Julianne

Female Human Sorceress 9 (CR 10), AL CG
Stats:
Str 10, Dex 14, Con 14, Int 14, Wis 14, Cha 20, Armor Class 19 (+2 Dex, +3 Armor, +4 Ring of Shielding), 47 Hit Points.
Attacks: Quarterstaff +5 (1d6+1 damage).
Saves: Fort +5, Ref +5, Will +8.
Skills (ranks/bonus): Bluff 2/+6, Concentration 11/+13 (+17 w/Combat Casting), Craft (Alchemy) 7/+9, Craft (Caligraphy) 5/+7, Diplomacy 2/+7, Gather Information 1/+6, Knowledge (Arcana) 11/+13, Spellcraft 11/+13, Spot 2/+4.
Languages: Common, Draconic, Elven, Sylvan.
Feats: Combat Casting, Improved Familiar (Mirage the Pseudodragon), Improved Initiative, Spell Penetration, Spell Thematics - Fire, Spellcasting Prodigy.
Equipment: Traveler's Outfit, Backpack, Masterwork Caligraphy Kit, Map Case, Flint and Steel, Hooded Lantern, Pint of Oil, Trail Rations, Waterskin, Soap.
Spells Per Day: 6/8/8/7/5
Spells Known: 0 - Variable Slot, Detect Magic*, Electric Jolt, Mage Hand, Message, Prestidigation, Ray of Frost, Read Magic; 1st - Variable Slot, Charm Person, Magic Missile*, Mage Armor, Unseen Servant; 2nd - Variable Slot, Aganazzar's Scorcher, Glitterdust*, Web; 3rd - Variable Slot, Fireball, Slow; 4th - Variable Slot, Explosive Cascade.
* Designated as a thematic spell.
Magic Items: Staff of the Wanderer (+1 enhancement bonus, casts light and feather fall at will), Ring of Shielding (permanent shield spell), Ring of Elemental Resistance (Fire) - Minor, Amulet of Magic Resistance +1 (+1 on saves versus spells and spell-like effects), Heward's Handy Haversack, Bracers of Armor +3, Wand of Shocking Grasp (5th level, 16 charges), Rainbow Ring (not worn), Boccob's Blessed Book, various potions and scrolls.

Julianne's Spellbook:
Cantrips - All cantrips from the Player's Handbook, plus Electric Jolt, Horizikaul's Cough, Launch Bolt.
1st - Alarm, Charm Person, Color Spray, Comprehend Languages, Enlarge Person, Expeditious Retreat, Identify, Magic Weapon, Mount, Protection From Evil, Reduce Person, Shield, Unseen Servant.
2nd - Alter Self, Arcane Lock, Blur, Bull's Strength, Cat's Grace, Darkvision, Flaming Sphere, Invisibility, Knock, Levitate, Mirror Image, Protection From Arrows, Pyrotechnics, Scare, See Invisibility, Shatter, Web.
3rd - Dispel Magic, Displacement, Gaseous Form, Haste, Lightning Bolt, Major Image, Protection from Energy, Summon Monster III, Tongues.
4th - Charm Monster, Detect Scrying, Dimension Door, Geas (Lesser), Globe of Invulnerability (Lesser), Ice Storm, Rainbow Pattern, Rainbow Spear, Shout, Stoneskin, Wall of Fire.
5th - Bigby's Interposing Hand, Cone Of Cold, Firebrand, Major Creation, Mirage Arcana, Permanency, Persistent Image, Teleport, Transmute Rock To Mud.

The D'Varil Bloodline (+1 level equivalent):
The human females of the D'Varil bloodline have always had a unique kinship with dragons, and sorcery is in their blood. The line has always suffered from a low birth rate, and the powers of the bloodline only manifest in those who take up the mystic arts. The last known member of the line, Mirabelle D'Varil, disappeared over twenty years ago. Each female of the bloodline has the following abilities in common.

