Sir Jasper Maskelyne 
 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
18 CON 10 16 18 13-
15 BODY 10 10 15 12-
20 INT 10 10 20 13- PER Roll 13-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
12 COM 10 1 12 11-
4 PD 3 1 4/14 4/14 PD (0/10 rPD)
4 ED 4 0 4/14 4/14 ED (0/10 rED)
4 SPD 3.0 10 4 Phases: 3, 6, 9, 12
7 REC 7 0 7
36 END 36 0 36
30 STUN 32 -2 30
7" Running 6 2 7"
2" Swimming 2 0 2"
3"/1 1/2" Leaping 3 0 3" 98 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"
V. Leap (2") 1 1/2"
EXPERIENCE POINTS
Total earned: 185
Spent: 185
Unspent: 0
Base Points: 50
Disad Points: 100
Total Points: 335
APPEARANCE
Hair Color:  BrownBlack
Eye Color:  Blue
Height:  5' 11"
Weight:  180 lbs
Description:
Has a narrow, well defined face with slightly tilted and deepset piercing blue eyes. His short black hair is swept back from his face, and lately he has affected a narrow mustache but is otherwise cleanshaven. A child of Furyondy's northern reaches and from a line of warriors and soldiers, Jasper is athletically built and trim; he is much more physical than most wizardly types tend to be. He prefers to eshew the stereotypical robe in favor of more practical shirts and trousers, with a sturdy travel cloak when necessitated, and his staff is nothing more than a sturdy quarterstaff.

Sir Jasper Maskelyne 
 
DEFENSES
Type Amount Notes
Physical Defense 4/14 Current BODY:
Res. Phys. Defense 0/10 (15)
Energy Defense 4/14 Current END:
Res. Energy Defense 0/10 (36)
Mental Defense 11 Current STUN:
Power Defense 20 (30)
TACTICS
Jasper is an effective Combat Wizard, with a heavy focus on offensive Spells. However, he is no fool and always sees to his defense as well. He has seen too many people slain due to an ill advised or ill considered assault and is careful to balance between offense and defense. He typically flys in battle, preferring to stay manueverable and avoid pack attacks. He lays down some heavy fire, but he doesnt just throw Spells randomly; Jasper is well known for throwing the right Spell at the right time.

Having gotten his start with a crack group of adventurers of mixed abilities that had worked together for years (the Ashen Raptors), he is very team oriented and looks for opportunities to develop synergy or set up teammates with his Spells. If he is working with one or more teammates that work well together, Jasper will adjust his Spell choices to prepare more "buff" Spells and use them to boost his teammates. Yuan's Alacrity, Tensers Pugilistic Potency, and Tuen's Favored Flight are frequent favorites in such circumstances.

Some of Jaspers training came from one of the other Ashen Raptors, the Elf known as Darkshade, who was skilled as a warrior, wizard, and theif, and using some of the Spells he learned from her Jasper can partially fill the role of a thief. With Spells such as Conjured Confiscation, Anti-closure, Scaling, Metamorphosis, and Shadowform Jasper can be quite stealthy, get in and out of places, and gain possession of items.

