Fengir Amaral is a Catfolk Warmage. A type of spellcaster who spent more time focusing on using cantrips and select spells rather than the broad research of a wizard. He learned just enough to get by defend his city-state of Bolesto before the city ended up negotiating its surrender and consolidation within the Kingdom of Sunrae. Finding his work done, Fengir has decided to travel north to MoonRae.
- Has decided to vacation in the Duchy of Graywald, north of MoonRaes Castle and, ruled over by, unsurprisingly, Castle Graywald, the seat of power for Duchess Malraiya, even if she typically spends her time back at court in MoonRaes. Days, especially in winter, are typically cold and require a good robe of protection in addition to the thick fur covering Fengir's body.
- Fengir's usual prestidigitation trick? Shifting his robe from traveler's gray to plaid flannel. At the start of each day he can shift his robe to look something similar. That's why attacking him in his bathrobe is a bad idea, it is surprisingly cut resistant.
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