Salsternass
"Sal" Falstromo
|
Class:
|
Generalist
Wizard
|
Age:
|
23
|
|
Character
Kit:
|
Halruaan
Wizard
|
Sex:
|
Male
|
|
Alignment:
|
Lawful
Good
|
Weight:
|
154
lbs.
|
|
Character
Race:
|
Human
|
Height:
|
5'
6"
|
|
Deity/Religion:
|
Mystra
& Azuth
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Eye
Colour:
|
Azure
|
|
Homeland:
|
Halarahh,
Halruaa
|
Hair
Colour:
|
Chestnut
|
|
#
of Siblings:
|
1
Sister
|
Skin
Colour:
|
Tanned
|
|
Birth
Rank:
|
2nd
|
Dominant
Hand:
|
Right
|
|
Marital
Status:
|
Unmarried
|
Birthdate:
|
01
/ 20, 1335 DR
|
|
8
|
STR
|
Hit Prob: +0
|
Dmg Adj: +0
|
Wgt Al: 35
|
Max Prs: 90
|
Opn Dr: 1-5
|
BB / LG: 1%
|
|
10
|
DEX
|
Rea Adj: +0
|
Mis Adj: +0
|
Def Adj: Nil
|
|
|
|
|
15
|
CON
|
HP Adj: +1
|
Sys Shk: 90%
|
Res Sur: 94%
|
|
|
|
|
17
|
INT
|
# Lang: 6
|
Spl Lvl: 8th
|
Lrn Spl: 75%
|
Spl / Lvl: 14
|
|
|
|
14
|
WIS
|
Mag Def: +0
|
|
|
|
|
|
|
10
|
CHR
|
Max Hch: 4
|
Loy Bas: +0
|
Rea Adj: +0
|
|
|
|
|
Armour Class:
|
6 (10)
|
Armour Type
|
|
Current Level:
|
5
|
|
|
|
None
|
|
Racial Limit:
|
Unlimited
|
|
Surprised
AC:
|
6 (10)
|
Special Defenses
|
|
Current XP:
|
20,000
|
|
Casting AC:
|
6 (10)
|
Armour
Spell
AC6
- Lasts until 13 damage sustained
|
|
XP Bonus:
|
+10%
|
|
Shieldless
AC:
|
6 (10)
|
|
|
Modifiers:
|
None
|
|
Rear
AC:
|
6 (10)
|
|
|
Next Level:
|
40,000
|
|
Saving Throws
|
Roll Required
|
Modifiers /
Notes
|
|
Hit Points
|
|
|
Para,
Pois, Death
|
14
|
+4
bonus to
|
|
Maximum:
|
18
|
|
Fear,
Horror
|
14
|
save
vs spell (kit)
|
|
|
|
|
Rod,
Staff, Wand
|
11
|
(included
as
|
|
HP
|
(3+1)(2+1)(2+1)
|
|
Petrif,
Poly
|
13
|
indicated)
|
|
Calculation
|
(4+1)(2+1)
|
|
Breath
Weapon
|
15
|
|
|
By Level:
|
|
|
Spell
|
8
|
|
|
|
|
|
Weapon Proficiencies
|
Languages
Spoken
|
Nonweapon
Proficieincies
|
Slots
Used
|
Ability
Check
|
Roll
Required
|
|
Dagger
|
Common
|
Reading
/ Writing (Common)
|
1
|
INT
|
17
|
|
|
Elven
|
Reading
/ Writing (Elven)
|
1
|
INT
|
17
|
|
|
|
Reading
/ Writing (Ruthlek)
|
1
|
INT
|
17
|
|
|
|
Spellcraft
|
Free
|
INT
- 2
|
15
|
|
|
|
Ancient
History (Netheril)
|
Free
|
INT
- 1
|
16
|
|
|
|
Religion
(Faerûnian)
|
1
|
WIS
|
14
|
|
|
|
Herbalism
|
2
|
INT
- 2
|
15
|
|
|
|
Heraldry
|
1
|
INT
|
17
|
|
|
|
Fashion
|
1
|
WIS
+ 1
|
15
|
|
|
|
Etiquette
|
1
|
CHR
|
10
|
Attack Matrix
Base
Thaco: 19
Armour
Class
|
Weapon
|
10
|
9
|
8
|
7
|
6
|
5
|
4
|
3
|
2
|
1
|
0
|
-1
|
-2
|
-3
|
-4
|
-5
|
-6
|
|
Dagger
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
19
|
20
|
20
|
20
|
20
|
20
|
20
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Damage Matrix
|
Weapon
|
S
/ M
|
L
|
Att
/ Rnd
|
Speed
|
Type
|
Weight
|
Size
|
Range
|
|
Dagger
|
1d4
|
1d3
|
1
/ 1
|
2
|
P
|
