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About Altai IscarniAppearance: 6’1", 155 lbs; Tall, reed-thin build with tan skin, pale brown eyes, black hair and goatee. An intricate arcane tattoo covers his chest. Altai dresses quite conservatively, usually in browns and greys. He also tries to keep his magical talents relatively low-profile, and eschews robes, pointy hats and gaudy embroidery. XP: 65240 Init: +3 Perception: +5, Darkvision 60' AC: 20 or 16, touch 13, flat-footed 17 or 13; (+4 Shield, +3 Dex, +1 ring, +2 bracers), Brooch of shielding HP: 53 (9d6+27 HD), damage Saves: Fort +7, Ref +7, Will +8 (includes Cloak of protection +1) Speed: 40' (8 squares) Melee: Quarterstaff +3 (1d6-1/ 20 x2) or dagger +3 (1d4-1/ 19-20 x2) Ranged: light crossbow +7 (1d8/ 19-20 x2/ RI 80') or dagger +7 (1d4-1/ 19-20 x2/ RI 10')
Space: 5'; Reach 5' Base Attack: +4 Combat maneuver bonus: +3 Combat maneuver defense: 16 Concentration check bonus: +16, with an additional +4 to cast spells defensively in melee Combat Gear: bottle of alchemist's fire, potion of Cure light wounds, potion of cure moderate wounds, potion of Reduce person, scrolls of Detect secret doors, Jump, Silent image(CL 4) x2 and Magic weapon x3, waterproof Flaming sphere x3, waterproof Summon monster II x4, waterproof Scorching ray x2, Arcane turmoil, Darkvision x2, Expeditious retreat x2, Touch of idiocy x2, waterproof Water breathing (CL 6) x6 Wizard spells prepared (CL 9; DC 17 + spell level, 18 + spell level for Conjuration (*)); additionally, his arcane object can cast one spell per day: 5th (2)- Cloudkill*, Telekinesis 4th (3)- Confusion, Enervation, Greater invisibility 3rd (5)- Dispel magic, Fireball, Fly, Haste, Lightning bolt 2nd (6)- Melf's acid arrow*, Protection from arrows, Scorching ray, See invisible, Summon swarm*, Touch of idiocy + Pearl of power II 1st (6)- Enlarge person, Magic misille x2, Protection from evil x2, Shield 0th (4)- Detect magic, Ghost sound, Light, Mage hand Arcane bonded object: Amulet of vast intelligence +4 which grants skill ranks in Bluff and Diplomacy Conjuration school abilities:
Feats: Scribe Scroll (B), Spell Focus (conjuration), Augment Summoning, Combat Casting, Craft Wondrous Item, Nexus Method (spontaneously convert memorised spells to Summon monster)(B), Craft Magic Arms And Armour, Beckon The Frozen (summoned creatures may be Cold subtype and do 1d6 extra cold damage w/natural attacks) Languages: Common, Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Elven, Giant, Ignan, Infernal, Sylvan, Terran Skills: Acrobatics +8 (0r, +5 item bonus), Appraise +23 (12 r, class skill), Bluff +9 (9r*), Craft (alchemy) +15 (5 r, class skill), Craft (sculpture) +15 (5 r, class skill), Diplomacy +9 (9r*), Fly +8 (2 r, class skill), Knowledge (arcana) +23 (12 r, class skill), Knowledge (engineering) +11 (1 r, class skill), Knowledge (geography) +14 (4 r, class skill), Knowledge (history) +14 (4 r, class skill), Knowledge (local: Great Kingdom) +11 (1 r, class skill), Knowledge (local: Keoland) +11 (1 r, class skill), Knowledge (nature) +14 (4 r, class skill), Knowledge (planes) +23 (12 r, class skill), Knowledge (religion) +11 (1 r, class skill), Linguistics +23 (12 r, class skill), Perception +5 (4 r), Spellcraft +23 (12 r, class skill), Stealth +7 (4 r), Swim +0 (1r) Altai has taken +1 skill point per level of his favoured class (wizard). The skills marked with (*) are associated with his Amulet of vast intelligence +4. Clothing: Traveller's outfit (6 lbs.), Resilient bracers, Cloak of protection +1, Boots of striding and springing, Goggles of night;
Other stuff: Alchemical lab equipment (from both the mad alchemist and from the hags), research tomes on alchemy, Granny's knitted nightmare Spellbook:
Background: Altai Iscarni was born in Rauxes, the capital of the Great Kingdom of Aerdy, as the youngest child of a family of merchants and minor nobles. During his youth, Overking Ivid V became more and more insane, and his father and uncles became more and more worried the more time they spent at court. Eventually, Altai's father sent his favourite sons to Rel Astra to manage his business; Altai, on the other hand, had never shown any aptitude for, or interest in, business and was sent to university in Kalstrand instead. Just as Altai was completing his studies, Rauxes was consumed by a magical cataclysm, and his graduate school application was denied once the stipend from his family dried up. Always uncomfortable with the Aerdian rulers and now also nervous that the agents of the new Overking of Ahlissa would come looking for anyone with even a tenuous link to the old regime, he decided to leave the Great Kingdom altogether. He spent his last coin securing passage across the Azure Sea, disembarking in Gradsul. After spending a couple of years wandering the Sheldomar Valley and the Gran March, Altai drifted southwards to Saltmarsh. He currently works as a librarian in the temple of Boccob and spends his free time hanging out at the Lizard's Boat, drinking cheap beer and playing darts. However, even though the job is OK, the pay is terrible, and he is getting ready to do something a little different. Maybe this mercenary job will be the thing he's looking for? Combat wands: DC 10 (Type I) or 20 (Type III) concentration to activate, range of 40 or 80 feet. You can add up to your primary casting ability modifier to damage at a rate of +1 for every 3 points you exceed the base concentration check. They hit with a ranged touch attack. Signature magical items: Altai has built these magical items: - Crocodile bone leg, worn by the lizardman chief.
Summoned monsters: Altai likes conjuring giant insects. He typically call these monsters: Summon monster I: Celestial giant fire beetle
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