of House Mendini


Male Human Enchanter 1 / Aristocrat 1

Neutral Evil

Strength     10    (+0)
Dexterity     12    (+1)
Constitution     9    (-1)
Intelligence     15    (+2)
Wisdom     7    (-2)
Charisma     12    (+1)

Specialty: Enchantment

Gave up: Evocation Necromancy

Total Hit Points: 8

Speed: 30 feet

Armor Class: 11 = 10 +1 [dexterity]

Touch AC: 11
     Flat-footed: 10
Initiative modifier:    +1    = +1 [dexterity]
Fortitude save:    -1    = 0 [base] -1 [constitution]
Reflex save:    +1    = 0 [base] +1 [dexterity]
Will save:    +2    = 4 [base] -2 [wisdom]
Attack (handheld):    +0    = 0 [base]
Attack (unarmed):    +0    = 0 [base]
Attack (missile):    +1    = 0 [base] +1 [dexterity]
Grapple check:    +0    = 0 [base]

Light load: 34-66 lb. Medium load: 33 lb. or less Heavy load: 67-100 lb.

Languages: Common, Draconic, and Infernal

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

No familiar yet


Combat Casting    
Noble Birth [Status]    [hand-edit as needed]
Scribe Scroll    [free to wizard]


Skill Name

Appraise     Int     7 =     
Balance     Dex*     1 =     
Bluff     Cha     6 =     
Climb     Str*     0 =     
Concentration     Con     -1 =         
Decipher Script     Int     4 =     
Diplomacy     Cha     5 =     
Disguise     Cha     1 =     
Escape Artist     Dex*     1 =     
Forgery     Int     4 =     
Gather Information     Cha     6 =     
Heal     Wis     -2 =     
Hide     Dex*     1 =     
Intimidate     Cha     8 =     
Jump     Str*     0 =     
Knowledge (history)     Int     6 =         
Knowledge (nobility)     Int     7 =     
Listen     Wis     -2 =     
Move Silently     Dex*     1 =     
Ride     Dex     1 =     
Search     Int     2 =     
Sense Motive     Wis     -2 =             
Spot     Wis     -2 =     
Survival     Wis     -2 =     
Swim     Str**     0 =     
Use Rope     Dex     1 =
  • = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.

Zero-level Enchanter spells: 4 (3+1) per day

First-level Enchanter spells: 3 (1+1+1) per day


  • Extra feat at first level (already included)
  • Four extra skill points at first level (already included)
  • One extra skill point at each additional level (already included)

Wizard (Enchanter):

  • Familiar / Alertness, etc.
  • Bonus Feats (already included)
  • High intelligence gains bonus spells daily
  • Specialist gets 1 extra enchantment spell/level/day

Vedius’s Equipment:

1 lb 3 lb
4 lb Weapons / Armor / Shield (from above) Spellbook x1

Some months ago, Mendini Vedius, hired a company of mercenaries to escort him, his man-servant, and two of his slaves here to the ruined city of Agamentar in the Eastern Provinces, where he is convinced a vast treasure lies hidden behind an brass door.

To Vedius, the treasure represents the last hope to save his house. For decades, his father Mendini Octavio spent the families vast fortune like water, running up huge gambling debts and strange excesses. With his recent death, and grand funeral, the truth has come to light. Now the Mendini risk losing their lands when the taxes come due next year.

Following the journal that he inherited from his famous uncle, Mendini Zane, the expedition was going splendidly until they reached the Bloodstone gate. Unable to decipher the riddle on the door for three weeks, the expeditions supplies ran dangerously low. Worse the minds of the party had begun to fray, possibly affected by the strange architecture or simply from the stress of living in the ruined streets for days on end.

Finally, however Vendius got lucky and was able to decipher the riddle and solve it. Gaining entrance to the subterranean vaults beneath the ruined city. The mercenaries wanted to turn back, and return to the White City to resupply when they were suddenly attacked and forced to retreat through the Bloodstone gate by an invisible monster or monsters. Once beneath the city, the mercenaries and Vedius quickly became separated in the dark maze like corridors. Somehow in the confusion, Vedius’s servant Senca, lost the journal with the map folded inside it.

However with more luck, Vedius, Senca, three mercenaries (Atticus, Decimus, and Titus) and a Gnoll slave have happened upon the brass door that Zane spoke of in his journal, unfortunately the only way to open the door is with a living sacrifice. Vedius bought the Gnoll called Flind for just this ocassion but is unwilling to go through with the act himself for fear of endangering himself.


The World Born Dead mrlost