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
 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.