Finally Jasper is much more physical than most in his profession, being very atheletic and fit. On several occassions when his Spells werent enough to get the job done he has suprised an opponent by coming out swinging with his quarterstaff. He can be quite dangerous with it, particularly if he has an Alacrity and a Pugilistic Potency handy.
COMBAT INFORMATION
OCV: 7 DCV: 7
Combat Skill Levels:
+3 Overall
+2 with Horrific Bolt
+6 with DCV (30 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Restrainable (Spell Components Pouch; -1/2), Incantations (Mutare Speciei Amotionis!; -1/4), Gestures (-1/4) Real Cost: 10
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Sir Jasper Maskelyne 
 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
24 Cantrip VPP: Variable Power Pool (Magic), 15 base + 9 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (29 Active Points); Arcane Magic Only (-1/2)
106 Wizard VPP: Variable Power Pool (Magic), 90 base + 16 control cost, (135 Active Points); Variable Limitations (requires -1 worth of Limitations; each Spell must take -1 of Limitations from Extra Time, Concentration, Incantation, Gesture, Limited Range, Restrainable By Spell Components Pouch, or RSR: Magic Skill vs. Spell Resistance in any combination at a MINIMUM; -1/2), VPP Powers Can Be Changed With Spellbook and Time (-1/2), Arcane Magic Only (-1/2), All Spells Must Have 1 Charge (-1/4)
0
1) Arbelons Lesser Aegis: Armor (16 PD/16 ED), 1 Continuing Charge lasting 1 Day (+0), Hardened (+1/4) (60 Active Points); Restrainable (by Spell Components Pouch; -1/2), Incantations (Invocare Aegis Minorus!; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) Real Cost: 30
Notes: Invocation
[1 cc]
0
2) Azuls Mystic Bolts: Energy Blast 12d6 (vs. ED), Lingering up to 1 Turn (+1/2) (90 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/2), Extra Time (Full Phase, -1/2), Incantations (Invocare Fulminus Magica!; -1/4), Gestures (-1/4), No Knockback (-1/4) Real Cost: 24
Notes: Invocation
[1 cc]
0
3) Durmaans Conjured Confiscation: Teleportation 11", Usable As Attack (+1) (44 Active Points); 1 Charge (-2), Only To Bring An Inanimate Object To Self (-1), Extra Time (Full Phase, -1/2), Gestures (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 9
Notes: Universal
[1]
0
4) Duurstens Armored Senses: Force Field (5 Flash Defense: Hearing Group/5 Flash Defense: Sight Group), Hardened (+1/4), 1 Continuing Charge lasting 1 Day (+1/4), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Restrainable (by Spell Component Pouch; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Incantations (Ampliare Volutus!; -1/4) Real Cost: 15
Notes: Alteration
[1 cc]
0
5) Dwains Boggling Blinking: +6 with DCV (30 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Restrainable (Spell Components Pouch; -1/2), Incantations (Mutare Speciei Amotionis!; -1/4), Gestures (-1/4) Real Cost: 10
Notes: Universal
0
6) Fandaris Glorious Glitterblind: Sight Group Flash 3d6, Area Of Effect (4" Cone; +1) (30 Active Points); 1 Charge (-2), Restrainable (by Spell Components Pouch; -1/2), No Range (-1/2), Incantations (Invocare Conus ex Caelitatis Autem!; -1/4), Gestures (-1/4) Real Cost: 7
Notes: Alteration
[1]
0
7) Fandaris Unweaving: Dispel 20d6, any Magic one at a time (+1/2) (90 Active Points); 1 Charge (-2), Restrainable By Spell Components Pouch (-1/2), Incantations (Depellare Tepetis ex Magica!; -1/4), Gestures (-1/4) Real Cost: 22
Notes: Alteration
[1]
0
