"Knowledge is power. It is always with you and cannot be taken from you. Come, and let me demonstrate my knowledge, and my power."


Languages: Abyssal, Common, Elven, Primordial, Supernal, Alignment: Good, Deity: Aoundril

Initiative: +5, Speed: 6

Hit Points: 51, Bloodied: 25, Healing Surge Value: 12, Healing Surges: 7


     Armor Class: 18 (20 against first attack in every encounter)

     Fortitude: 16

     Reflex: 18

     Will: 20

Ability Scores:


     Strength: 10

     Constitution: 14

     Dexterity: 18

     Intelligence: 21

     Wisdom: 19

     Charisma: 15

     (+2 to Dexterity and Intelligence for being an Eladrin, +1 to Intelligence and Wisdom at 4th level.)

Trained Skills

     Arcana: +18

     Diplomacy: +10

     Dungeoneering: +12

     History: +15

     Religion: +13


     Espanded Spellbook (acquired at level 4)

     Linguist (acquired at level 2)

     Ritual Casting (acquired as a bonus feat for being a Wizard)

     Skill Focus (Arcana) (acquired at level 6)

     Toughness (acquired at level 1)




           Cantrips: ghost sound, light, mage hand, and prestidigitation (detailed on page 158 of the Player's Handbook)

           Magic Missile: Standard Action, Range 20, Target one creature, +9 vs. Reflex, 2d4+6 force damage

          Scorching Burst: Standard Action, Area burst 1 within 10, Target each creature in burst, +9 vs. Reflex, 1d6+6 fire damage


          Fire Shroud: Standard Action, Close burst 3, Target each enemy in burst, +9 vs. Fortitude, 1d8+6 fire damage and ongoing 5 fire damage (save ends)

         Force Orb:  Standard Action, Range 20, Primary Target one creature or object, +9 vs. Reflex, 2d8+6 force damage and make a secondary attack

                    Secondary Attack: Target each enemy adjacent to the primary target, +9 vs. Ref, 1d10 force damage


         Acid Arrow: Standard Action, Range 20, Primary Target one creature, +9 vs. Reflex, 2d8+6 acid damage and ongoing 5 acid damage and make a secondary attack

                    Secondary Attack: Target each creature adjacent to the primary target, +8 vs Reflex, 1d8+6 acid damage and ongoing 5 acid damage (save ends)

                    Miss: Half damage and ongoing 2 acid damage (save ends) to primary target and no secondary attack

          Flaming Sphere: Standard Action, Range 10, Target one creature, +9 vs. Reflex, 2d6+6 fire damage, Sustain minor, standard action to attack again with the sphere, you can move it as a move action (6 squares), and any creature that ends its turn adjacent to the sphere takes 1d4+6 fire damage

(Each day, Septimus can choose between a number of spells to prepare for casting that day. Whichever one that he decides to prepare for that day is the one that he can use. There are 3 Daily powers that he can choose from however his choice usually is between acid arrow and flaming sphere.)

          Fireball: Standard Action, Area burst 3 within 20 squares, Target each creature in burst, +9 vs. Reflex, 3d6+6 fire damage
                     Miss: half damage


           Disguise Self: Daily, Minor Action, Personal, Septimus makes his clothing and his equipment look different. He can take the appearance of any creature of similar build and size, including a specific individual that he's seen. He gains neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your his new form or gear. For example, should he take on the illusion of a dwarf fighter, anyone touching him would realize that he wasn't wearing plate armor, in addition he would not clank, creak, or jingle as he moved. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance, once determined, for the entire duration of the spell. Anyone attempting to see through Septimus's ruse makes an Insight check opposed by his Bluff check, and he gains a +5 power bonus to his check.

           _Fey Step: Encounter Septimus teleports 5 squares as a move action 

           Shield: Encounter, Immediate Interrupt, Trigger you are hit by an attack, you gain a +4 power bonus to AC and Reflex defense until the end of your next turn


          Comprehend Languages

          Magic Circle


          Tenser's Floating Disk

(for details on rituals see the chapter entitled "Rituals" in the Player's Handbook page 296)



      Mundane Gear: backpack, bedroll, belt pouch, flint and steel, hempen rope (50 feet), longsword, rations (10 days or so worth), sunrods (2), torches (5 or so of them), waterskin

      Magic Itemz: +1 darkleaf armor, everburning torch, staff of the battle mage +1, wand of accuracy

      Personal Lootz: blue-green crystal acquired from broken cystals on the penultimate encounter of Keep on the Shadowfell, coin of admission to Waterdeep's Grand Library, dragon statuettes of platinum and silver (quantity: 2), Irontooth's iron tooth, necklace with a dragon figurine etched on the bottom with the symbol of Orcus, red wine (uncorked, quantity: 4)

