Twoo

: 
Name 	Twoo 	Twoo 	 	 	 	 	
Race 	Ariel 	Ariel 	 	 	 	 	
Gender 	Male 	Male 	 	 	 	 	
Class 	Fighter	d8 (Bowmaster)	Fighter	d8 (Bowmaster)	 	 	 	 	
 	Magic	User d3 (Familiar: Tooit)	Magic	User d3 (Familiar: Tooit)	 	 	 	 	
Level 	6/6 	6/6 	 	 	 	 	
Religion 	Universal 	Universal 	 	 	 	 	
Str 	
11 	
11 	0,+1 	 	 	BM5 	
Con 	9 	9 	0 	 	 	 	
Dex 	18 	18 	0,+1 	AC adj: -5 	Ranged To Hit: +4 	Death of Familiar 	
Int 	Int 	16 	0,+1 	Bonus spells 2x1st, 2x2nd, 1x3rd 	Bonus spells 2x1st, 2x2nd, 1x3rd	+10% EP Magic User	
Wis 	Wis 	6 	0 	0 	 	 	
 	 	 	 	 	 	 	
Cha 	Cha 	7 	0 	0 	 	 	
Hit Points 	
Hit Points 	34 	(8+8+8+7+6+8)/2+(3+3+2+3+3+2)/2+0.5*lvl	(8+8+8+7+6+8)/2+(3+3+2+3+3+2)/2+0.5*lvl	 	 	
Base AC 	Base AC 	0 (5 when shooting)	 	 	 	 	
Magic Resistance 	Magic Resistance 	0% 	 	 	 	 	
Weapon Proficiencies	
Weapon Proficiencies	 	 	 	
Hac0 	Attacks/round 	Dam
Longbow 	Longbow 	+3/+3 1st, 4th, BM5	+2 Arr/Rnd 1st, BM5 	+2 Arr/Rnd 1st, BM5 	7 	4 	+5+Str
Longsword 	Longsword 	 	 	5 	1 	+11 	
Darts 	Darts 	 	 	 	10 	3 	+2
Polearms				(all)	-2/-2	Polearms				(all)	-2/-2	 	 	 	 	 	
Skills 	
Skills 	 	(1 per 5F/7M levels) 	(1 per 5F/7M levels) 	 	 	
Speak	Common 	Speak	Common 	 	 	 	 	 	
Speak	Ariel 	Speak	Ariel 	 	 	 	 	 	
Flight 	Flight 	 	 	 	 	 	
Read/Write Ariel 	Read/Write Ariel 	 	 	 	 	 	
Read/Write Common 	Read/Write Common 	 	 	 	 	 	
Riding 	Riding 	 	 	 	 	 	
Fletching 	Fletching 	 	 	 	 	 	
Advanced Fletching	Advanced Fletching	 	 	 	 	 	
Bowmaster
* Strength bonuses to missile damage
* No Dex bonus on AC and saves when in missile combat
* (+1 to hit and +1 damage per 5 levels (round down))
* (+1 attack/rnd at 5th level)
* (+1 Str at 5th/8th/11th level)
Familiar Abilities
Level	Form/Changes 	Benefits 	Familiar Death Impact
1 	Elf Owl 	Manifest: Detect Magic 1/day 	
2 	Pigmy Owl 	Latent: Sense of danger, Mage is 50% less likely to be surprised and has a 10% chance to avoid backstab/assassination.	
3 	Burrowing Owl 	Manifest: Detect Magic 2/day, Detect Invis	1/day 	
4 	Screech Owl 	 	
5 	Tawny Owl 	Manifest: Detect Magic 3/day, Detect Illusion 1/day
Latent: Mage can sense poisoned/diseased food & drink if within 5’	
6 	Great Horny Owl	Latent: Alert, Mage is never surprised and has a 25% chance to avoid backstab/assassination.
Manifest: Mage and Familiar are +1 all saves, -2 AC	
Spellbook
* 1st: Write, Ventriloquism, Detect Magic, Sleep, Magic Missile, Erase, Enlarge/Reduce, Mending, Comprehend Languages, Feather Fall, Unseen Servant, Burning Hands
* Failed: Shield (80), Identify (95)
* 2nd: Invisibility, Web, ESP, Strength, Stinking Cloud, Mirror Image, Detect Invisible, Locate Object, Rope Trick, Levitate
* Failed: Knock (98)
*3rd: Lightning Bolt, Slow, Water Breathing
*4th: Enchant Weapon, Fireshield, Fumble, Minor Globe Unvulnerability, Wizard Eye
*Failed: Fly (78), Fireball (86), Clairvoyance (76), Leomund’s Tiny Hut (76), Prot NM (90)
Spells
Level	N
1st 	6
2nd 	4
3rd 	3
Equipment
* 4 silvered arrows 
* 0 +1 Arrows
* Arrow with Continual Light
* Light Elven Chain (ac5, no noise, light, can cast spells and fly)
* Elven Bow (equivalent to magical weapon)
*Windsword (Longsword): -2/-2 when wielded by non-Ariel. +4/+4 when wielded by an Ariel. Use Dex bonus for to-hit/damage. Other info to follow. Gem of resurrection in hilt - once used, sword cannot be used again by previous owner or allies.
*Ring of Attack - +1/+2 – h2h or missile – needs attunement
Experience points (+10% Magic User)
Magic User	 	Fighter	 	
Total 	Amount	Total 	Amount	Event
582 	582 	530 	530 	Scout to bridge
871 	289 	793 	263 	Back to Braerk
1174 	303 	1068 	275 	Northlake
1325 	151 	1205 	137 	Far Haven
1937 	612 	1762 	557 	Blue Witch
2455 	518 	2233 	471 	Journey to White Beach
2826 	371 	2570 	337 	Doppelgängers
3122 	296 	2839 	269 	Dog Hunt
3390 	228 	3083 	244 	Solaran Assassin
3555 	165 	3233 	150 	Sea voyage
4567 	1012 	4153 	920 	Willston (Part 1)
5276 	709 	4798 	645 	Willston (Street clearance & beach)
6820 	1544 	6202 	1404 	Omaha Beach
8140 	1320 	7402 	1200 	SARN temple renovation
8876 	736 	8071 	669 	Playing rugby with Francis
9399 	523 	8546 	475 	Gartin clearance
10011 	612 	9102 	556 	Oh goody, hill giants!
10646 	635 	9679 	577 	Fred's fireball fiasco
10846 	200 	9861 	182 	Vendor
11439 	593 	10400 	539 	Blink Dogs
12708 	1269 	11554 	1154 	Nawar
16465 	3757 	14969 	3415 	Castle Urquhart
21817 	5352 	19834 	4865 	Lizardman attack north of Stormhaven
22705 	888 	20642 	808 	Combats along the way
30109 	7404 	27373 	6731 	Eliezure's Trap
34791 	4682 	31630 	4257 	Gate battles
38052 	3261 	34595 	2965 	The Ship of Stone
39903 	1851 	36278 	1683 	Scorpions and desert tomb
41372 	1468 	37613 	1335 	Trek to hunting lodge
 	 	 	 	
