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Profile
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 dresses in a manner befitting a wizard interested in technology and magical constructs - his deep green Salamander cloak is draped over an illithid-designed black leather trenchcoat, heavy, yet soft, boots and a large number of potion belts, scroll tubes and wand holsters; his darkvision faceplate cover most of his face when he's adventuring. His customised shield guardian Claw is never far away. XP: 1.260.427 after the efreet troopers Init: +3 Perception: +11, Darkvision 60' AC: 20 or 16, touch 13, flat-footed 17 or 13; (+4 Shield, +3 Dex, +1 ring, +2 bracers); Brooch of shielding, Salamander cloak, +2 Dodge bonus to AC if Claw is within arm's reach HP: 87 (14d6+42 HD), Shield other through Claw, damage: Saves: Fort +7, Ref +7, Will +10 Speed: 40' (8 squares) with Boots of striding and springing Melee: Quarterstaff +6/+1 (1d6-1/ 20 x2) or dagger +6/+1 (1d4-1/ 19-20 x2) Ranged: light crossbow +10/+5 (1d8/ 19-20 x2/ RI 80') or dagger +10/+5 (1d4-1/ 19-20 x2/ RI 10') Space: 5'; Reach 5' Base Attack: +7 Combat maneuver bonus: +6 Combat maneuver defense: 19 Concentration check bonus: +24, with an additional +4 to cast spells defensively in melee Combat Gear: Staff of fire, Wand of scorching ray (CL 8) w/29 charges , Wand of Protection from energy w/ 32 charges, Wand of False life w/47 charges, Wand of Protection from evil w/32 charges, bottle of alchemist's fire, bottle of acid x3 Potions: Invisibility x2, Resist elements (fire) x2, Cure light wounds x5, Cure moderate wounds, Reduce person Scrolls: 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, Dispel magicx4, Darkvision x2, Expeditious retreat x2, Touch of idiocy x2, waterproof Water breathing (CL 6) x6, Summon monster VIII x5 Wizard spells prepared (CL 14; DC 20 + spell level, 21 + spell level for Conjuration (*)); additionally, his arcane object can cast one spell per day: 7th (2+1+1 Conjuration) - Bigby's grasping hand, Mordenkainen's magnificent mansion, Prismatic spray; Plane shift* (B) 6th (3+2+1 Conjuration) - Disintegrate, Empowered Enervation, Form of the dragon I, Greater dispel magic, Sirocco; Wall of iron* (B) 5th (3+2+1 Conjuration)- Cone of cold, Feeblemind¤, Polymorph, Telekinesis; Hungry pit* (B) 4th (4+2+1 Conjuration)- Dimension door, Enervation x, Stoneskin x3; Evard's Black Tentacles* (B) 3rd (4+2+1 Conjuration)- Clairaudience/Clairvoyance, Dispel magic, Fireball, Fly, Lightning bolt, Magic circle against evil; Stinking Cloud* (B) 2nd (4+3+1 Conjuration)- Dust of twilight, Melf's acid arrow* x2, Scorching ray x2, See invisible; Web* (B) + Pearl of power II 1st (4+3+1 Conjuration)- Alarm, Enlarge person x2, Magic missile x3, Shield; Grease* (B) 0th (4)- Detect magic, Prestidigitation, Light, Mage hand Altai's specialised school is Conjuration. His opposition schools are Enchantment and Illusion. Spells marked with ¤ are from these schools and each take two spell slots. Altai has used Wish spells to increase his INT by 2. Arcane bonded object: Amulet of vast intelligence +6 which grants skill ranks in Bluff, Diplomacy and Intimidate. 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), Craft Construct, Empower Spell Languages: Common, Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Druidic, Elven, Giant, Gnomish, Goblin, Ignan, Infernal, Orcish, Sylvan, Terran, Undercommon Skills: Acrobatics +11 (3 r, +5 item bonus), Appraise +21 (8 r, class skill), Bluff +14 (14 r*), Craft (alchemy) +19 (6 r, class skill), Craft (armour) +15 (2 ranks, class skill), Craft (blacksmithing) +15 (2 ranks, class skill), Craft (sculpture) +15 (2 r, class skill), Diplomacy +14 (14 r*), Fly +12 (6 r, class skill), Intimidate +14 (14 r*), Knowledge (arcana) +27 (14 r, class skill), Knowledge (engineering) +15 (2 r, class skill), Knowledge (geography) +15 (2 r, class skill), Knowledge (history) +16 (2 r, class skill, +1 trait bonus), Knowledge (local: Great Kingdom) +15 (2 r, class skill), Knowledge (local: Keoland) +15 (2 r, class skill), Knowledge (nature) +17 (4 r, class skill), Knowledge (planes) +29 (14 r, class skill, +1 trait bonus), Knowledge (religion) +15 (2 r, class skill), Linguistics +27 (14 r, class skill), Perception +12 (11 r), Spellcraft +29 (14 r, class skill, +2 trait bonus), Stealth +14 (11 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 +6. Traits:
Clothing: Traveller's outfit (6 lbs.), Salamander cloak, Resilient bracers, Boots of striding and springing, Goggles of night;
Other stuff: Alchemical lab equipment (from both the mad alchemist, the hags and the cabal devils), research tomes on alchemy, resarch tomes on green men and Saarm, Granny's knitted nightmare Spellbook: 8th - Giant form II, Horrid wilting, Incendiary cloud, Protection from spells, Summon monster VIII, Sunburst
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) Spellcraft skill check 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 Spellcraft 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 (his Ring of the beast lets him call up 1d3 critters instead of just one when casting summoning spells): Summon monster I: Celestial fire beetle
Linkboy's spellbook: Spoiler:
incendiary cloud
6: Permanent image, Mislead, Greater heroism, Planar binding, Summon monster VI, Fluid form 5: Hungry pit, Magic jar, Dream, Wall of stone 4: Stoneskin, Dimension door, Scrying, Greater invisibility, Phantasmal killer, Enervation 3: Fly, Haste, Protection from energy, Displacement, Fireball, Dispel magic, Blood biography 2: Blur, Bulls strength, False life, Mirror image, Scorching ray 1st level......I don't know, but magic missile isn't in there. Salamander cloak: Spoiler:
price 6,000(10th)
body slot shoulders cast lvl 7th aura moderate; (dc 18) evocation activ immediate command wt 1 lb. This cloak is made from the scales of a reptilian and feels warm. When donned, it erupts in flame, which dances continuously over the surface. Does damage to those who strike you with natural or nonreach weapons. Flames that cover it do not harm you or objects you touch. When activated, those that strike you with such weapons take 1d6+7 points of fire damage. This lasts til beginning of your next turn; usable 3x daily. Prereq: craft wondrous item, fire shield.
Gjetost: Spoiler:
Gjetost, Celestial stone giant (CN Large Humanoid (Outsider))
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12 Defense
Offense
Statistics
Feats: Iron Will, Martial Weapon Proficiency (greatclub), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw
Equipment: Full plate +1, Huge morningstar +1, Amulet of natural armor +2 Special Abilities:
Jolly Green Giant: Spoiler:
Jolly Green Giant (CR 10): N Large plant Init +3; Senses Tremorsense 60’, darkvision 60’, low-light vision; Perception: +12 Defense:
Offense:
Statistics:
Special Abilities
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