Basic Attacks:

     longsword: +6 vs AC, 1d8+0 damage

     magic missile: outlined above


Physical Description:

Septimus is a regal sun elf. Standing at 6'8'' and weighing 172 pounds, he stands tall above the crowd. He wears elaborate robes adorned with elaborate decorations of leafy patterns. His weight is derived from his height mainly, for he is not such a strong being. He has a youthful appearance shining through his emerald green eyes, one that cannot be extinguished. His green and beautiful eyes turn to a fiery red in the heat of battle. His affinity for flames shows through this as the jade orbs that are his eyes shift to an angry red. As soon as he begins calling upon the arcane power within himself, this trait becomes apparent. When he is lost in thought this happens as well. It is altogether peculiar and unexplainable.

The name Septimus is taken from ancient Loross word for "one who wields a sceptre." In the ancient days of Netheril, it was a title of office and authority. Many an ancient Netherese ruler had his name preceded by the word "septimus." He sees this as a great honor and wishes to fulfill all of it's meaning. Septimus seeks to wield his arcane powers that he has discovered in himself to gain a vast wealth of knowledge in the world and become the "king of knowledge."


Septimus is a conservative eladrin, one who listens to all that is going on around him. He is extremely aware of his surrounding and vigilant at their consequences. For instance, walking into a tavern, her takes notice of the halfling attempting to pickpocket the dwarf who is deep in his mugs, the human locals sitting conversing about the upcoming harvest season, and the barkeeper whistling away "Ye Ode to Draken."  He is constantly at this heightened sense of awareness and, with it, makes many observations before he takes any action. He has many opinions on matters of the world and only shares them with those that he knows well enough. He is extremely striving to look the best around strangers and he will not admit his weaknesses to any but perhaps the members of his party.


Septimus was born in an elven city on Faerun, of which he knows not the name. Him and his twin sister Nym were only 2 years old when their city was destroyed. All that he can ever remember is growing up with the Th'Celaes family of Evermeet. He was taken their by their family during the Second Retreat of the elves of Faerun. There he grew and was raised He befriended the youngest son of the Th'Celaes family, one named Respen Th’Celaes. They were friends all throughout childhood. Septimus attended the High Mage School of Evermeet everyday to build upon his innate arcane ability. Respen would go and roam the forests of Evermeet with only his bow and the clothes on his back while Septimus was gone. He graduated top of his class and immediately began his apprenticeship.

This all ended when Respen approached him with a grand plan. Respen loved this maiden named Talindra of the Lorronia family and wished her hand in marriage. Her father said that this could only be done through Respen proving his superior skill in combat and his good intentions. He commissioned Respen to go to the mainland and find the Lorronia family's lost heirloom, a jade chalice. The father of Talindra gave vague details. Respen was not deterred, however, and approached Septimus with the offer. Bored with his master, he quit and set off with his life-long friend. They caught up with their Respen's half-sister Zraela and asked her about accompanying them. She agreed to come and Septimus's heart skipped a beat. He and Zraela had had a secret romance brewing for a number of years now and with her along he knew that Respen would find out about this. At the same time, however, he knew that it would be good that she went so that he would get to see her more often than if she had not. In fact, this is the reason that she agreed; she did not want to be left behind.

With the day of departure approaching, Septimus grabbed his spellbook, Zraela her holy symbol, and Respen his trusty bow and some arrows and they set off. They docked in Waterdeep a week or so later. Zraela's mother had informed her before she left of a half-brother of hers living in the city by the name of Jarthis. This is the reason they chose the city that they did to land in. They found Jarthis and he told them that he would come with them in hopes of finding some excitement in life. He was formerly a member of the city guard but, when his time of required service ran out, he joined a local weaponsmith and sought a living there. He was eager to join, and eager to suggest a drow by the name of Vlistur whom he had met while in the guard.

The party was interested and they set out to search for this drow named Vlistur. He was well known across the city and even into the towns a short ways away. They found him and somewhat hesitantly agreed to join. The party was interested in him and found no trouble in accepting him as part of the group. With Vlistur's added swords and Jarthis's over-sized flail, they set off to scour the mountains in search of Talon Pass in hopes of finding this jade chalice.

Perhaps Septimus and his friends will prove to be the heroes that this world needs. . .


Septimus wishes to gain vast wealths of knowledge about magic and about the world through adventuring. He desires to be the greatest mage that ever there was on Faerûn. 


A Broken Faerun Yareb