8) Gwearans Eldritch Shield: Missile Deflection (Any Ranged Attack), 1 Continuing Charge lasting 1 Day (+0), Persistent (+1/2), Difficult To Dispel (x4 Active Points; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Incoming Ranged Attack; +1) (60 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Incantations (Excogitare Parmae ex Magica!; -1/4), Physical Manifestation (-1/4) Real Cost: 27
Notes: Conjuration
[1 cc]
0
9) Hurgons Mystic Channeling: Killing Attack - Ranged 3d6 (vs. ED), Variable Advantage (+1/2 Advantages; +1) (90 Active Points); 1 Charge (-2), Extra Time (Full Phase, -1/2), Incantations ((varies); -1/4), Gestures (-1/4) Real Cost: 22
Notes: Invocation
[1]
0
10) Sumacs Annoying Arrow: Killing Attack - Ranged 1d6 (vs. ED), Penetrating (+1/2), No Range Modifier (+1/2), Continuous (+1), +4 Increased STUN Multiplier (+1) (60 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Extra Time (Full Phase, -1/2), Incantations (Arcessere Sagitta ex Molestum!; -1/4), Gestures (-1/4) Real Cost: 20
Notes: Invocation
[1 cc]
0
11) Surgeis Splendid Shadowform: Multiform (Shadowform with Desolid, Invisibility, Teleport via Shadows, Darkness vs Sight and other abilities) (300 Character Points in the most expensive form) (60 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2), 1 Continuing Charge lasting 1 Hour (-1/4) Real Cost: 27
Notes: Alteration
[1 cc]
0
12) Swerzans Efficacious Anti-Closure: Lockpicking 26- (29 Active Points); 1 Charge (-2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 7
Notes: Alteration
0
13) Tensers Pugilistic Potency: Aid STR 3d6 (30 Active Points); 1 Charge (-2), Restrainable by Spell Components Pouch (-1/2), Incantations (Ampliare Potens Autem!; -1/4), Gestures (-1/4) Real Cost: 7
Notes: Alteration
[1]
0
14) Tuens Fabulous Flight: Flight 15", 1 Continuing Charge lasting 6 Hours (+0) (30 Active Points); Restrainable (Spell Components Pouch; -1/2), Gestures (-1/4), Incantations (Mutare Effugium Autem!; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) Real Cost: 13
Notes: Alteration
[1 cc]
0
15) Vargaals Horrific Bolt: Killing Attack - Ranged 6d6 (vs. ED) (90 Active Points); 1 Charge (-2), No STUN (-1), Extra Time (Full Phase, -1/2), Incantations (Invocare Jaculari ex Mortis Autem!; -1/4), No Knockback (-1/4), Gestures (-1/4) Real Cost: 17
Notes: Invocation
[1]
0
16) Yuals Amazing Alacrity: +1 SPD, LOS Not Required To Maintain (+1/2), Ranged (+1/2), Usable Simultaneously (up to 8 people at once; +1) (30 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Restrainable By Spell Components Pouch (-1/2), Incantations (Ampliare Celeritas ex Manus!; -1/4), Gestures (-1/4), Can Only Be Cast in Segment 12 (-1/4) Real Cost: 8
Notes: Alteration
6 Mental Defense (11 points total) (8 Active Points); Activation Roll 15- (-1/4)0
8 Power Defense (10 points) (10 Active Points); Activation Roll 15- (-1/4)0
144 Total Powers Cost
BELONGINGS
Equipment END
Quarterstaff0
Dagger0
2 Darts0
Amulet of the Crypt Thing: Force Field (10 PD/10 ED/10 Power Defense), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Independent (-2), Only vs Magic (-1 1/2), IIF (-1/4)0
Meldreks Key: (Total: 360 Active Cost, 74 Real Cost) Lockpicking 30- (45 Active Points); Independent (-2), OAF (-1) (Real Cost: 11) plus Dispel Wards 30d6 (standard effect: 90 points), Reduced Endurance (0 END; +1/2), all Wards simultaneously (+2) (315 Active Points); Independent (-2), OAF (-1), No Range (-1/2), Extra Time (Full Phase, -1/2) (Real Cost: 63)0