1
|
S
|
melee
|
|
Dagger
(Thrown)
|
1d4
|
1d3
|
2
/ 1
|
2
|
P
|
1
|
S
|
10
/ 20 / 30
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Equipment
|
Weight
|
Location
|
Equipment
|
Weight
|
Location
|
|
Clothing
|
5
|
Worn
|
Bedroll/Blankets
|
5
|
Haversack
|
|
Dagger
x 2
|
2
|
Bandoleer
|
Continual
Light Torch
|
N/A
|
Haversack
Pouch
|
|
Haversack
|
8
|
Back
|
Dried
Rations
(tenday)
|
5
|
Haversack
|
|
Spellbook
|
3
|
Haversack
|
Waterskins
x2
|
2
|
Haversack
|
|
Money
|
9
|
Haversack
Pouch
|
Flint
& Steel
|
N/A
|
Haversack
Pouch
|
|
Parchment
(10
Sheets)
|
N/A
|
Scroll
Tube
|
Scroll
Tube
|
1
|
Haversack
|
|
Quills
& Ink Bottle
|
N/A
|
Haversack
Pouch
|
|
|
|
|
|
|
|
|
|
|
Money
|
Money
|
Amount
|
|
Copper
|
|
|
Silver
|
36
|
|
Electrum
|
12
|
|
Gold
|
52
|
|
Platinum
|
|
|
Other
|
|
Racial, Class, & Kit Special
Abilities / Special Information
Wizard
of Halruaa Kit
*
Bonus Proficiencies: Spellcraft, Ancient History
*
So potent is the magic of Halruaan Wizards that few can resist their spells.
Anyone making a saving throw to escape a spell cast by a Halruaan Wizard
does so with a -4 penalty. If a Halruaan Wizard must make a saving throw
to escape the effects of a magical spell, he receives a +4 bonus.
*
Disadvantages: Halruaan Wizards are seldom strong, agile, or resilient.
They suffer a -2 penalty to their starting Strength, Dexterity, and Constitution
scores.
Wizardly Magic
Spells
per day
|
1st
Level
|
2nd
Level
|
3rd
Level
|
4th
Level
|
5th
Level
|
6th
Level
|
7th
Level
|
8th
Level
|
9th
Level
|
|
4
|
2
|
1
|
0
|
0
|
0
|
0
|
0
|
N/A
|
Typically
Active Spells: Armour
First Traveling Spellbook
|
Spell
Name
|
Level
|
Source
Book
|
|
Armour
|
1
|
PHB
- Pg. 131
|
|
Burning
Hands
|
1
|
PHB
- Pg. 131
|
|
Colour
Spray
|
1
|
PHB
- Pg. 132
|
|
Detect
Magic
|
1
|
PHB
- Pg. 133
|
|
Magic
Missile
|
1
|
PHB
- Pg. 136
|
|
Read
Magic
|
1
|
PHB
- Pg. 137
|
|
Read
Southern Magic
|
1
|
OE
- Pg. 71
|
|
Spider
Climb
|
1
|
PHB
- Pg. 138
|
|
Continual
Light
|
2
|
PHB
- Pg. 140
|
|
Darsson's
Fiery Cube
|
2
|
TSS
- Pg. 16
|
|
Invisibility
|
2
|
PHB
- Pg. 142
|
|
Levitate
|
2
|
PHB
- Pg. 143
|
|
Locate
Object
|
2
|
PHB
- Pg. 143
|
|
Web
|
2
|
PHB
- Pg. 146
|
|
Dispel
Magic
|
3
|
PHB
- 148
|
|
Dispel
Silence
|
3
|
FRA
- Pg. 48
|
|
Haste
|
3
|
PHB
- Pg. 149
|
|
Lightning
Bolt
|
3
|
PHB
- Pg. 151
|
|
|
|
|
Key To Source Books
PHB
- Player's Handbook
OE
- Old Empires (FR10 Accessory)
TSS
- The Shining South (FR16 Accessory)
FRA
- Forgoteen Realms Adventures
Appearance / Description:
Sal typically
is adorned in a turquoise, silk, ruffled tunic in which a burgundy velvet
doublet rests overtop of. The collar is adonred with a white silk rufflette.
