Wizard (Conjurer) 3
Move = 20' (x4)
3' 4" and 33#
48 years old (almost middle-aged)
Senses (with familiar)
Perception +3 (+6 low light/shadows)
Sense Motive +5 (+7)
+2 INT/+2 DEX/-2 STR
Changed bonus from charisma to intelligence to reflect his academic interests and desire to be a wizard.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces the sure-footed racial trait.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Lessons of Chaldira (Chaldira Zuzaristan)
Your studies of Chaldira Zuzaristan’s exploits have given you a knack for avoiding trouble.
Benefit: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse
Militia Veteran: +2 bonus on ride, and ride is a class skill for you
Arcane Bond (Familiar)
conjurer abilities(teleportation subschool):
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Braden grew up in a small, isolated community of halflings NE of Wispil in the Verduran forest. Braden had a stint in the militia, but although they drilled occasionally, they did not have a single encounter with any real threats. The outriders, a group of wolf riding halflings handled all the real threats, and they would never accept the weaker halfling with no affinity for martial weapons although his riding skills were exceptional.
Although Braden had failed to join the outriders, everything was laid out for him: he would take over the family business, marry a plump wife in the community, expand the family business, and have many children. Braden's inability to join the Outriders always rankled him until the wandering wizard came to town to trade in a few goods with a reliable and discreet partner. As Braden profited from a few transactions with the elderly wizard, he pushed him for more information about the surrounding lands.
Braden found out that there was much evil afoot in the land, but the halflings tended to stay away from any trouble. He shared the stories with his younger nephew, Falco, and both halflings became interested in events outside the Verduran forest.
The elderly wizard determined Braden had a natural affinity for magic. After showing Braden a few tricks, the wizard departed. The halfling practiced all the tricks the wizard showed him, and when the wizard would visit, Braden would show him what he had learned and what books on magic he had read. The wizard would correct any technique problems and explain any discrepancies between what the halfling had read about the theoretic practice of magic and the practical side. This tutelage lasted over a period of ten years. The young halfling neglected the family business and began to study and practice magic every chance he got. It turned out that Braden's sarcasm coupled with a quick wit discouraged many a prospective business deal.
Braden had seen how useful a riding dog was in the militia. Due to his somewhat poor people skills, he has been delighted to discover that conjured animals obey him explicitly and require no diplomatic overtures on his part to do his bidding. He has focused on conjuration magic to summon many useful animal allies to aid him, as he realizes he is not effective in melee combat. He has found that using his shifting ability makes dismounting easy. His favorite thing to summon is another dog, as he believes strongly in their loyalty and senses. Dogs are also respected, though not as much as the wolves the Outriders have. The fact that Braden rides a dog will always mark him as an inferior warrior in his home community.
Braden has determined that his future was in the wider lands of the Inner Sea, and he packed up his goods and left his position in the business to his middle brother. His younger nephew Falco seems to share Braden's enthusiasm for adventure. Braden is a latecomer to the adventuring profession. His attitude is brash as now he feels he has to make up for lost time as he is starting late as a wizard. His younger brother is already a full outrider and is over thirty years younger. Sibling rivalry has spurred both of them to better themselves. Someday Braden hopes to ride a wolf rather than a riding dog or possibly Braden aspires to an even more exotic flying mount.
Braden has heard the stories of the bandit raids, the coordinated assaults of previously disorganized forces, and the harrowing battles with an emerging evil. But these are just an excuse to travel to Taldor. Taldor, the center of all tales of adventure and imagination. Taldor, where princesses are guarded from mounted knights by huge dragons. Taldor, where wizards conjure magic capable of splitting the earth. Maybe one halfling is not enough to stop the spread of evil and restore Taldor to its former glory, but then again maybe one smart halfling mage and his dog can. Link to obscure Don Johnson classic sci fi movie referenced
Braden is very innocent looking, with a slight build even for a hobbit and has short cropped sandy hair. He dresses in scholarly robes and wears glasses as he often has a book handy. He has the somewhat comical appearance of a child playing as an elderly scholar. The only thing that makes you give him a second look is his piercing, intense gaze with his bright hazel eyes.
