Polyhedron | - | 1st Ed. AD&D | - | Polyhedron #18 |
Persona | Skills | - | Equipment | Holdings and possessions |
Everyone has a favorite character class in
the role-playing game they play most
often. This column exists to give a general
idea of what characteristics and/or
quirks a superior, balanced character in a
particular character class would have.
These "archetypical" characters are
designed to act as benchmarks for your
own characters; they are only subjective
guidelines.
Keep in mind, however, that if all, or
even most, of the characters in your campaign
are like those presented in this
column, perhaps too much is being given
away. This, the second article in the
series, details the archetypical magic-user.
Delsenora is a 56 year old wizardess who
has taken Longevity potions
to make her
physical age 22. She is a precise, aloof,
and imaginative sort of person.
Delsenora is dedicated to her magical
craft and spends a great deal of time looking
for magical artifacts of all types. Her
mother was a magic-user of great power
who gave Delsenora her spell books when
she retired. After spending years learning
the power of books, Delsenora
quested for several magic items that her
mother knew about but never acquired.
Along the way she picked up several different
types of items that have served her
well in her adventures.
Her quests have caused her to travel in
the lands of the giants, in the process
learning how to be useful to them
and their languages. As a neutral character,
she has been advisor to many important
fire and frost giant chieftains who
have in turn pledged to help her in time
of need.
She often takes young giants under her
wing to serve as helpers. These man-sized
youngsters are trained to deal wiht
humans, and given knowledge of other
giant races. In exchange she is given
military service on her explorations in the
wilds. She has the reputation of being
very fair in her payments to underlings,
but the dangerous areas she frequents
often eliminates her help before their term
of employment is up.
Although Delsenora remains neutral in
her dealings with most beings, she greatly
fears all undead creatures. She has had
several bad experiences with vampires
while exploring old temples. Several times
in her career she has organized bands of
clerics to destroy temples and holdings
controlled by liches and vampires. In
these battles she has done her utmost to
get rid of the undead menaces. These
campaigns have resulted in several important
magical finds for her, but she has
always refused the gold and other types of
treaure, feeling they were cursed.
Delsenora's one great passion in life is
flying, a pursuit which has colored all of
her activities. Her first reaction to any
adverse encounter is to utter a Flying
spell and take to the air to drop darts on
her attackers. If her Flying spells are used
up she will Levitate.
This passion for flying has caused her
to build a small tower keep in a secluded
spot in the Crystalmist Mountains
between the Dry Steppes and the
Hornwood Forests.
The other interest that occupies her
time is the study of ancient ruins.
Delsenora has a large collection of old
maps and temple plans. This interest in
ruins has caused her to adventure very far
from home; some of these temples have
given her her favorite magic items.
Skills
She speaks fluent cloud giant, fire giant,
frost giant, hill giant, storm giant, red
dragon, and unicorn. She is very skilled
in identifying unknown magical items of
all types, and has been highly paid for
such work. Her favorite tricks are all
magical. She has several unusual spells
that her mother gave her which she has
improved upon. These include: 4th-level
Hold Giant spell (1-4 of them take a -3 on
their saves or are all held); 3rd-level Displacement
spell (as the cloak for seven
melee rounds); 3rd-level Cold Ray (as the
Cone of Cold but a single beam); 2nd-level
Summon Cat spell (will teleport the
two largest cats within 20 miles to fight
for her for one round); 1st level Regenerate
spell (as the best ring for 12 hours). <1st level?>
Besides the unusual spells she has an
extremely unusual familiar: a large male
unicorn. It was summoned when
Delsenora used a scroll spell of Find
Familiar given to her by a cloud giant.
The giant told her she would receive the
familiar she needed to help her on her
quests -- the unicorn. The creature is a
powerful tempering force in her life and
one of the reasons why she rarely, if ever,
goes into underground areas to adventure.
Everytime she strays from the path
of true neutrality, her familiar presents
advice that tempers Delsenora's judgement.
She has learned to always trust the
unicorn's advice.
Equipment
Delsenora possesses the following magic
items: A belt of Pouch of Holding, which
holds what a Portable Hole would
but it
magically shrinks objects to make them fit
(does not work on living or animated
objects); a Ring of Free Action; a Rope of
Entanglement; and a Dagger of Venom
(she only uses it on monsters and
enemies).
Besides the magic items already listed,
Delsenora has the following in her pouch:
four-foot iron pole, then 10,000 gp gems,
ten Magic Mouth spells cast on smooth
rocks that shout threats in a number of
giant languages when someone passes
over them. She is fond of throwing them
down corridors to slow down enemies
when she is chased. She has three small,
valuable-looking pouches filled with rocks
which each have a Fire Trap spell on
them. When being chased by intelligent
monsters she will purposely drop these
pouches expecting her enemies to
see them, pick them up and spring the Fire
Trap spell.
In addition to these items, she also
packs the normal amount of adventuring
equipment in her pouch: food, water/wine,
clothes, camping equipment, etc.
Holdings and possessions
Perched high in an inaccessible mountain, Delsenora's keep is filled with
magical
traps and defenses. The interior is divided into two parts: one holds guests,
and the other is where she lives and works.
Her tower keep is perched high in an
extremely inaccesible mountain. Even
the tallest of giants have to fly to get
there. It was built by magic and is filled
with magical traps and defenses. It is
designed in two parts. There are a set of
hambers equpped for giants to live in.
These areas are usually always filled with
guests that have come for advice. The
second part is where she lives and works;
it is carefully guarded by invisible stalkers,
special magical spells, and several
holy words she paid to have placed in her
keep. Her personal treasure horde, only
to be used in times of dire necessity,
includes: Staff of Power (12
charges),
Wand of Negation (3 charges), Wand of
Lighting (9 charges), and Broom of
Flying. She wants to recharge the wands
and the staff but is veyr busy with her
other interests and has not taken the time
to do it yet.
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