Ashenmind of Tillbrook


Standing 3’ 1”, he is short for most halflings, but what he lacks in size and strength, he gains in pure intelligence. His eyes glow a piercing light blue color. His hair is black, but usually not visible, as he constantly wears a black cloak with dark red detailing, an unnoticable difference in colour unless one really looks at it. His complexion is also quite pale, since he spends most of his time in study.


Male Halfling Focused Evoker 6 / Elemental Savant 2

Strength 06 (-2) - Age 31
Dexterity 20 (+5) - Alignment Chaotic Neutral
Constitution 12 (+1) - Size Small
Intelligence 20 (+5) - Height 3’ 1”
Wisdom 12 (+1) - Weight 34 lb.
Charisma 08 (-1) - Speed 20 ft.
Total Hit Points 30
Armor Class 18 (22) = 10 +5 [dexterity] +1 [small] +2 [Ring] (+4 [mage armor])
Touch AC 18 (22)
Flat-Footed AC 13 (17)
Initiative +9 = +5 [dexterity] +4 [improved initiative]
Fort Save +3 = 2 [base] +1 [halfling]
Reflex Save +8 = 2 [base] +5 [dexterity] +1 [halfling]
Will Save +10 = 8 [base] +1 [wisdom] +1 [halfling]
Base Attack +4
Spell Resist 0

Note: +2 morale bonus on saves vs. fear [halfling]

Weapons & Attacks:

  • Quarterstaff
    • Attack Modifier: +1 = +4 [base] -2 [strength] +1 [small] -2 [noncombatant]
    • Damage: 1d4-2
    • Crit: x2
    • 2 lb
    • Two-Handed
    • Bludgeoning
  • Light Crossbow 1d6, 19-20/x2, 80ft, 4lb, piercing
    • Attack Modifier: +8 = +4 [base] +3 [dexterity] +1 [small]
    • Damage: 1d6
    • Crit: 19-20/x2
    • 4 lb
    • Two-handed
    • Piercing
    • 80 ft range
    • Reloading takes a move action (provokes attacks of opportunity)
  • Ray Attacks (for easy reference with spells)
    • Attack Modifier: +8 = +4 [base] +3 [dexterity] +1 [small]

Note: +1 to hit with thrown weapons and slings


  • Mithral Shirt
    • Light Armor
    • +4 AC
    • Max Dex +6
    • 0 Armor Check Penalty
    • 10 lb

Other Magical Possessions:

  • +2 Ring of Protection
    • +2 to Armor Class
  • +4 Gloves of Dexterity
    • +4 to Dexterity
  • +2 Amulet of Health
    • +2 to Constitution


Light 15 lb. or less
Medium 16-30 lb.
Heavy 31-45 lb.
Lift over head 45 lb.
Lift off ground 90 lb.
Push or drag 225 lb.

Languages Known: Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc

Weapons/Armor from above 16 lbs
Crossbow Bolt Quiver x2 2 lbs
Backpack 2 lbs
Ink vial
Ink pen
Parchment sheets x4
Rations (1 day) x4 1 lb
Spellbook x2 6 lb

Total Weight: 26 lbs (Medium Load)


  • Sudden Silent [Metamagic]
    • Cast spells without verbal components without special preparation 1/day.
  • Improved Initiative
    • +4 to Initiative
  • Spellcasting Prodigy
    • Treat intelligence as 2 points higher than it actually is to determine bonus spells.
  • Spell Focus (Evocation)
    • +1 to save DC from spells of selected school
  • Scribe Scroll [free-to-wizard]
    • Can create scrolls of any spell you know. Costs gp and exp based on spell chosen.
  • Energy Substitution: Fire [Metamagic]
    • Energy spells can deal different energy damage.
  • Fiery Burst [reserve]
    • As long as you have a fire spell of 2nd level available to cast, you can, as a standard action, create a 5-foot radius burst of fire at a range of 30 feet. It deals 1d6 fire damage per level of the highest level fire spell available to be cast. Reflex save halves the damage.
    • You also gain a +1 competence bonus to caster level when casting fire spells.


