Arkon Zutat

Transmuter of Great Renown
Human male 19th-level transmuter

Armor Class: -5
Movement: 12
Hit Points: 111
THAC0: 14
Alignment: Lawful good

STR 8, DEX 17, CON 16, INT 20, WIS 11, CHR 23, COM 23

Spells (11/11/11/6/6/4/4/4/2; including specialist bonus spells & ring): 1st-affect normal fires, burning hands (x2), chromatic orb (x3), hold portal, magic missile (x3), turtle soup, 2nd-blindness, choke, continual light, glitterdust, knock (x2), locate object, Melf's acid arrow (x2), mirror image, web, 3rd-Arkon's awesome arrow, Arkon's grotesque girth, fireball, fly, gust of wind, haste, hold person, slow, tongues, wind wall, wraithform, 4th-Arkon's awesome arrow, minor creation, Otiluke's resilient sphere, polymorph other, polymorph self, stoneskin, 5th-Arkon's improved grotesque girth, Bigby's interposing hand, contact other plane, hold monster, lower resistance, teleport, 6th-heal self, Mordenkainen's lucubration (x2), stone to flesh, 7th-limited wish (x3), teleport without error, 8th-polymorph any object (x4), 9th-meteor swarm, Arkon�s absolute arriver. (Arkon�s alteration spells are in Bold.)

Weapons of Proficiency: Dagger, dart and staff.

Nonweapon Proficiencies: Animal handling; animal training; cooking; drinking; herbalism; healing; modern languages (Common, Dwarven and Elvish); reading/writing; rope use; spellcraft; swimming.

Equipment: standard wizard adventuring gear, plus lots of alcohol!

Magical Items: Arkon's alcoholics' cup, Arkon's shoulder plates of charisma, the Crown of Stars, the Helm of Kainus, a white robe of the archmagi, bracers of defense AC 2, a cloak of displacement, a pearl of power (3rd), a tooth of protection +2, a ring of wizardry (1st-3rd), a ring of fire resistance, a rock bearing a continual light spell, a wind fan, a wand of magic detection (78), a crystal ball with ESP, an amulet of infravision (30'), a portable hole, living steel pants, an ioun stone that grants him a +1 level bonus, a silver dagger +2, a staff of withering (18), a brooch of shielding (31).

Combat/Tactics: Arkon has much magical items and spell power at his disposal, thus he strikes quickly and precisely, killing or maiming his enemies to take care of them as quickly as possible. Arkon is highly inventive in his use of spells; why, once he even teleported an Otiluke�s resilient sphere cast by Piper into a flame breathing drake killing it and saving his companions!

Allies/Companions: Piper, Tannus Blade and his family, Kylan Bloodbringer, Talina "Pheonix" Faynevon, Rolt, Elrond Mandrake, Necro Sa�Naxith, Arik Tenderfoot, Draven Lahar, the Golden Enclave, and the Harpers.

Foes/Enemies: All evil organizations (especially the Zhentarim and evil Dragons), plus all those who are competition in his business ventures.

Appearance: Arkon is a very fat man who appears to be in his late 30�s. He wears expensive and fine robes of purest white with spectacular metal shoulder plates like those of the battle mages of Cormyr and seemingly quicksilver pants that hug him like a drunk does a bottle of free wine. He is a typically always drunk or in the process of being so, with his grand golden chalice that is everfull of potent alcohols.

Personality: Arkon is fun and intelligent, and a shrewd businessman. Once he gains enough treasure saved up or won, he simply approaches the authorities and buys land and business accounts with them and within two days he has a full tower-looking business fully stocked and ready to serve the public. A great thinker, Arkon has made some of the strangest and inventive magics thus far seen in the modern times of the Realms.

Experience (+20%): ?.

Experience For Next Level: 3,375,000.

Locales Frequented: All of the Realms known to most people, plus various select extra planar locales.

History: Following Piper in rank in the Inner Circle and as the head of the Treasury would be Arkon. Arkon has started out on a quest to bring his beuatiful drinks to the Realms at large. This he has started wonderfully by creating the Silver Shanty of Suzail, and by expanding to the Calimport.

Arkon is a fat alcoholic wizard that has been drunk for more years then he's been alive! He is secretly working on two very revolutionary and powerful spells. These are Arkon's artifical intelligence (a spell that gives items intelligence like that of swords without having to suck anyone's soul) and Arkon's incredible conjoinment (which will merge two or more magical items together).

Motivations/Goals: To increase his growing businesses and to explore and expand the boundaries of commerce of alcohol in all it's many forms.

Campaign Uses: Arkon is a good teacher and inventive lover of the Art. As such, he can be used to teach a PC or can interact with them in any way a normal archmage would be used. His interests are mostly of business and magic, so he does not actively hunt evil down, unless they cross him, possess new magics, or otherwise disturb him.

Unique Abilities/Items:

  • Durability: From a wisely worded wish when he was younger, Arkon receives double the hit points a normal wizard receives (2d4 for HD per level until tenth, then +2 hit points per level afterwards).
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