James Alexander

A famous magician from the Marchlandes.

Description:

James Alexander

Race: Human
Gender: Male
Age: 25
Level: 8
Class(es): Bard8 (Magician)
Alignment: Neutral

HP: 48
AC: 19
> Flatfooted: 16
> Touch AC: 12
Spell Resistance:
CMB: 8
CMD: 19

STR: 12 (1)
DEX: 14 (2)
CON: 10 (0)
INT: 15 (2)
WIS: 13 (1)
CHA: 18 (4) (+2 magic item)

Fort: 2
Ref: 9
Will: 8

Speed: 30’
Initiative: 3

Hero Points: 1

Curses: None
Diseases: None
Poisonings: None
Addictions: None
Insanities: None

Traits:
> “I’m going to see a man about a dog.”
James has an uncanny ability to escape even the most dangerous situations, no matter the odds. Through a combination of magic, wit and derring-do, he can flee from attackers and make good his escape. In a situation where he is battered, bruised and outnumbered, James has the ability to take a +4 bonus to Acrobatics checks to dodge attacks and gain ground enough to escape. Invoking a Hero Point turns this into a +8 bonus.

> “Have we met before?”
A thief of James’ nature needs to keep his wits about him to avoid being accosted by the wealthy merchant he stole a purse from, or the wizard he pilfered a wand from. As a result, he’s become skilled at avoiding recognition, even when approached directly, and has a number of ready-made excuses and stories designed to befuddle even the most clear-minded victim. When confronted by someone who recognises his infamy, James gains a chance to reroll a Disguise or Escape Artist check. He can pick from the better of the two rolls. He also gains a +4 bonus to Sleight of Hand checks against the victim, as he knows their blind spot.

Racial Abilities:
nil

Class Abilities:
> Bardic Performance (Su) (29 rounds per day)
> Dweomercraft
> Spell Suppression
> Distraction
> Fascinate
> Inspire Competence
> Suggestion
> Extended Performance (Su)
> Expanded Repertoire (Ex)
> Arcane Bond (Ex) (Ring of Feather Falling)
This ring has served James well, whether helping him to leap from buildings in impossible situations or as he re-appears on the other side of a jail cell next to a sheer cliff face. As a result, the ring is a part of him and grants him the ability to cast that one last spell he might need to make good his escape or bolster his performance
> Well Versed (+4 to saves against bardic performance, sonic & language effects)
> Versatile Performance (1st: Act > Disguise, 2nd: Oratory > Sense Motive)

Special Abilities:
Cantrips

Feats:
> Improved Counterspell (Bard)
> Eschew Materials
> Deceitful (2 Bluff & Disguise)
> Stealthy (
2 Stealth & Escape Artist)
> Extra Performance

Skills: (Base + Ability + Misc/Feats + Favored) 80

> Acrobatics (Dex): 7 (2 + 2 + 0 + 3)
> Appraise (Int): 7 (2 + 2 + 0 + 3)
> Bluff (Cha): 17 (8 + 4 + 2 + 3)
> Climb (Str): 0 (0 + 0 + 0 + 0)
> Craft (Int): 2 (0 + 2 + 0 + 0)
> Diplomacy (Cha): 10 (3 + 4 + 0 + 3)
> Disguise (Cha): 15 (1 + 4 + 2 + 3)
> Escape Artist (Dex): 12 (3 + 2 + 4 + 3)
> Intimidate (Cha): 4 (0 + 4 + 0 + 0)
> Knowledge (Arcana): 6 (0 + 2 + 4 + 0)
> Knowledge (Local) (Int): 8 (3 + 2 + 0 + 3)
> Ling (Elf-speak) (Int): 9 (3 + 2 + 0 + 3)
> Perception (Wis): 7 (2 + 2 + 0 + 3)
> Perform (Act) (Cha): 15 (8 + 4 + 0 + 3)
> Perform (Oratory): 15 (8 + 4 + 0 + 3)
> Perform (Wind): 11 (4 + 4 + 0 + 3)
> Profession (bu) (Wis): 12 (7 + 2 + 0 + 3)
> Ride (Dex): 5 (3 + 2 + 0 + 0)
> Sense Motive (Wis): 15 (4 + 2 + 0 + 3)
> Sleight of Hand (Dex): 12 (7 + 2 + 0 + 3)
> Spellcraft (Int): 17 (5 + 2 + 7 + 3)
> Stealth (Dex): 17 (7 + 2 + 5 + 3)
> Use Magic Device (Cha): 8 (0 + 4 + 4 + 0)

Replaced with a Perform skill via Versatile Performance

Languages:
> Ardine
> Elf-speak
> Dwarf-speak

Combat:

Slender Longsword
> AB: 9/4
> Damage: 1d8+2 19-20/x2

Equipment:

Total Weight: 42 / 43 lbs

Cloak of Charisma 2 (4,000 marks) – 2 lbs
2 to Charisma. A deep red cloak, trimmed with gold.
Ring of Feather Falling (2,200 marks) – 0 lbs
Grants the user the ability to leap from cliff faces in the midst of trouble.
Ring of Protection 1 – 0 lbs
Useful in a pinch.
Light Armored Coat +2 (4,025 marks) – 20 lbs
Suitably dashing.
Pipes of Sounding (1,800 marks) – 3 lbs
Stolen from a rival performer, it has been a useful tool for distraction.
Belt of Escape +2 (400 marks) – 1lbs
A belt with a number of small hooks, clips, cords and other things that help a thief avoid capture.
Goggles of Spellcraft +3 (900 marks)
Crystal lenses help see through magical defenses
Slender Longsword +1 (2,015 marks) – 4 lbs
Pragmatic.
Amulet of Natural Armor +1 (2,000 marks) – 0 lbs
Rock hard abs.
Boots of the Cat (
3 to Stealth) (900 marks)
Muffles footsteps, just as expected.
Wand of Magic Missile 5 (3,750 marks) – 0 lbs

Heirlooms:

James ability to create a spectacle was only matched by his ability to distract his victims. You and I see street magicians temporarily taking watches and other sundries: James had much loftier goals.

At first, it was gold pieces, precious gems and whatever else he could manage during the spectacle of his shows, but he began to revel in the danger and in stealing much greater things. Magic rings, even amulets (that was a close call!), wands, even a sword when he was travelling through some smaller towns (it was the finish to his act).

His most daring moment of thievery was when he managed to steal the goggles right off the face of a merchant. The merchant was so impressed by his show that he stood enthralled as he vanished in one spot, only to re-appear 10ft away almost immediately. James, full of daring, managed to Blink to the merchant, take the goggles off his face, and then vanish into an alley, laughing as the rest of the crowd applauded his derring-do.

Sundries:

Backpack – 2 lbs (2 marks)
Waterskin – 4 lbs (1 mark)
Blanket, winter – 3 lbs
Flint & Tinder – .5 lbs
Pocket Mirror – .5 lbs
Caltrops – 2 lbs

Food, Herbs & Liquids:
Potion of Cure Light Wounds (3) (150 marks)
Potion of Cure Moderate Wounds (5) (1,500 marks)
Potion of Neutralise Poison (1) (750 marks)
Potion of Delay Poison (300 marks)
Oil of Invisibility (300 marks)
Potion of Fly (750 marks)
Rations, Trail x5

Total Weight:

CP:
SP:
GP: 2,580 marks
PP:
Jewels:
Artwork:
Other items of value:

Magic:

Spells Known: (6/5/4/3)
Spells Per Day: (4+1/4+1/2+1)
Concentration: 12

Cantrips: (DC 14)
Light, Lullaby, Sift, Spark, Daze, Flare

Level I: (DC 15)
Fumbletongue, Grease, Memory Lapse, Vanish, Innocence, Mage Armor

Level II: (DC 16)
Glitterdust, Pyrotechnics, Hold Person, Invisibility, Silk to Steel

Level III: (DC 17)
Blink, Glibness, Gaseous Form

Appearance:
James is a slender boy, with a thick head of brown hair that he often brushes back with his hands. He is blessed with high cheekbones and a strong jaw (but not overly so). His eyes are dark brown and genuine, and they are often lit up by his smile.

Height: 5’10"
Weight: 143lbs

Biography:

James is a magician. Quite a wonderful magician at that: he has been the talk of many of the towns he has visited. But not all this talk is positive. He is known for his short temper and rapid mood swings, traits only outweighed by his sense of survival. He and his mother-his father was not seen after childbirth-often struggled to make ends meet. She would often starve in order to keep not only James fed, but to satiate his desire for more. Sometimes there is a little a mother can do to resist the hungry calls of her child, even if she knows it will cause her to go hungry in return.

His mother grew thin and wasting, often struggling to find what little work she could cleaning clothes and doing housework. James, hungry himself but only ten, could do little to help. He began to steal. Small pieces of fruit at first, as was easiest, but confident in his abilities he moved to larger things: loaves of bread, whole fish, an entire basket of apples. He found himself able to zip in-and-out quickly, and he had an ability to beguile and distract shopkeepers and merchants alike.