Sir Jasper Maskelyne 
 
TRADE LORE
Cost  Name
Human
30
1) +3 Overall
3
2) PS: Scribe (INT-based) 13-
3
3) PS: Transmuter (INT-based) 13-
3
4) Riding 13-
3 Linguist
2
1) Language: Ancient Suel (fluent conversation; literate) (3 Active Points)
2
2) Language: Common (completely fluent; Language Chart Bonus, literate) (3 Active Points)
0
3) Language: Oeridian (idiomatic; literate) (5 Active Points)
2
4) Language: Old Flan (fluent conversation; literate) (3 Active Points)
1
5) Language: Old Oeridian (fluent conversation; Language Chart Bonus, literate) (2 Active Points)
Other Skills
4
1) +2 with Horrific Bolt
2
2) WF: Wizard Group (Staff, Dagger, Dart)
3 Scholar
2
1) KS: Alchemy (INT-based) (3 Active Points) 13-
2
2) KS: Alteration (INT-based) (3 Active Points) 13-
2
3) KS: Artificing (INT-based) (3 Active Points) 13-
2
4) KS: Conjuration (INT-based) (3 Active Points) 13-
2
5) KS: Divination (INT-based) (3 Active Points) 13-
2
6) KS: Enchantment (INT-based) (3 Active Points) 13-
2
7) KS: General Magical Theory (INT-based) (3 Active Points) 13-
2
8) KS: Illusion (INT-based) (3 Active Points) 13-
2
9) KS: Invocation (INT-based) (3 Active Points) 13-
2
10) KS: Research (INT-based) (3 Active Points) 13-
78 Total Skills Cost
INFLUENCE AND CLOUT
Cost  Name
7 Fringe Benefit: Honorary Knight of Veluna, Membership in the Society of the Magi in Greyhawk, Weapon Permit in Greyhawk City
2 Money: Well Off
1 Reputation: One Of The Heroes That Recovered The Crook Of Rao (A small to medium sized group) 14-, +1/+1d6
2 Reputation: Promising Young Master Transmuter (A medium-sized group) 11-, +2/+2d6
12 Total Perks Cost
FLAIR AND APTITUDE
Cost  Name
Human
3
1) Lightsleep
3 Total Talents Cost
CHALLENGES
Cost  Disadvantage
Human
5
1) Distinctive Features: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20
2) Normal Characteristic Maxima
15 Enraged: When Innocents Harmed (Uncommon), go 11-, recover 11-
5 Physical Limitation: School Ineptitude: Abjuration (Infrequently, Slightly Impairing)
5 Physical Limitation: School Ineptitude: Necromancy (Infrequently, Slightly Impairing)
15 Psychological Limitation: Driven to Oppose Evil (Very Common, Moderate)
15 Psychological Limitation: Hates Evil Humanoid Races (Common, Strong)
15 Psychological Limitation: Vengeance Seeker (Uncommon, Total)
5 Social Limitation: Obligation to Mentor (Rowbyr Soundarian) (Occasionally, Minor)
100 Total Disadvantages Cost

Sir Jasper Maskelyne 
 
BEARING AND DEEDS
Height: 5' 11" Hair: BrownBlack
Weight: 180 lbs Eyes: Blue
Appearance: Has a narrow, well defined face with slightly tilted and deepset piercing blue eyes. His short black hair is swept back from his face, and lately he has affected a narrow mustache but is otherwise cleanshaven. A child of Furyondy's northern reaches and from a line of warriors and soldiers, Jasper is athletically built and trim; he is much more physical than most wizardly types tend to be. He prefers to eshew the stereotypical robe in favor of more practical shirts and trousers, with a sturdy travel cloak when necessitated, and his staff is nothing more than a sturdy quarterstaff.
Personality: Jasper is civil, urbane, well spoken, and quite proper. He is also capable of being an incredibly ascerbic, razor tongued, and uncompromising asshole. His mother's Shield Lander upbringing and his own firsthand exposure to unchecked evil have made him extremely unbending on moral issues. It has been said that he is like a Paladin trapped in a Wizards body, and while Jasper does not devote himself to the service of a particular diety (most frequently giving notice to Boccob the Uncaring), his general overbearing straight-shooting personality is certainly reminiscent of some Paladins.
Quote:"There will be NO conciliation with EVIL!" --- BZAP!!!
Background: Originally from Crockport in the northern reaches of Furyondy, Jasper's family were all killed during the seige of Crockport during the Greyhawk Wars. His mother was the daughter of a minor noble from the western Shield Lands, and his father was a former adventurer turned merchant who had become quite wealthy via trade from the Whystil Lake, particularly commerce stemming from Eru Tovar far to the north.

When Crockport fell, the Maskelynes fled along with most others, pressing hard for Chendyl with the very forces of Iuz upon their heels. During the pell mell rout, Jasper's mother's horse went lame and his father took her upon his horse. Overloaded the mount soon fatigued and the couple fell behind and were eventually overrun by the ravening horde and slain.

Jasper was unaware of his parents plight, having been seperated from them earlier in the rout, and wandered the refugee camps of Chendyl for several days looking for them before finding someone that had known the family and seen his parents pulled down. In shock, Jasper wandered aimlessly for several more days, in a stupor. On the third day, starving and stumbling around, the lad bumped into a member of an adventuring group fighting in the Wars known as the Ashen Raptors as he unexpectedly appeared seemingly out of nowhere when exiting a "Magnificent Mansion" mystical abode. This particular Raptor was the Alterationist Rowbyr Soundarian, better known as Catseye due to his unusual yellow eyes.

