Mystara Campaign: The Journey...
Wizard investigator for hire
Formerly Varroneus Valdhoran
Human Wizard 10 (Conjurer) Chaotic Neutral
PROFICIENCIES (Int 1, class+2, background +4)
Light Armour Proficiency (Int 2 slots)
Shield proficiency (Int 1 slot)
Deception (Urban Bounty Hunter)
Gaming Dice (UBH)
Thieves Tools (UBH)
SPELL SAVE DC 16
SPELL ATTACK MOD +8
ARCANE RECOVERY: 5 slots 1/day after a short rest
Starting at 2nd leveI when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 fee!.
The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
Starting at 6th leveI, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. ]f that creature is willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st levei or higher.
Beginning at 10th leveI, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.
MEMORISED SPELLS: 14
SPELLS KNOWN BASED ON LEVELING 23 +5 cantrips
*Evards Balck Tentacles
*Otilukes Resiliant Sphere
*Rary’s Telepathic Bond
Studded Leather Armour
pens and ink
He was a bright 13 year old boy from a respectable family in a good neighborhood.
The eldest of three children, he was going to be a merchant like his father and take over the family business.
Then one sunny spring afternoon, his world turned black…
Young Varro had been one of many youngsters abducted in Calimport by a group looking to create a cult of highly trained and fanatically loyal followers.
The next 6 years were an unending blur of torture and reward, narcotics and magical mental manipulation all aimed at indoctrination and absolute loyalty to their cause and views.
He became Namshiel and was trained in the magical arts, as well as a variety of skills and abilities that might prove useful as an agent of the cult.
The training was harsh in the extreme and between it and the narcotics it caused permanent damage to his muscles, making him slightly weaker then he appears. Mentally and emotionally he was broken down brainwashed, becoming an obedient pawn.
Six years after his abduction, he was ‘rescued’.
His memories of the attack on their compound, the years he spent there and the cult itself have all since become twisted and blurry, much like a fragmented dream. He was returned to his family, who at first rejoiced that he was alive. All too soon though, they realized that the boy they had lost was indeed dead and what they had now was a scarred and damaged man, far from the boy he had once been a lifetime ago…
He has kept the name Namshiel and left his father, brother and sister behind in Calimport since recovering a passable degree of his sanity in the years that followed.
The after effects of his cult experience have left their mark in various ways, most notably in his the way he struggles to relate to people. It no longer comes naturally to him and he has had to work hard to develop his social skills to compensate and fit in to society.
Essentially a high functioning sociopath, Namshiel moved to Baldur’s Gate where he has made a name for himself hunting down fugitives and objects, focusing where possible on magic using quarry. He is on good terms with a wide spread of factions and individuals within and around the city.
He is observant and somewhat eccentric in manner. He often mumbles to himself or to his owl, Omen, who is regularly perched somewhere on his person.
Namshiel lacks regular empathic responses as a result of the mental trauma he suffered during his indoctrination and whatever was done to him during his liberation.
Music generally annoys him as he is slightly tone deaf and most music sounds off key to him.
He is fairly easily bored but when he has a task he becomes singlemindedly focused on it.
He is always on the lookout for anything that he finds interesting and magic and magical theory is something that continues to hold a great fascination to him. Finding new spells, items or lore concerning magic is likely to take priority over most other things.
He has extensively studied the theory of magic and its applications and is always on the lookout for new magic to compare and explore.
Personality trait: Dispassionate and calculating, unless magic is involved.
Ideal: The ends justify the means
Bond: Magic made me the mystery that I am. I study it and those who use it to find where I belong in the world.
Flaw: When I encounter some new magic I become obsessed with it.