  • Favored Class: Sorcerer (this replaces the normal favored class for humans). Females of the bloodline cannot gain wizard levels in excess of their sorcerer and/or bard levels.
  • Lifespan: Females of the bloodline mature as a human, but otherwise are treated as elves for aging effects.
  • Abilities: D'Varil females have a +2 bloodline bonus to Constitution and Charisma.
  • Immunities: Females of the bloodline are immune to sleep and paralysis effects.
  • Languages: Draconic is a bonus language for the character.
  • Spell Selection: The first spell known for each sorcerer or bard spell level is considered variable. A D'Varil female can change this spell through study, similar to how a wizard memorizes new spells. Thus, she could have mage armor available to her on one day, then use a spellbook to make shield available on the following day. No female of the bloodline may take the feat Arcane Preparation. Note that to change the variable spell, the character must have access to a spellbook.
  • Pseudodragon Affinity: Gains Improved Familiar (pseudodragon) as a free feat. If the character is of an incompatible alignment, it is possible for them to corrupt a pseudodragon (changing it to the character's alignment) using a special ritual. The character may summon the pseudodragon as early as 1st level, but gains a reduced SR from the familiar (12 + the character's sorcerer level, maximum 19). Note: In the Woodhill game, Improved Familiars grant special abilities to a character, similar to the rules in Relics and Rituals.

Character Background:
For years, the only home you knew was the wizard's tower overlooking the village of Woodhill (located at the edge of Southwood and the Greypeak mountains). Your father always seemed to be occupied with one experiment or another during those first years, and your mother was the one who took care of you. Though the only punishment you ever recieved from her were a few harsh words when you did something wrong, you had no desire to disobey her. She was the sort of woman who liked the idea of having a child, but was disheartened by the amount of work it took to care for one. You knew Mirabelle had some talent at magic, though she never displayed her abilities in front of Erakis. Once the wizard was out of site, though, brooms would sweep of their own volition, a fire would start in the fireplace with a blink of an eye, and clothes were clean and pressed without ever being hung out to dry. You learned how to do a few small tricks as well, and kept that secret from your father.

As the years passed, she became more and more distant, as if she began to see the tower as a cage to be escaped. Finally, she left one evening without saying a word to Erakis. The only thing you remember her saying to you was that she wanted to see how you turned out. By the time you understood what she meant, she was gone. After she left, you were depressed, and stopped using your small magics. Within a few years, you dismissed them as childhood daydreaming.

Erakis was in an ill mood for nearly a year after Mirabelle left. Though he never said anything, you felt that underneath his gruff exterior, he was saddened by your mother's departure. He only worked on his research when you were asleep or out playing with your friends, and was very involved in your life. He personally tutored you in scholarly matters, and you could read and write Draconic as well as your native tongue by the time you were twelve.

Erakis grew concerned...you were quickly reaching the age of maturity, and had no chosen vocation. Furthermore, despite his attempts to teach you wizardly lore, you had no interest in spending endless hours reading musty books and repeating tongue-twisting phrases. To provide for you, he invited the two most promising boys in the village to visit the tower regularly, not realizing how annoyed you were at this attempt to get you betrothed. With a few choice words spoken to each of the boys when the other was out of sight, you turned them against each other. The resulting fight ended up involving half the kids in village. Two weeks later, Erakis called in a few favors to have you apprenticed to a cartographer in a nearby village. Though sorry to see you go, he seemed relieved to have you learning a trade and out of the village.

Recent History:
Julianne's apprenticeship went well, though she was troubled by strange magical occurrances. Candles would light of their own volition, torn maps would mend themselves. Eventually, Julianne discovered her magical powers, returned to Woodhill, and fought in the battle that took place there. She has also found her mother's former familiar, a pseudodragon named Mirage who has an unusually-long lifespan.

It is now four years later. Julianne set up a caligrapher's shop in Woodhill, but wondered whether turning away from adventuring was the right choice. Caelest's arrival prompted Julianne to return to adventuring, which has caused her magical abilities to grow significantly.

Gamemaster's Notes:
Julianne is the only character from the original Woodhill game. Because of this, she was allowed to keep her magic items from the former game instead of using the normal character creation rules to determine magic items. The staff of the wanderer is from the Dungeon adventure Irongard. The amulet of magic resistance +1 is from the 1st edition module C3 - The Lost Island of Castanamir. The ring of shielding is from the 1st edition module UK4 - The Gauntlet.

© 2002-2003 Casey McGirt



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