60k 	 	70k 	 	Needed
----
==Day 35-41 – The fourth week in Northlake==
Supports the runners with the majority of the party, whilst you can follow the same technique as Bazin, your lack of Elven written skills does limit your effectiveness somewhat in that you end up passing up some elements of dross.
==Day 28-34 – The third week in Northlake==
Investigating options for some contract work as a messenger proves fruitless, what work there is in this area is already taken up by well-established organisations. Twoo thinks that he might be able to secure a post, but by the time he has applied for the post, been vetted etc. the party will already have had to depart North. As such he reverts to his role as a runner supporting the parties research efforts.
==Day 21-27 – The second week in Northlake==
Twoo splits his time between his friends in the Western District and supporting the research as a runner at the college.
1st Level Spell – Will cost 5gp and take ½ day to attempt learning (fee is payable even if you do not make your INT roll). – NOTE Inter party member teaching does not cost money.
==Day 14-20 – The first week in Northlake==
Much like Bazin, Twoo has some friends from before the war to find, over the next few days Twoo is able to revisit his old haunts, mostly in the Western District and catch up with some of his old acquaintances. Most mages have been conscripted into the military and so have little time to teach spells, but with perseverance Twoo is able to locate a few elderly Ariel arcanists that would be willing to teach him spells (if he makes his INT roll!).
1st Level Spell – Will cost 5gp and take ½ day to attempt learning (fee is payable even if you do not make your INT roll).
==Background==
At the time of the invasion, you had lived in Northlake but as the Elves arrived had been on your way South to Stormhaven in order to seek a student position in the Military Magic University based there. The first sign of trouble was a huge cloud of smoke rising on the horizon in the direction of Stormhaven. You had just been about to turn back when you spotted some troops riding hard down the road towards you. In hindsight, your decision to leave the road probably saved your life, as the troops turned out to be Elven lancers, a large number of them, riding North.
It was soon obvious that a large Elven army was heading for Northlake, as the column of Lancers was followed by other troops, whilst overhead large flying lizards screened the Elven forces. Elven patrols were soon scouting the area and you were forced to flee, heading South East to try and avoid capture or death. You have managed to just about stay ahead of Elven raiding parties and have now joined a group of other refugees in a small village called Braerk.
You start with:
1 Weapon of choice
Spellbook:
Spells: Write, Ventriloquism, Detect Magic + 1 of your choice (not Find Familiar)