  • Inattentive
    • -4 to Spot and Listen checks
  • Noncombatant
  • -2 on Melee attack rolls.


  • Spellgifted (Evocation)
    • Casts evocation spells at +1 caster level.
    • Casts non-evocation spells at -1 caster level.

Other abilities:

  • Resistance to Energy 5 [Elemental Savant]
  • Immunity to Sleep [Elemental Savant]
Skill Name Abil. Skill Mod Abil. Mod Ranks Misc Mod
Appraise Int +5 +5
Balance Dex +5 +5
Bluff Cha -1 -1
Climb Str +0 -2 +2 [halfling]
Concentration Con 12 +1 +11
Decipher Script Int 16 +5 +11
Diplomacy Cha -1 -1
Disguise Cha -1 -1
Escape Artist Dex +5 +5
Forgery Int +5 +5
Gather Info. Cha -1 -1
Heal Wis +1 +1
Hide Dex +9 +5 +4 [small]
Intimidate Cha -1 -1
Jump Str +0 -2 +2 [halfling]
Know. (arcan) Int 16 +5 +11
Know. (archi) Int +8 +5 +3
Know. (arcan) Int +9 +5 +4
Listen Wis +3 +1 +4 (+8cc) -4 [inattentive] +2 [halfling]
Move Silently Dex +7 +5 +2 [halfling]
Ride Dex +5 +5
Search Int +5 +5
Sense Motive Wis +1 +1
Spellcraft Int 18 +5 +11 +2 [Knowledge, arcane]
Spot Wis +1 +1 +4 (+8cc) -4 [inattentive]
Survival Wis +1 +1
Swim Str -2 -2
Use Rope Dex +5 +5


Specialty: Evocation

Gave up: Enchantment Illusion Necromancy

Legend: (General Spells + Bonus Spells + Evocation Spells)

Zero-level Focused Evoker spells: 6 (3+3) per day:

  • Detect Magic (2 charges)
    • Detects spells and magic items within 60 ft.
  • Detect Poison (1 charge)
    • Detects Poison in one creature or small object.
  • Light (1 charge)
    • Object shines like a torch
  • Dancing Lights (1 charge)
    • Creates torches or other lights.
  • Flare (1 charge)
    • Dazzles one creature (-1 on attack rolls)

First-level Focused Evoker spells: 8 (3+2+3) per day:

  • Mage Armor (2 charges)
    • Gives subject +4 armor bonus.
  • Magic Missle (5 charges)
    • 1d4+1 damage per missle. +1 missle for two levels (max 5)
    • Current Damage: 5 missles (effective CL 9)
  • Identify (1 charge)
    • Determines properties of magic item

Second-level Focused Evoker spells: 7 (2+2+3) per day:

  • Scorching Ray (6 charges)
    • Ranged touch attack for 4d6 dmg per ray. +1 ray/four lvls (max 3)
    • Current Damage: 2 rays(effective CL 10)
  • Web (1 charge)
    • Fills 20-ft-radius spread with sticky spiderwebs.
  • Cat’s Grace (1 charge)
    • Gives subject +4 to Dex for 1min/level

Third-level Focused Evoker spells: 6 (2+1+3) per day:

  • Dispel Magic (2 charges)
    • Cancels magical spells and effects.
  • Fireball (4 charges)
    • 1d6 damage per level, 20 ft radius.
    • Current damage: 10d6 (effective CL 10)

Fourth-level Focused Evoker spells: 5 (1+1+3) per day:

  • Dimension Door (1 charge)
    • Teleports you short distance.
  • Fire Shield (2 charges)
    • Creatures attacking you take fire damage.
    • Protected from heat or cold.
  • Wall of Fire (2 charge)
    • Deals 2d4 fire dmg out to 10 ft and 1d4 out to 20 ft.
    • Passing through wall deals 2d6 damage +1/level (+10)

Given Name: Milo Mellowbarrel Nickname: Ashenmind (of Tillbrook) Current Home: A lighthouse near the port of Tillbrook.