Across the doublet rests a blue, lizard-scale bandoleer with golden embroidery
- two daggers rest in sheaths upon the bandoleer. Black flannel cannons,
cover his legs, tucked neatly into his soft-leather high boots, and are
kept in place by a black and gold leather belt. His long curly, chestnut
hair peaks out from underneath his wide-brimmed, tan hat, adorned solely
by a turquoise feather plume. During excursions where there may be cold
temperatures or foul weather, he typical wears an overcloak lined with
Black Bear fur and skin tight, fine, linen gloves, tan in colour.
Personality
Haughty,
Snobbish, and Sophisticated are the three words best used to describe him.
Hailing from the paranoid and highly magicked lands of Halruaa, "Sal",
(as he typically goes by) is not afraid to speak his mind or tell of his
self-appointed leadership role and perceived superiority. In his mind,
and partially do to the culture he has grown up and is a part of, any person
incapable of even casting the simplest of magics (i.e. cantrips) are far
from important (strengthened by the fact that in Halruaa, at least one-third
of all those that live there have some kind of magic talent). Outlanders
(Often referred to as Barbarians) are those from anywhere outside Halruaa
and he is the first to say such and often reminds companions that are unproved,
or which anger or frustrate him. His opinionated racism against others
(as explained above) often wins him few friends when traveling abroad.
He is not trusting of many (due in part to the paranoid culture he comes
from) and it takes a great deal of time for him to fully trust any companions.
Most often, this results when someone proves themselves in his eyes. Until
then, while sometimes civil and usually helpful, he is wary of others intentions
for even the best or most beneficial of tasks.
Background
Sal was born on the 20th day of the month of Hammer, in the Year
of the Snow Winds (1335 DR) during a raging monsoon. His father is
Alazandros, an archmage, and elder in the ruling council of Halruaa (of
which there are nearly 400 members). His mother is, Galenaa, a powerful
diviner, who provides council for those in need and is well respected and
sought for advise. He has one sister, 5 years his elder, Sharrana, whom,
upon her accession to adulthood, chose a different path and petitioned
to follow the ways of the Lady of Mysteries, studying to become a priestess
of Mystra.
Until the age of 5, Sal’s childhood was unlike any other; filled with
the carefree joys of innocence and play - following in the wakes of his
fellow children playing games such as Dueling Globes (a game where children
of all ages follow several bobbing clusters of dancing lights down a street
- where the participants must match the movements of their lights from
the dancing light spells). From that point onward, age 5, he was immediately
tested for potential in the art and schooled as all Halruaan children are
- educated in reading, writing, history, trade, and taught simple spells
such as cantrips, dancing lights and audible glamer. At the age of 13,
he began his formal training as a wizard, aspiring to become a powerful
archmage and member of the ruling council of Elders, much as his father.
During that time, he declined the common motivations of his fellow peers,
and refused to chose a school of magic to specialize in, instead believing
that the flow of the art was more potent when you tapped all it’s sources.
At the age of 18, he officially completed his apprentice studies, and looked
ahead to the future where he would aspire to one day create his own art,
become famous and receive the recognition all Halruaan wizards desire.