Then he opens his mouth and reminds you of a grumpy old dwarf. He uses his extreme intelligence to cut people down with biting sarcasm or blow smoke from his pipe in their face. He has been repeatedly told from childhood that he does not work and play well with others.
light=23# or less med=23.1-46#
Scroll Enlarge Person(x2), Color spray, Monster Sum 2
Scholars Outfit (/4#)
1 liter waterskin (1gp/4#)
Small Light Crossbow (35gp/4#)
quiver w/ 20 bolts (2gp/2#)
Belt with two pouches (2gp/1#)
Small Dagger (2gp/1#)
Pipe with pouch of tobacco (2gp/2#)
flint and steel(1gp/-)
5 sheets of parchment(.1gp/-)
.5 oz vial of ink (4gp/-)
Riding dog(Loan from militia for 150gp) named Dworkin
Saddle bags (4gp/8#)
Saddle, riding (10gp/15#)
leather riding duster (1gp/2#)
2 torches (.02gp/2#)
2 days of trail rations (2gp/1#)
Scroll: enlarge person (CL1)/Color spray (CL1)
Wealth 3.78 (3s, 7w, 8cp)+50s/30.26 from split1/split 2/split3
Expenses (Spider Inn) =.63s night 1 stew/stable/room/water
Day 2 = .15s bacon+eggs/oatmeal
Hommlett = 2w(elaborate dinner)+.5w(small room)
Day 3 = 4w(elaborate dinner for 2)+.5w(small room)
Day 4 = 2w(elaborate dinner)+.5w(small room)
Day 5 = 12.5s for scroll enlarge person
Day 6 = 2w(elaborate dinner)+.5w(small room) 12.5s color spray
Owl familiar (+3 Perception sight in low light/shadows)
Owls are nocturnal, rodent-eating birds that make very little noise in flight.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Summoned Creature: Dog
Dog CR 1/3
N Size celestial/fiendish animal
Init +1; Senses darkvision, low-light vision, scent; Perception +8
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6  (1d8+2) [d+]
Fort +4 [+6], Ref +3, Will +1
Celestial - Resist acid, cold, and electricity 5;
Fiendish - Resist cold and fire 5
Speed 40 ft.
Melee bite +2 [+4] (1d4+1) [1d4+3]
Special Attack smite evil/good
Str 13 , Dex 13, Con 15 , Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0 [+2]; CMD 11  (15  vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Smite evil/good 1/day as a swift action (adds Cha bonus (0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
The ability score if augmented by the Augment Summoning feat. Augment Summoning grants each creature you conjure with any summon spell a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
This burly dog is fitted with a small saddle. A low, menacing growl rumbles up from its chest.
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Answers to GM inquiries:
Questions for all submissions:
1) Before you is a huge web. In it are a priest of Iomedae and a beautiful maiden. You have time to rescue one of them, which one and why? Beautiful maiden--the priest should be able to take care of himself, the maiden probably can't.
2) You are traveling through the forest and you suddenly see three goblins poking at a bound prisoner on the ground. What do you do? Observe the action. Intervene if nothing changes my perception that the goblins are up to no good.
3) You just returned from successfully defeating a dragon which had been terrorizing the local villages. An orphanage requested that the brave heroes come so that the children can meet them. You accept, but then receive an invitation from the King to join him at a banquet in your honor. You cannot do both, what do you do? Visit the children. They are my size and I already accepted. Obligations are important to keep.
4) How do you expect your character to develop by level 5? Level 10? Single class wizard all the way while stacking the summoning feats. Maybe expanding to some nasty touch spells in addition to summoning and buffing spells. May consider some metamagic debuffing.
5) Who is your favorite villain and your favorite hero from a medieval story and why? Can be historic, from a book, or from a movie.
Favorite hero: Gandalf--He showed how great power could be used with compassion and responsibility, and he had his eye where it turned out to be most important, on the hobbits.
Favorite villain: Count Dracula--The classic vampire villain before this Rice and Twilight stuff. He was never surpassed.
6) Let me know if/how much you have played/read the ToEE - any version including AD&D, 3rd Ed., Return to ToEE, or any video games or novels.
Went throught the original T1 in its entirety over 20 years ago. Remember there is a nasty evil cleric at the end. My alias Gnobby the Gnome is in the moathouse in a 2ed PbP that is moving very slowly.
7) You are sitting in a tavern when a distraught father runs in and announces that his daughter has been kidnapped by brigands and now they are demanding a ransom or will kill her. He says he has no money to reward the party but hears that the brigands have had much success. What do you do? Help him out. The brigands should have some treasure, and it is the right thing to do.
What do you Need to Post Now for an Application:
Details on why your character decided to seek his fortune in this desolate corner of the Inner Sea:
Braden realizes there is evil abroad and he passed 52 years in relative safety and isolation. As a representative of the halflings he wants to do his part to stop it. Taldor is a land where stories came from. There is no better place to start a new adventuring career.