  • Magic
  • Rings
  • Books
  • A well-cooked soup


  • People
  • Corn (Its what his family used to grow)

Quirks: Uses two spellbooks, one big one to write down all details of a spell, another smaller one more of a reference book. He keeps the reference book on him at all times and keeps the main spellbook very well hidden underneath his robes.

Political Views: None

Religion: He respects Boccob as being the God of Magic, but does not have an actual deity.

History: Even as a young child, Milo was bored with his life with his family. A particularly boring set of half-lings, the Mellowbarrels lived life in the small town of Tolbrickle farming the land and selling the produce to passer-byers. Milo spent most of his time as far from his family as possible, wandering in the woods and searching for interesting objects left by travelers on the pathway. While wandering one day, Milo met an old wanderer who by nature, Milo did not like (Milo doesn’t like other people), but who he actually found interesting. The cloaked figure talked about adventures he had and the weapons he had used to get by. When Milo inquired of how a weak old man could fare in any fight, the wanderer answered the question with an example of magic, he levitated a stick up and tapped Milo on the head with it. Milo was of course irritated by such an action, but intriged at the same time. He requested that the wanderer teach him, and so the wanderer taught him a few tricks, but denied information of anything else. Milo was of course irritated yet again, what were the use of cheap tricks in this world? Milo then left home at the age of 14 in search of magic power, not even saying goodbye to his parents. He travelled for miles until he reached the town of Tillbrook, and after gathering some information, learned of an old tower on the coast where a wizard used to live. Milo travelled to the tower and found himself immersed in books and magic, and he decided to live there. He sold most of the unnessesary furniture for food and clothing and renovated the rest by hand. By the time he was 15, the renovations were finished and Milo lived alone in solitude, memorizing magic and ways to use them, paying particular attention to his favorite brand of magic: Evocation. To pay for food, Milo would often go into town and offer services, such as translating unknown languages and dealing with pests, and once, he even showcased his explosive talent for fire magic against a trio of bandits. In one encounter, a fire elemental had traveled to the material plane on accident. Confused, the elemental began to roam the land attacking farms for food, until he came to Tillbrook. Milo found himself equal in power to the elemental, and he slowly drained the elemental of his power. Milo, now that the elemental was docile, took him to his tower. The elemental, appriciative to Milo’s hospitality, taught him a few fire magics, for example how to create an eternal flame. Once the elemental had recovered, Milo, with some assistance from wizards in the nearest city, transported him back to the Astral Plane, where the elemental could get back to the Elemental plane of Fire. Since, Milo had a fascination with fire magic in particular. He thus became known as Ashenmind, as no other villager knew his true name, and he would never tell it (because he hates it). During his 2nd year at the tower he was approached by guards from the main city (Milo could never remember the names of all the cities, nor could he care) that they wished to convert Tillbrook into a port town and if they were to do that, they would require use of his tower as a lighthouse. Milo agreed, on the basis that he continued to live in the tower, and thus he converted the top to a lighthouse, with an eternal flame burning on the top of the tower. The government then sent him monthy stipens of 500 gold. His wealth amassed quickly as he continued to study. Unlike most half-lings, Milo stored his wealth and used it only when he needed to. Not until 7 years later, when he was 23, that he was approached again and, due to his magical prowess, requested to aid the king in a quest or two. Ready for adventure, he then left his home, making sure to lock it, both magically and physically, from entry, not trusting anyone around him. The lighthouse did not actually need anyone to be there, the flame atop it burnt magically. And so Ashenmind travelled to the main city in search of adventure, where he began to introduce himself as Ashenmind of Tillbrook.

Ashenmind of Tillbrook

The Island of Kyuria swish