Alastor Vogard

Werebear, Abjurant Champion, grandson of Yuri Vogard


Male Human Abjurant Champion 1 Cavalier 3 Wizard 4
LG Large Humanoid (Human, Shapechanger)
Init 2; Senses Low-Light Vision, Scent; Perception +6


AC 21, touch 11, flat-footed 19   (2 Dex, -1 size, 10 natural)
hp 80 (4d10
Fort 8, Ref 4, Will 8
Defensive Abilities Abjurant Armor, Extended Abjuration; DR 10/silver; Resist fire 5


Spd 30 ft.
1 Longsword 11/6 (1d8+8/19-20/x2) and
   Bite (Werebear, Natural) 12 (1d87/20/x2) and
   Claw x2 (Werebear, Natural) 12 x2 (1d87/20/x2) and
   Lance 10/5 (1d8+7/20/x3) and
   Masterwork Dagger 11/6 (1d4+7/19-20/x2) and
   Unarmed Strike 12/7 (1d4+7/20/x2)
Ranged (M) Longbow, Comp. (Str 1) +5/0 (1d8+1/20/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks Cavalier’s Charge, Curse of Lycanthropy (DC 15), Disruption (2r) (7/day), Grab, Lion’s Challenge 3/1 (1/day)
Wizard Spells Known (CL 8, 12 melee touch, 7 ranged touch):
3 (3/day) Dispel Magic, Mage Armor, Greater, Spiked Pit (DC 17), Tiny Hut
2 (4/day) Blur (DC 16), Bull’s Strength (DC 16), Scorching Ray, Invisibility, Protection from Arrows
1 (4/day) Protection from Evil, Shield, Shield, Mage Armor, Karmic Aura (DC 15)
0 (at will) Read Magic, Light, Detect Magic, Mending


Str 12/25, Dex 14, Con 14/19, Int 18, Wis 12/14, Cha 18
Base Atk 6; CMB 14 (18 Grappling); CMD 26
Feats Boon Companion: Cavalier, Combat Casting, Mounted Combat, Precise Strike, Ride-by Attack, Scribe Scroll, Spirited Charge, Wizard Weapon Proficiencies
Traits Magical Knack: Wizard, Rich Parents
Skills Acrobatics +6, Appraise +8, Climb +11, Craft: Bows +6, Diplomacy +12, Fly +4, Handle Animal +10, Heal +6, Intimidate +10, Know: Psionics +8, Knowledge: Arcana +14, Knowledge: Dungeoneering +8, Knowledge: Engineering +8, Knowledge: Geography +8, Knowledge: History +8, Knowledge: Local +8, Knowledge: Nature +9, Knowledge: Nobility +8, Knowledge: Religion +8, Knowledge: The Planes +8, Linguistics +9, Perception +6, Prof: Watchman +8, Ride +14, Sense Motive +11, Spellcraft +17, Stealth -2, Survival +3, Swim +15 Modifiers
0 Ride while riding your bonded mount., Lion’s Skills
Languages Abyssal, Common, Draconic, Elven, Gnoll, Old Koan, Sign Language
SQ Animal Companion Link (Ex), Armband of Elusive Action (1/day), Bonded Object: Wand of Endure Elements (CL 5) (1/day) (Sp), Change Forms (Su), Counterspell, Enchantment, Lion’s Call 4/1 (Ex), Lycanthropic Empathy 16 (Ex), Necromancy, Resistance 5: Fire (Ex), Tactician (Precise Strike) 4r (1/day) (Ex)
Combat Gear
1 Longsword, Masterwork Dagger, Arrows (20), Longbow, Comp. (Str 1), Lance; Other Gear Acid (flask), Amulet of Natural Armor +2, Armband of Elusive Action (1/day), Belt of Giant Strength, +2, Caltrops, Case, map or scroll (empty), Flint and steel, Mage’s spellbook 2, Manacles, masterwork, Piercer Cloak (3/day), Pouch, belt (empty), Scroll: Ectoplasmic Armor, Scroll: Ectoplasmic Armor, Scroll: Endure Elements, Scroll: Minor Image, Fly, Invisibility, Spell component pouch (2), Spellbook, wizard’s (blank), unidentified Ioun Stone: DC 27, Verash (talking tooth, former dragon), Wand of Endure Elements (CL 5), Wand of Magic Missile (CL 5), Wand of Shocking Grasp (CL 5)