Feeling pity for the despondent boy, Rowbyr brought him into the extraplanar "Mordenkainen's Magnificent Mansion", which he created and maintained to act as the Raptors headquarters and residence, and coaxed Jasper to eat something. Drawing out the lad's story, Rowbyr realized he knew of the boys deceased father; his own family owned the Soundarian Fine Goods Trading Service based out of Greyhawk City, and he recalled his mother mentioning doing business with a Jarvis Maskelyne on a few occassions.

Perhaps due to this tenuous connection, or due to pathos, or due to practicality, or perhaps some combination of all three Rowbyr tested Jasper for magical talent and found him to be sharp enough to attempt to teach him, and offered him an apprenticeship. This proved to be a beneficial arrangement for both parties; sublimating his despair into a thirst for revenge, Jasper became singularly focused and proved to be a voracious learner. He was also a very useful apprentice to have in a war zone, being capable and committed, and quickly showed a suprising talent to master cantrips and even extrapolate new ones. Jasper's first hand experience of being close to the functioning of the famed and elite Raptors also taught him a valuable lesson; people like them weilded great might in the service of good, and Jasper swore to himself to follow their example and dedicate his life to searching out and destroying evil wherever it may be found, to stand as a shield between the innocent weak and the evil strong.

After the Wars Jasper accompanied Rowbyr back to Greyhawk, where his apprenticeship was soon finished, mostly backfilling more esoteric ideas that were skipped in the face of the more immediate needs of living in a warzone. Due in part to this and also in part to personal inclination, though Jasper was trained as a Transmuter his spell selection would be more typical of an Invoker and is very specialized towards direct, practical effects with only a handful of esoteric or utalitarian abilities.

Jasper ascended to Journeymanship in 584 and set off to learn his craft in the harsh crucible of Oerth. Well prepared for the hardships of adventure, Jasper set out for the Principality of Ulek which was still at war with the Pomarj, to lend his power to the struggle against the Orcish scum infesting that land. However along the way he became involved in some misadventures in the Wild Coast, and was waylaid in Highport where he became briefly embroiled in a dark affair concerning the black-sailed Slavers that preyed upon the seas.

Winning clear of that mess, he pressed on into the Uleks and spent a year in service to the Principality fighting Orcs and loving every minute of it. After his service was completed Rowbyr recalled him to Greyhawk and there offered him an opportunity to earn membership in the famed Society of the Magi in Greyhawk and complete his Journeymanship all at once. Accepting without hesitation, Jasper was sent clandestinely to Rel Astra in the declining Great Empire far to the east. There he acted as the Society's agent and took significant part in the questing for and recovery of the Crook of Rao, a fabled artifact of incalculable significance. Returning the Crook of Rao to the Theocracy of Veluna, where it was subsequently used to banish almost all demons and devils from Oerth, Jasper was lauded as a great hero and among other honors was graced with the privelege of being an Honorary Knight of Veluna, plus various gifts and boons that made Jasper tolerably wealthy. In addition he gained a good deal of recognition as a very promising individual in powerful circles, for better or worse.

Returning briefly to Greyhawk, Jasper was also inducted into the Society as promised, and recognized as a Master Wizard. However, he soon set out for adventure again, seeking new evils to combat.

[EDITOR: This is where Jasper's adventuring career as a Player Character ended; this write up represents Jasper following the reclamation of the Crook of Rao and induction as a full member of the Society of the Magi in Greyhawk. The character, as with many others in a running continuity spanning almost a dozen campaigns, became a background character, part of the tapestry and history of the setting. It was mentioned or implied in a later campaign that Jasper was one of the Society of the Magi's most dependible and active men in the field and was entrusted with significant missions (but specifics werent given), and in yet another even later campaign that took place several years later in continuity it was mentioned that he was giving a well received lecture series at the University of Dyvers. His name also came up occassionally in bardic tales overheard in taverns and such, related to the recovery of the Crook, which was a major, setting affecting, and very famous event. Unlike some other such characters Jasper never put in an on-screen cameo.]
Campaign Use: Wizardry
Character created with Hero Designer (version 2006111006)