Louis Lamont
Player charlatan
Class Magic User 1
Title Medium
Alignment Drunk
Special Spells, Languages (Common, Glantrian, High Glantrian, Elvish)
Abilities
Strength 4 (-2 to hit, damage, open doors)
Intelligence 17 (+2 added language)
Wisdom 11
Dexterity 3 (-3 on "to hit" rolls, -2 initiative; +3 penalty to armor class)
Constitution 14 (+1 hit points per die)
Charisma 5 (-1 reaction adjustment; max. 2 retainers; 5 morale)
Combat
Armor Class 9 (12)
Hit Points 5
Special Ability
Down the Hatch: Can drink anything; +1 bonus to poison saves; hallucinogenic effects cause Arcane Terrors
Spells
Level 1 Ventriloquism, Read Magic, Protection from Evil, Light
Noteworthy Possessions
Notes describing preliminary research into wooden automata, magically enhanced remote vision, rendering an area invisible, and a shrinking draught. A formula for the enchantment of a sword. scroll of sleep. scroll of read languages.

Background:
Once a rising star among the scholars on the Wizard's Hill in Glantri City, Louis Lamont's academic career spiraled downward as he fell victim to his own sensitivites to magic: The enchantments all around him took on a malevolent aspect, and he was tormented by the wispy apparitions of loosed spells. Failing to control his reaction through intellectual means, Louis turned to the chemical. He is hindered by near continuous trembling and twitching with spasms, but it is unclear whether these effects are reactions to an adult life spent intoxicated or a constant horror at unseen sprites. Lamont is abrasive and, typically, unbathed and shabby. It is, perhaps, unsurprising that a man of such unpleasant demeanor found himself on the outskirts of civilization: He was discovered by Hop-Frog and Goldfinch in the tavern of Eastkeep, likely by following their noses. He accompanied them on ther second foray into the halls of Quasqueton.

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