0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
Abjurant Armor (Su) Armor/Shield Bonus from Abjuration
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bonded Object: Wand of Endure Elements (CL 5) (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Boon Companion: Cavalier 4 levels to calc familiar/animal comp abilities (max of your HD).
Cavalier’s Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Change Forms (Su) Change into Hybrid or Animal forms.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Counterspell Associated School: Abjuration
Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Disruption (2r) (7/day) (Su) After melee touch attack, target must make a concentration check (DC 15 + 2 x spell level) to cast a spell or use a spell-like ability.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extended Abjuration (Su) Abjuration spells are Extended
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Lion’s Call +4/
1 (Ex) Grant allies 4 save vs. Fear, +1 to attack, new save vs. fear.
Lion’s Challenge +3/
1 (1/day) (Ex) 3 to damage target, -2 AC vs. others when used, +1 Dodge AC vs. the target of your challenge.
Lion’s Skills +1 (Ex) +1 to Knowledge (Nobility) checks relating to sovreign.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lycanthropic Empathy +16 (Ex) Improve the atttitude of your type of animal, as if using Diplomacy.
Magical Knack: Wizard +2 CL for a specific class, to a max of your HD.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Resistance 5: Fire (Ex) You gain Fire Resistance 5.
Ride-by Attack You can move – attack – move when charging mounted.
Scent (Ex) Detect opponents within 15
feet by sense of smell.
Spirited Charge Double damge when making a mounted charge (triple with a lance).
Tactician (Precise Strike) 4r (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30’.

Circlet of Armor, which I can’t find the reference doc for, is represented as amulet of natural armor

Teamwork: Ranged Precision

Future Feats: Trick Riding, Mtd Skirmisher, Leadership

Spellbook: 1 – burning hands, color spray, expeditious retreat, mage armor, shocking grasp
2- Flaming sphere, glitterdust, mirror image, protection from arrows, scorching ray
3 – dispel magic, fly, haste, fireball

+4 charge, no AC penalty, x3 dmg w/ lance

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We’ve already discussed how Alastor’s affluence and talent allowed him
to see the academy as a kind of eternal freshman year at the frat
house. But did you know…

Alastor may have been very personable, but he was also quite arrogant
and something of a bully. The ease at which magic came to him
naturally caused friction between himself and one of the other
students, a boy who was not quite as smart and definitely not as
talented (this is not saying much, as Alastor has a 17 in both INT and
CHA). This boy studied hard and would easily have become a master
archmage in his later years. But Alastor, who never cracked a book
and spent all his time getting into trouble, was always ahead of him
when it came to tests of magical strength.

Finally, after preparing for weeks, the boy challenged Alastor to a
duel. The two squared off, and the boy attacked aggressively with a
spell that Alastor countered easily. With a smirk Alastor let loose a
rush of flame from his hands. The smirk faded when he realized that
his opponents defenses were no match, his shield faltered, and the boy
caught fire.

Though healed afterwards, the boy was scarred horribly and could no
longer manage the essential gestures necessary for casting.
Despondant over the whole affair, he slipped out of the medical wing,
up to a rampart, and jumped to his death.

The blame against Alastor faded quickly. Despite the desire by
everyone to hold the cocksure youth accountable, it was his opponents
own actions who had set them down this path. But freedom from blame
and guilt from without did nothing to calm the blame and guilt that a
Vogard can heap upon himself.

Alastor grabbed his spellbook, his Vogard stipend, and walked away
from the academy, booking ship on the first vessel that would take him
away south, to the deserts of Koa.

Since that time, Alastor has sworn to defend the weak against bullies
and tyrants. He has also abandoned his casual magic ways and given
himself over to hard study. He intends to ensure that whatever threat
is pitted against the innocent, he will have the tactics and
capabilities, martial or magical, needed to end it.

Since then, Alastor has once used Burning Hands again, directed
against a few simple vipers. But the flashbacks to that terrible
moment were simply too much. That very night, he tore the spell out
of his spellbook. Will this transfer over to other fire spells, or
will he abandon them all together? Time will tell.

Alastor can still be haughty and arrogant, but he directs that to
those who he feels are bullies and tyrants themselves. Though many
may seem as a holier-than-thou-high-and-mighty bastard, the truth is
that Alastor is a deeply flawed individual, desperately working to
make up for the one mistake that can never be forgiven.

Alastor Vogard

Sand and Sorrow Alastor37