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Daurros Erdai's page

971 posts. Alias of Bryan.


Full Name

Daurros Erdai

Race

Human

Classes/Levels

Wizard (Universal) 9

Gender

Male

Size

Medium

Age

24

Special Abilities

Spells, Arcane Bond (ring), Hand of the Apprentice

Alignment

Neutral

Deity

Sovereign of Light & Darkness (pays only lip service)

Location

Sasserine (Nobles District)

Languages

Common, Draconic, Riedran, Abyssal, Infernal, Giant, Sylvan, Goblin, Elven, Quor, Terran

Occupation

None

Strength 8
Dexterity 14
Constitution 14
Intelligence 22
Wisdom 12
Charisma 10

About Daurros Erdai

DAURROS ERDAI
Male Human Wizard 9
N Medium Humanoid (human)
Deity none
Initiative +6 Senses perception +10
concentration +15 (+19 to cast defensively)

==DEFENSE==
AC 14 (+2 armor (force) [bracers of armor +2] +2 DEX) Touch AC 12 Flat-Footed AC 12
hp 68

Spoiler:
8 (1st) + 5 (2nd) +5 (3rd) +8 (4th) +6 (5th) +7 (6th) +8 (7th) +8 (8th) +8 (9th) +5 (Fav. Class)

Current hp 68
Fort +6 Ref +6 Will +8
Spoiler:
Fort: +3 (class) +2 (CON) +1 (cloak of resistance +1) Ref: : +3 (class) +2 (DEX) +1 (cloak of resistance +1) Will: +6 (class) +1 (WIS) +1 (cloak of resistance +1)

==OFFENSE==
Spd 30’
Melee dagger +3 (1d4-1/19-20)
Melee spell +3 touch
Ranged Hand of the Apprentice (w/in 30'): dagger +8 (1d4-1/19-20)
Ranged dagger +6 (1d4-1/19-20)
Ranged spell +6 ranged touch

==STATISTICS==
Str 8 (-1) Dex 14(+2) Con 14 (+2) Int 20 (+5) Wis 12 (+1) Cha 10
Current Statistics Int 22 (+6) headband of vast intelligence +2
Base Atk +4 CMB +3 CMD 15

==FEATS==

Spoiler:

Feats
Knack for Magic (Campaign Bonus): Magic is not that mysterious to you, and its gifts have made your life a little easier.
District: Noble.
Benefi t: You get a +2 bonus on Spellcraft skill checks. In addition, you have an innate talent for magic, granting you the following spell-like abilities as a 1st-level caster: 1/day— detect magic, light, and prestidigitation.
Combat Casting (1st Level): You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Eschew Materials (Human Bonus): You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Scribe Scroll [Item Creation](1st Level Wizard Bonus): You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.
Improved Initiative [Combat] (3rd Level): Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
Craft Wondrous Item [Item Creation] (5th Level Wizard Bonus): You can create wondrous items, a type of magic item.
Prerequisite: Caster level 3rd.
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
Extend Spell [Metamagic] (5th Level): You can make your spells last twice as long.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Reach Spell [Metamagic] (7th Level): Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Quicken Spell [Metamagic] (9th Level.): You can cast spells in a fraction of the normal time.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 full-round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time.

==SKILLS & LANGUAGES==

Spoiler:

Ranks: 100 (36 class + 45 Int + 9 human + 1 favored class +9 headband)
• Acrobatics +2
• Appraise* +13 [4 ranks]
• Bluff +0
• Climb -1
• Craft (alchemy)* +13 [4 ranks]
• Diplomacy +0
• Disable Device
• Disguise +0
• Escape Artist +2
• Fly* +10 [5 ranks]
• Handle Animal
• Heal +1
• Intimidate +0
• Knowledge (arcana)* +18 [9 ranks]
• Knowledge (dungeoneering)* +16 [7 ranks]
• Knowledge (engineering)* +13 [4 ranks]
• Knowledge (geography)* +16 [7 ranks]
• Knowledge (history)* +11 [2 ranks]
• Knowledge (local)* +11 [2 ranks]
• Knowledge (nature)* +18 [9 ranks]
• Knowledge (nobility)* +10 [1 rank]
• Knowledge (planes)* +18 [9 ranks]
• Knowledge (religion)* +18 [9 ranks]
• Linguistics* +14 [5 ranks]
• Perception +10 [9 ranks – headband]
• Perform +0
• Profession*
• Ride +2
• Sense Motive +1
• Sleight of Hand
• Spellcraft* +20 [9 ranks]
• Stealth +2
• Survival +1
• Swim +4 [5 ranks]
• Use Magic Device
*Class Skill

