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.