Over the next few years of his life, he began to work forward to realizing
his goals and worked loosely in the affairs of his father, assisting in
trivial details as best able. It was also during this time, after his 19th
winter, that he chose to enroll in Zala Enutha, the respected College of
Magical Study, named after the Wizard-King and leader of the council himself,
Zalathrom; admitted, thanks in part, to the persuasions of his father.
It was during this time that he learned much of what he knows of the art,
and also learned of the strange magics of the Barbarian Cultures. He also
learned of the respected Southern Magic of Mulhorand, and how it was deemed
at one time to be worthy of study, due mainly to the fact it’s secrets
couldn’t be unlocked; until a Halruaan wizard by the name of Random learned
the key to the Read Southern Magic spell required to even peruse and understand
the slightest tidbit of such magical writings. Thanks to Random’s efforts,
such became a common topic of study and was taught in the college. Sal
was also educated in the responsibilities of all Halruuan wizards…to keep
the sacred magics of Halruaa secret from all outsiders…held away from all
Barbarians, so that the true descendants of Netheril would reclaim their
heritage. Sal took to this ideology quickly and always looked forward to
such classes that discussed it. After his first year of graduation, he
was required to take the oath of Redemption: "To improve the state of the
art for the betterment of all Halruaans, to seek out and punish those who
would steal, take, or learn that which they are not entitled, and to punish
any who would break their oath and teach Halruaan art to outsiders, barbarians,
and non-Halruaans." It was an oath that he swore as all must, and
one he does truly believes in…even to this day.
A couple more years passed where Sal continued his education and research
within the college. However, earlier this year, he was approached by his
father and asked if he wished to help serve him in a task and, for that
matter, all of Halruaa itself. Intrigued, he asked to hear more and was
told of a group of minor mages and respected citizens that were being selected
as emissaries of Halruaa; destined to travel to Cormyr to attend a symposium
of magic art hosted by Vangerdhast himself within the capital of Suzail.
Indeed interest, he agreed and, thanks again to the influence of his father,
was selected as a member of the 30 emissaries. Notifying the college of
his need for taking a leave of absence, he quickly prepared and looked
forward to upcoming expedition; even if it was to be through what he perceived
of barbaric wastelands and uncivilized wilds. But in some ways, such intrigued
him, and he saw this as an opportunity to truly gain respect and earn prestige.
The expidition itself was relatively uneventful for the first 2/3 of the
journey. Surprising, considering the distance involved (nearly 2000
miles!) and the required need to travel through uncivilized, barbaric hinterland
(Traveling across the Bandit Wastes, through the Shar, Up the Golden Road
to the Vilhon Reach, then across the Shining Plains towards the Lake of
Dragons). Traveling in a well and over-armed entourage of caravans (a fact
he couldn’t understand, believing it would have been much easier and efficient
if they had traveled by skyship, but evidently such was a consideration
the Council of Elders didn’t agree with), only a few minor problems and
skirmishes resulted within the first 4 months of the 5 month journey.
It was on the last leg of the journey, near the Lake of the Long Arm,
en route to Westgate that events change for Sal. Over the last 4 months,
continually grinding and knocking heads with many of his fellow emissaries
along the way, it had been, to say the least, unbearable for some. Sal
was always attempting to speed up their travels, recommend better travel
routes, arguing about every facet of the journey, and speaking his mind
on the best means to solve a problem or overcome an obstacle. He was constantly
disagreeing with the others, and generally grating on nerves. Finally,
his companions had heard enough. Unbeknownst to him, they conspired to
waylay him. Not wanting to "physically harm" Sal, they had decided it best
if they "subtly required" him to discontinue the voyage. In other words,
during camp one evening, he was drugged. When he awoke the next morning,
there was no sign of his fellow travelers; only the tell-tale signs of
their passage and hurried departure. Alone, in a strange barbaric land,
Sal wandered - paranoid, and untrusting of those he came about, hoping
to find some form of barbaric civilization so as he could plan his next
course of action and continue his journey to Suzail. While not understanding
the motivations of his fellow emissaries, and at the same time, quite angered
over the events that transpired, he is damned if he will be forced to miss
out on his obligations and the prestige such will grant…thus attempting
to continuing on his journey to Suzail at all costs.