Still, it was not enough, and James would often bring little back to his mother: he was a hungry child. It was one day that she did not get herself out of bed, with a wracking cough and the tinge of blood on her handkerchief telling the story. She died two weeks later, pale and bone-thin, as James sung the lullaby she oft- sung to him when he was younger. James was fifteen.

On his own, without a mother and now homeless, James’ grief quickly turned to cunning. He was a survivalist, he told himself, and it was up to him to keep himself alive and him alone. Huddled in an alley during a particularly nasty storm, James was nigh-freezing, on the brink of hypothermia. Wishing with all his might that he could create a fire, he did. To his own amazement, a magical flame leapt from his fingers and into the sticks he had cobbled together earlier, a fire sparking and staving off the cold. It was then that James realised he could cast magic.

He began to busk in the streets by day, re-telling (and embellishing) tales he heard from soldiers and mercenaries, and clicking his fingers to create flashes of lights and sparks of flame at just the right moment in a story (it helped with the suspense). He was good at it, he found, and he made not only the money they threw into his bag, but money from the purses of distracted admirers and passersby. There is a lot to be said about the wonder of magic, especially from a child, even in big cities where wizards are as common as Dwarves (that is to say, fairly common, if not everywhere).

James’ love for a spectacle, and the fame it brought him, had him orchestrating particularly wonderful shows. He would disappear, only to reappear several feet away, vanish completely, turn dust into a spark and into a fireball, wipe a man’s memory, and as his biggest trick, turn completely into mist and float away. He took a life of travelling, supplementing the money gained from his shows with the magical goods and valuables he would steal from unwitting audience members. He had been jailed several times in small towns, but would often manage to escape, disappearing through thin cracks or simply blinking through a wall and appearing on the street outside.

Animals:

Mount: Jester, Horse (Arabian)

Jester is a chestnut colored Arabian horse with a moody temparament and penchant for no good. Appropriated from a travelling circus, Jester has still proven to be a reliable steed, despite preferring to toss James from the saddle when the going gets rough.

HP: 21
AC: 11
Initiative: 2
Speed: 50’ Walking, 250’ Running
Skills:
> Perception +6
Saves:
> Fort: 6
> Ref: 5
> Will: 1

Abilities:
STR 16; DEX 14; CON 17
INT 2; WIS 13; CHA 7

> Endurance
> Low-light Vision
> Run
> Scent

Equipment:
Blanket (winter); waterskin; caltrops; rope (silk)

Bio:

James Alexander

Race: Human
Gender: Male
Age: 25
Level: 8
Class(es): Bard8 (Magician)
Alignment: Neutral

HP: 48
AC: 19
> Flatfooted: 16
> Touch AC: 12
Spell Resistance:
CMB: 8
CMD: 19

STR: 12 (1)
DEX: 14 (2)
CON: 10 (0)
INT: 15 (2)
WIS: 13 (1)
CHA: 18 (4) (+2 magic item)

Fort: 2
Ref: 9
Will: 8

Speed: 30’
Initiative: 3

Hero Points: 1

Curses: None
Diseases: None
Poisonings: None
Addictions: None
Insanities: None

Traits:
> “I’m going to see a man about a dog.”
James has an uncanny ability to escape even the most dangerous situations, no matter the odds. Through a combination of magic, wit and derring-do, he can flee from attackers and make good his escape. In a situation where he is battered, bruised and outnumbered, James has the ability to take a +4 bonus to Acrobatics checks to dodge attacks and gain ground enough to escape. Invoking a Hero Point turns this into a +8 bonus.

> “Have we met before?”
A thief of James’ nature needs to keep his wits about him to avoid being accosted by the wealthy merchant he stole a purse from, or the wizard he pilfered a wand from. As a result, he’s become skilled at avoiding recognition, even when approached directly, and has a number of ready-made excuses and stories designed to befuddle even the most clear-minded victim. When confronted by someone who recognises his infamy, James gains a chance to reroll a Disguise or Escape Artist check. He can pick from the better of the two rolls. He also gains a +4 bonus to Sleight of Hand checks against the victim, as he knows their blind spot.

