Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Bargle the Infamous

by Gary Davies

Bargle the Infamous CR 17
Male Human Wizard 17
CE Medium Humanoid
Init: +7; Senses: Listen +3, Spot -1
Languages: Draconic, Elven, Thyatian, Traladaran, Goblin
-------------------------------------------
AC: 21 Touch: 13 Flat-footed: 18
Hp: 44 (17d4 HD)
Fort: +5, Ref: +8, Will: +9
-------------------------------------------
Speed: 30 ft.
Melee: +13/+8 dagger (1d4-1)
Ranged: +11/+6
Base Atk: +8; Grp: +7
Wizard Spells Prepared: (CL 17th, +11 ranged touch)
9th - Time Stop.
8th - Incendiary Cloud, Power Word Stun.
7th - Ethereal Jaunt, Finger of Death (x2).
6th - Disintegrate, Dispel Magic, Greater (x2), Summon Monster VI.
5th - Cloudkill, Cone of Cold, Summon Monster V, Teleport.
4th - Confusion (x2), Polymorph, Stoneskin, Wall of Fire.
3rd - Fireball (x2), Fly, Hold Person, Non-detection.
2nd - Invisibility (x2), Mirror Image, Protection from Arrows, See Invisible.
1st - Disguise Self ,Expeditious Retreat ,Mage Armour, Magic Missile, Shield.
0 - Detect Magic, Detect Poison, Mage Hand, Resistance.
-------------------------------------------
Abilities: Str 9, Dex 17, Con 10, Int 19, Wis 9, Cha 15
Feats: Combat Casting, Empower Spell, Greater Spell Penetration, Improved Initiative, Magical Aptitude, Persuasive, Quicken Spell, Scribe Scroll(B), Spell Focus (Evocation), Spell Penetration, Weapon Finesse.
Skills: Concentration +20, gather information +5, knowledge (arcana) +24, knowledge (architecture & engineering) +9, knowledge (dungeoneering) +9, knowledge (geography) +9, knowledge (history) +24, knowledge (local) +9, knowledge (nature) +7, knowledge (nobility) +9, knowledge (religion) +6, knowledge (the planes) +24, listen +3, Spellcraft +28.

Possessions: Bracers of Armour +8, dagger +2 (+3 vs. enchanted and magic-using creatures), staff of power*, horn of blasting.
Spellbook:
0 level: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue.
1st level: Charm Person, Comprehend Languages, Disguise Self, Expeditious Retreat, Mage Armour, Magic Missile, Ray of Enfeeblement, Shield, Silent Image, Sleep.
2nd level: Detect Thoughts, Fog Cloud, Invisibility, Levitate, Locate Object, Mirror Image, Protection from Arrows, See Invisible, Summon Swarm.
3rd level: Blink, Dispel Magic, Fireball, Fly, Hold Person, Invisibility Sphere, Non-detection.
4th level: Arcane Eye, Confusion, Contagion, Hallucinatory Terrain, Ice Storm, Polymorph, Stoneskin, Wall of Fire, Wall of Ice.
5th level: Cloudkill, Cone of Cold, Feeblemind, Pass-wall, Summon Monster V, Telekinesis, Teleport, Wall of Stone.
6th level: Anti-magic Field, Disintegrate, Dispel Magic, Greater, Stone to Flesh, Summon Monster VI.
7th level: Ethereal Jaunt, Finger of Death, Mass Invisibility, Waves of Exhaustion.
8th level: Antipathy, Clone, Incendiary Cloud, Mind Blank, Power Word Stun.
9th level: Astral Projection, Meteor Swarm, Time Stop.

Notes
*Staff of the Magi is now an artifact so replaced with a Staff of Power.

Bargle also has more spells in his spellbook than he should for his level. This is due to the acquisition of spells from the tomes of dead adventurers, rivals, etc.

I've given him fairly generic spells from the SRD based upon what he had in 2ed. Obviously you are liberty to change the spells for your campaign and collection of books - Libris Mortis and Book of Vile Darkness are worth a look.