Upheaval in Zhaltssom
Male Skink Wizard
NG Small humanoid (reptilian)
Senses low-light vision
HP: 14 (5d8-15) (favored class bonus: HP plus five)
AC 14 (touch 14, flat-footed 11) (+2 DEX, +1 size, +1 dodge)
Speed 30 ft., climb 20ft.
Quarterstaff add 3 (1d4)
Wand of Magic Missile (50 charges) (three missiles, auto-hit, 1d4+1 damage each, SR applies but no saving throws)
Telekinetic Fist 5/day (30ft., add 7 to hit, 1d4 add 2 damage)
Spells (must prepare spells in advance, must use two slots to prepare abjurations or illusions, must have at least one starred spell prepared per level except for cantrips)
3rd-level (3/day) – fireball, haste*
2nd-level (4/day) – bear’s endurance*, cat’s grace*, pyrotechnics*, scorching ray
1st-level (5/day) – anticipate peril, burning hands, break*, enlarge person*, expeditious retreat*, ray of enfeeblement, reduce person*, shocking grasp, touch of gracelessness*
Cantrips (prepare 4/day, use at will) – acid splash, detect magic, light, mage hand, prestidigitation, ray of frost, read magic
STR 10, DEX 15, CON 5, INT 16, WIS 11, CHA 9
Base Atk +2
Feats Dodge, Spell Penetration, Spell Focus (transmutation), Piercing Spell
Skills Appraise +11, Heal +5, Knowledge (arcana) +11, Knowledge (history) +11, Spellcraft +11
Languages Common, Draconic, Verem, Anura
Fox Familiar (AC 17, 5 HP, 40ft. speed, can be target of personal spells and deliver touch spells, grants Alertness feat to master)
Transmutation Specialist (gain +2 to any physical ability score, changes when spells are prepared, requires two spell slots to prepare abjurations or illusions)
Small (add 1 to AC and attack, take 1 from CMB/CMD, add 4 to Stealth)
Battle Craft (add 2 to Craft Trapmaking, Perception, Profession Engineer)
Prehensile Tail (add 2 to Acrobatics and Climb, can draw hidden weapon as move action)
Basic Equipment: Backpack, bedroll, belt pouch, flint and steel, ink, an inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, spellbook, cold-weather outfit
Special Item: Wand of Magic Missile (caster level 5)
Gjurd is a rather unfortunate skink, bereft of the joys of childhood. It is a sad fact that there are still regions in Zhaltssom where children often succumb to illness, and there was no way Gjurd’s impoverished parents could afford any kind of treatment. In fact, his mother died of the same disease that afflicted Gjurd. As a result, the fact that he even survived the disease is a testament to his strong spirit, but he’s incredibly weakened and risks injury just by moving too much. He passed the time during his long illness reading and studying, and eventually came around to learning the arts of transmutation.
Indeed, it is this very magical art that saved his life, and once he recovered as much as he could from his disease, he set out to try and prevent others from suffering the same fate. As a wizard from the most unlikely of sources, this was something of an uphill battle, requiring him to learn very quickly and keep knowledge of his wasting disease secret from all others. However, he eventually persevered, and became respected throughout the Orozhakian kingdom for his abilities. He would eventually get an appointment as an assistant at the Ethess Mountains sulfur mine. The dirt and grime of the mine have been very tough on Gjurd, and he considered abandoning his post for health reasons when bandits attacked.
Gjurd feels he’s getting too old for all of this, despite the fact that he is barely 30, which is slightly past adulthood in skink society.
Gjurd got his wish – he was released from his post at the mine. However, he has been left bedridden by the experience.