Racial Abilities:
nil

Class Abilities:
> Bardic Performance (Su) (29 rounds per day)
> Dweomercraft
> Spell Suppression
> Distraction
> Fascinate
> Inspire Competence
> Suggestion
> Extended Performance (Su)
> Expanded Repertoire (Ex)
> Arcane Bond (Ex) (Ring of Feather Falling)
This ring has served James well, whether helping him to leap from buildings in impossible situations or as he re-appears on the other side of a jail cell next to a sheer cliff face. As a result, the ring is a part of him and grants him the ability to cast that one last spell he might need to make good his escape or bolster his performance
> Well Versed (+4 to saves against bardic performance, sonic & language effects)
> Versatile Performance (1st: Act > Disguise, 2nd: Oratory > Sense Motive)

Special Abilities:
Cantrips

Feats:
> Improved Counterspell (Bard)
> Eschew Materials
> Deceitful (2 Bluff & Disguise)
> Stealthy (
2 Stealth & Escape Artist)
> Extra Performance

Skills: (Base + Ability + Misc/Feats + Favored) 80

> Acrobatics (Dex): 7 (2 + 2 + 0 + 3)
> Appraise (Int): 7 (2 + 2 + 0 + 3)
> Bluff (Cha): 17 (8 + 4 + 2 + 3)
> Climb (Str): 0 (0 + 0 + 0 + 0)
> Craft (Int): 2 (0 + 2 + 0 + 0)
> Diplomacy (Cha): 10 (3 + 4 + 0 + 3)
> Disguise (Cha): 15 (1 + 4 + 2 + 3)
> Escape Artist (Dex): 12 (3 + 2 + 4 + 3)
> Intimidate (Cha): 4 (0 + 4 + 0 + 0)
> Knowledge (Arcana): 6 (0 + 2 + 4 + 0)
> Knowledge (Local) (Int): 8 (3 + 2 + 0 + 3)
> Ling (Elf-speak) (Int): 9 (3 + 2 + 0 + 3)
> Perception (Wis): 7 (2 + 2 + 0 + 3)
> Perform (Act) (Cha): 15 (8 + 4 + 0 + 3)
> Perform (Oratory): 15 (8 + 4 + 0 + 3)
> Perform (Wind): 11 (4 + 4 + 0 + 3)
> Profession (bu) (Wis): 12 (7 + 2 + 0 + 3)
> Ride (Dex): 5 (3 + 2 + 0 + 0)
> Sense Motive (Wis): 15 (4 + 2 + 0 + 3)
> Sleight of Hand (Dex): 12 (7 + 2 + 0 + 3)
> Spellcraft (Int): 17 (5 + 2 + 7 + 3)
> Stealth (Dex): 17 (7 + 2 + 5 + 3)
> Use Magic Device (Cha): 8 (0 + 4 + 4 + 0)

Replaced with a Perform skill via Versatile Performance

Languages:
> Ardine
> Elf-speak
> Dwarf-speak

Combat:

Slender Longsword
> AB: 9/4
> Damage: 1d8+2 19-20/x2

Equipment:

Total Weight: 42 / 43 lbs

Cloak of Charisma 2 (4,000 marks) – 2 lbs
2 to Charisma. A deep red cloak, trimmed with gold.
Ring of Feather Falling (2,200 marks) – 0 lbs
Grants the user the ability to leap from cliff faces in the midst of trouble.
Ring of Protection 1 – 0 lbs
Useful in a pinch.
Light Armored Coat +2 (4,025 marks) – 20 lbs
Suitably dashing.
Pipes of Sounding (1,800 marks) – 3 lbs
Stolen from a rival performer, it has been a useful tool for distraction.
Belt of Escape +2 (400 marks) – 1lbs
A belt with a number of small hooks, clips, cords and other things that help a thief avoid capture.
Goggles of Spellcraft +3 (900 marks)
Crystal lenses help see through magical defenses
Slender Longsword +1 (2,015 marks) – 4 lbs
Pragmatic.
Amulet of Natural Armor +1 (2,000 marks) – 0 lbs
Rock hard abs.
Boots of the Cat (
3 to Stealth) (900 marks)
Muffles footsteps, just as expected.
Wand of Magic Missile 5 (3,750 marks) – 0 lbs

Heirlooms:

James ability to create a spectacle was only matched by his ability to distract his victims. You and I see street magicians temporarily taking watches and other sundries: James had much loftier goals.

At first, it was gold pieces, precious gems and whatever else he could manage during the spectacle of his shows, but he began to revel in the danger and in stealing much greater things. Magic rings, even amulets (that was a close call!), wands, even a sword when he was travelling through some smaller towns (it was the finish to his act).

His most daring moment of thievery was when he managed to steal the goggles right off the face of a merchant. The merchant was so impressed by his show that he stood enthralled as he vanished in one spot, only to re-appear 10ft away almost immediately. James, full of daring, managed to Blink to the merchant, take the goggles off his face, and then vanish into an alley, laughing as the rest of the crowd applauded his derring-do.

