Human male enchanter 7: CR 7; Medium humanoid (human); Hit Dice 7d4+14; 33 hp; Init +1; Spd 30 ft. (6 squares); AC 11(11 touch, 10 flat-footed); BAB/Grapple +3/+4; Atk +4 melee (1d4/19-20, alchemical silver dagger), or +4 melee (1d6+1, quarterstaff), or +4 ranged (by spell), or +4 ranged (1d8/19-20, light crossbow), or +4 ranged (by spell); SA spells, summon familiar; AL NE; SV Fort +4, Ref +3, Will +6; Str 12, Dex 12, Con 15, Int 17, Wis 12, Cha 15; Weight 186 lbs., Height 5 ft., 9 in.
Skills and Feats: Concentration +12, Craft (carpentry) +8, Decipher Script +13, Knowledge (arcana) +13, Knowledge (nature) +8, Knowledge (architecture and engineering) +8, Knowledge (religion) +8, Speak Language (Common, Elven, Draconic, Gnome), Spellcraft +13; Craft Wand, Empower Spell, Heighten Spell, Scribe Scroll, Spell Focus (Enchantment), Still Spell.
Typical Wizard Spells Prepared (Caster level 7th; Save DC 13 + spell level, or DC 14 + spell level for spells from the school of enchantment; prohibited schools necromancy and illusion): 0th-daze, detect poison, detect magic, light, prestidigitation; 1st-alarm, charm person (x2), mage armor, sleep (x2); 2nd-scorching ray (x2), Tasha's hideous laughter (x2), touch of idiocy; 3rd-deep slumber, fly, heightened charm person, suggestion; 4th-charm monster, empowered scorching ray.
Spellbook Contents: 0th-all cantrips listed in the sor/wiz spell list on page 192 of the Player's Handbook, except those belonging to the schools of necromancy or illusion; 1st-alarm, charm person, comprehend languages, hypnotism, mage armor, magic missile, sleep, floating disk; 2nd-locate object, scorching ray, hideous laughter, touch of idiocy; 3rd-deep slumber, dispel magic, fly, suggestion; 4th-charm monster, polymorph.
Possessions: 5 gp, circlet of persuasion, dust of dryness, 2 scrolls of comprehend languages, 2 scrolls of locate object, scroll of polymorph, 2 scrolls of floating disk, wand of magic missile (CL 5, 50 charges), silvered dagger, quarterstaff, light crossbow, 10 bolts, 3 flasks of alchemist's fire, 4 flasks of acid, 2 smokesticks, 1 sunrod, 20 tindertwigs, flint and steel, spell component pouch, spellbook (44 pages, market value 2200 gp), masterwork carpenter's tools, 5 explorer's outfits.
Harel Spelsen is widely known as an adventurer and archaeologist of an unscrupulous kind, and is popular among the less ethical art collectors and antiquarians of Port Hope because of his demonstrated knack for finding and "procuring" ancient artifacts of all sorts. Spelsen himself is no mean scholar of antiquities, and views the monetary rewards of his investigations as a secondary concern, being more interested in the prospect of uncovering powerful magic which might allow him to sieze power over some community and rule it as a pampered despot.
When he uncovered, in an old tome, evidence of a downfallen naga civilization in the lizardfolk's marshland territory south of Port Hope, Spelsen and his apprentice, Leris Grells, prepared themselves for a trip into the squalid wilderness. They were very quickly captured by the lizardfolk tribe, which dragged them before their self-styled "king," the merrow ranger Gronk. Thanks to his considerable talent as an enchanter, Spelsen was able to reverse the situtation within approximately thirty seconds of laying eyes on the barbaric ruler of Strelk, and has since set up himself and his apprentice as the true powers in the hamlet, ruling it in all but name with the merrow's aid. The lizardfolk now spend much of their time raiding for slaves and supplies to support Spelsen's digs in the interior of the swamp. Recently, the wizard has uncovered what appears to be a sludge-filled temple ruin, and a number of slaves have already perished as their labors triggered ancient traps within the excavated portions of the ruin. Spelsen views this as a distinctly hopeful sign, and expects to uncover ancient riches at any time.
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