*= +1 to dc of conjurations.
NOTE- Augment summoning, Fast summoning, Metamagic Adept 1/day.
Known-
0-level-at will Detect Magic, Read Magic, Prestidigitation, Arcane Mark, Light
1st level- *Summon Monster I, Magic Missile, *Grease
Spells per day 0 level-(dc14, or 15 for Conjurations)unlimited
1st level-(dc15, or 16 for Conjurations) 5+1
Bloodline Abilities-- Arcane Bond traded for Rapid Summoning
#Bonus feat-Spell focus Conjuration
#Metamagic Adept 1/day
Large Animal Hit Dice: 3 (3d8 9=22) HP-22 Initiative: +3 Speed: 40 ft. (10 squares) Armor Class: 13 (1 size, +3 Dex, +1 natural) touch 12, flat-footed 10 Base Attack/Grapple: +2/+10 Attack: Bite +0 melee (1d4+2*) Full Attack: Bite +0 melee* (1d4+2*) Space/Reach: 10 ft./5 ft. Special Attacks: Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +6, Will +1 Abilities: Str 18, Dex 16, Con 16, Int 2, Wis 11, Cha 4 Skills: Listen +5, Spot +5 Feats: Alertness, Endurance Environment: Warm deserts Organization: Domesticated or herd (630) Challenge Rating: 1 Advancement: Level Adjustment:
Camels are known for their ability to travel long distances without food or water.
The statistics presented here are for the dromedary, or one-humped camel, which thrives in warm deserts. A dromedary stands about 7 feet tall at the shoulder, with its hump rising 1 foot higher.
The two-humped, or Bactrian, camel is suited to rocky areas. It is stockier, slower (speed 40 feet), and has a higher Constitution score (16).
Carrying Capacity: A light load for a camel is up to 300 pounds; a medium load, 301600 pounds; and a heavy load, 601900 pounds. A camel can drag 4,500 pounds.
Tan robe (explorers outfit)
Backpack**
Magic Light Leather armor
Spoiler:
Fine arcane/stowing leather armor (+2 AC / +8 MaxDEX / 0% ASF / No move penalties):
Arcane armor is enchanted in a way so as not to interfere as greatly with arcane spell casting. For every plus of armor enhancement, the chance for arcane spell failure is reduced by 10%. This ability may only be used on light or medium armor.
Moderate abjuration: Caster Level: 10th; Prerequisites: Elf, Craft Magic Arms and Armor, freedom of movement; Market Price: +3 bonus.
Stowing armors and shields are able to instantly place small inanimate items into an extradimensional stasis. Items stored must weigh less than 20 pounds, and must be able to be held in one hand. Since stowed items are stored in stasis, even objects such as a lit torch can be stowed effectively. The user of a stowing device must touch the item to be stowed with his bare hand in order to stow it.
When the wearer or wielder touches his stowing armor or shield with the desire to retrieve a stowed item, the item appears instantly in his hand. The total number of items that can be stored is equal to one half the level of the caster that created the item
Ring of protection +1
2 daggers
Sling w/20 bullets
2 beltpouches
Spell component pouch
2 scroll cases@
**Ink
**Inkpen
**15 sheets of parchment
**50' Silk rope
**Waterskin
Signet ring (bearing a beetle mark surrounded by flames)
**Everburning torch (bluish light)
**2 sacks
@Scroll- animate rope
@Scroll- summon monster I X2, Floating disk, Unseen servant, Mage armor, -------Expeditious retreat.
@Scroll- Arcane mark, Mending X2, Mage hand, Open/close, Light
**Special quills and inks for copying spells (200gp worth)
2 tanglefoot bags
"water noose"
Spoiler:
a weighted water bag on a length of rope with a slip knotted mouth. You can throw it into an oasis from about 20 feet away and fill it without approaching, or throw it down a well. When you yank on it it seals (nearly) and you pull it back quickly before the water leaks out.
ON CAMEL
Bedroll
Tent
20 days of trail rations
14 full waterskins
Riding saddle
Saddlebags
51 gp
6 sp
0 cp
--------------------------------
Current Load: 25(light)
Spoiler:
light load (33)
medium (34-66)
heavy (67-100)
--------------------------------
Standard Operating Procedures
---------------------------------
BACKGROUND
------------------
Spoiler:
Aref studied. He studied his art for years. He found a type of magic in his veins and he sought to master it. He sought his mastery of the art in hopes of become the Pasha's chosen Mystical Protectorate. The Pasha wanted undead servants. Damn him.
The Necrotic arts were a mystery to Aref, a dark foul mystery, and now the Pasha was pushing for more Necromancers in his court. All those years of study and work gone, lost! Aref had nothing left, he had used all his inheritance from his family's unfortunate passing to fund his education.....an education that was now a total waste. All because of an obsession with fell magicks by the Pasha.
Aref decided to leave the surroundings that help remind him of his failure and took to wandering the deserts, until he came to an oasis. The oasis had everything needed for survival in the brutal sands of the desert and was quite hospitable. Occasionally a small merchant caravan would pass through and he could barter water and fruit for parchment and other supplies, and share some company around a fire in the cool desert night.
Aref has heard some stories during such nights of a lost temple buried in the sand. Many are the stories of buried cities in the sand but these ones hold a similar line of believability....the lost temple of Aroden, the tower buried in the shifting desert sand, and the Eye of Aroden said to be 'protected by the sun' that lies within. If Aref could find the temple he could increase his wealth and perhaps return to the Pasha and challenge the Necromancers in his court to regain a place that should be his.
If only he had some companions to help him achieve this goal and help him increase his power.....