Sundries:

Backpack – 2 lbs (2 marks)
Waterskin – 4 lbs (1 mark)
Blanket, winter – 3 lbs
Flint & Tinder – .5 lbs
Pocket Mirror – .5 lbs
Caltrops – 2 lbs

Food, Herbs & Liquids:
Potion of Cure Light Wounds (3) (150 marks)
Potion of Cure Moderate Wounds (5) (1,500 marks)
Potion of Neutralise Poison (1) (750 marks)
Potion of Delay Poison (300 marks)
Oil of Invisibility (300 marks)
Potion of Fly (750 marks)
Rations, Trail x5

Total Weight:

CP:
SP:
GP: 2,580 marks
PP:
Jewels:
Artwork:
Other items of value:

Magic:

Spells Known: (6/5/4/3)
Spells Per Day: (4+1/4+1/2+1)
Concentration: 12

Cantrips: (DC 14)
Light, Lullaby, Sift, Spark, Daze, Flare

Level I: (DC 15)
Fumbletongue, Grease, Memory Lapse, Vanish, Innocence, Mage Armor

Level II: (DC 16)
Glitterdust, Pyrotechnics, Hold Person, Invisibility, Silk to Steel

Level III: (DC 17)
Blink, Glibness, Gaseous Form

Appearance:
James is a slender boy, with a thick head of brown hair that he often brushes back with his hands. He is blessed with high cheekbones and a strong jaw (but not overly so). His eyes are dark brown and genuine, and they are often lit up by his smile.

Height: 5’10"
Weight: 143lbs

Biography:

James is a magician. Quite a wonderful magician at that: he has been the talk of many of the towns he has visited. But not all this talk is positive. He is known for his short temper and rapid mood swings, traits only outweighed by his sense of survival. He and his mother-his father was not seen after childbirth-often struggled to make ends meet. She would often starve in order to keep not only James fed, but to satiate his desire for more. Sometimes there is a little a mother can do to resist the hungry calls of her child, even if she knows it will cause her to go hungry in return.

His mother grew thin and wasting, often struggling to find what little work she could cleaning clothes and doing housework. James, hungry himself but only ten, could do little to help. He began to steal. Small pieces of fruit at first, as was easiest, but confident in his abilities he moved to larger things: loaves of bread, whole fish, an entire basket of apples. He found himself able to zip in-and-out quickly, and he had an ability to beguile and distract shopkeepers and merchants alike.

Still, it was not enough, and James would often bring little back to his mother: he was a hungry child. It was one day that she did not get herself out of bed, with a wracking cough and the tinge of blood on her handkerchief telling the story. She died two weeks later, pale and bone-thin, as James sung the lullaby she oft- sung to him when he was younger. James was fifteen.

On his own, without a mother and now homeless, James’ grief quickly turned to cunning. He was a survivalist, he told himself, and it was up to him to keep himself alive and him alone. Huddled in an alley during a particularly nasty storm, James was nigh-freezing, on the brink of hypothermia. Wishing with all his might that he could create a fire, he did. To his own amazement, a magical flame leapt from his fingers and into the sticks he had cobbled together earlier, a fire sparking and staving off the cold. It was then that James realised he could cast magic.

He began to busk in the streets by day, re-telling (and embellishing) tales he heard from soldiers and mercenaries, and clicking his fingers to create flashes of lights and sparks of flame at just the right moment in a story (it helped with the suspense). He was good at it, he found, and he made not only the money they threw into his bag, but money from the purses of distracted admirers and passersby. There is a lot to be said about the wonder of magic, especially from a child, even in big cities where wizards are as common as Dwarves (that is to say, fairly common, if not everywhere).

James’ love for a spectacle, and the fame it brought him, had him orchestrating particularly wonderful shows. He would disappear, only to reappear several feet away, vanish completely, turn dust into a spark and into a fireball, wipe a man’s memory, and as his biggest trick, turn completely into mist and float away. He took a life of travelling, supplementing the money gained from his shows with the magical goods and valuables he would steal from unwitting audience members. He had been jailed several times in small towns, but would often manage to escape, disappearing through thin cracks or simply blinking through a wall and appearing on the street outside.

Animals:

Mount: Jester, Horse (Arabian)

Jester is a chestnut colored Arabian horse with a moody temparament and penchant for no good. Appropriated from a travelling circus, Jester has still proven to be a reliable steed, despite preferring to toss James from the saddle when the going gets rough.

HP: 21
AC: 11
Initiative: 2
Speed: 50’ Walking, 250’ Running
Skills:
> Perception +6
Saves:
> Fort: 6
> Ref: 5
> Will: 1

Abilities:
STR 16; DEX 14; CON 17
INT 2; WIS 13; CHA 7

> Endurance
> Low-light Vision
> Run
> Scent

Equipment:
Blanket (winter); waterskin; caltrops; rope (silk)

James Alexander

The Marchlandes elithrar