Languages Common*, Draconic, Riedran, Abyssal, Infernal, Giant, Sylvan, Goblin, Elven, Quor, Terran
*Starting languages

==CLASS & RACIAL ABILITIES==

Spoiler:

Racial Abilities
• +2 to One Ability Score (Intelligence): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Class Abilities
• Arcane Bond [Ex or Su]: bonded object (ring)
• Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (9/day; Used: )
• Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell’s actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting. (1/day; Used: )

==SPELLS==

Spoiler:

School Specialization: Universal
Opposition Schools: none
Caster Level: 9th
Spell DCs: 16 + spell level
Spells per Day:
Cantrips – 4 (at will)
1st Level – 6
2nd Level – 6
3rd Level – 4
4th Level – 3
5th Level – 2

Spells Known/Prepared
0 Level: detect magic, mage hand, message, ray of frost
1st Level: break, grease, magic missile x2, orb of fire (lesser), ray of enfeeblement
2nd Level: glitterdust, resist energy, rope trick, scorching ray, touch of gracelessness (reach), web
3rd Level: dispel magic, fireball, stinking cloud, touch of idiocy (reach)
4th Level: charm monster, fly (extended), greater invisibility
5th Level: magic missile (quickened), telekinesis

Aureon’s Spellshard (space used - 219):
0 Level (23): All + electric jolt, launch bolt, spark
1st Level (40): alarm, alter winds, ancient knowledge, break, burning disarm, burning hands, cause fear, charm person, chill touch, color spray, comprehend languages, disguise self, endure elements, enlarge person, expeditious retreat, feather fall, floating disk, grease, hypnotism, ice dagger, identify, jump, mage armor, magic missile, magic weapon, net of shadows, orb of acid (lesser), orb of cold (lesser), orb of fire (lesser), protection from evil, ray of enfeeblement, repair light damage, shield, shocking grasp, sleep, summon monster I, touch of gracelessness, touch of the sea, true strike, vanish
2nd Level (31): acid arrow, book ward, bull's strength, cat’s grace, detect thoughts, false life, flaming sphere, fox’s cunning, glide, glitterdust, gust of wind, hidden knowledge, hideous laughter, hold portal, invisibility, knock, legion’s magic weapon, levitate, mirror image, obscure object, protection from arrows, ray of resurgence, resist energy, rope trick, scorching ray, share language, suffer the flesh, summon monster II, summon swarm, touch of idiocy, web
3rd Level (15): amanuensis, blink, discern shapechanger, dispel magic, fireball, fly, haste, lightning bolt, steeldance, stinking cloud, suggestion, vampiric touch, versatile weapon, water breathing, wind wall
4th Level (5): black tentacles, charm monster, enervation, greater invisibility, phantasmal killer
5th Level (4): sending, suffocate, telekinesis, teleport

Human favored class bonus: +2 3rd level spells (7th & 8th level), +1 4th level spell (9th)


OLDER SPELLBOOKS
Spoiler:

Spellbook #1 (pages used - 100):
0 Level (22): All + electric jolt, launch bolt
1st Level (27): burning hands, charm person, color spray, disguise self, endure elements, enlarge, expeditious retreat, feather fall, floating disk, grease, hypnotism, ice dagger, identify, jump, mage armor, magic missile, magic weapon, net of shadows, orb of acid (lesser), orb of cold (lesser), orb of fire (lesser), protection from evil, ray of enfeeblement, repair light damage, shield, sleep, true strike
2nd Level (15): bull's strength, cat’s grace, flaming sphere, glitterdust, gust of wind, hideous laughter, invisibility, knock, levitate, ray of resurgence, resist energy, scorching ray, suffer the flesh, summon swarm, web
3rd Level (7): amanuensis, dispel magic, fireball, fly, lightning bolt, steeldance, water breathing

New spells:here

Spellbook #2 (pages used – 6):
0 Level:
1st Level:
2nd Level:
3rd Level: haste, stinking cloud

Spellbook #3 (from hobgoblin; pages used - 59):
see link=> here

==EQUIPMENT==

Spoiler:

Combat Gear: bracers of armor +2, Rapier, masterwork, daggers (2), cloak of resistance +1, alchemist’s fire (1), poison (?, 1), pearl of power (2nd), scrolls - charm person, enlarge person x2, expeditious retreat x2, shield x2, sleep, magic weapon, repair light damage x2, protection from evil (CL 3rd), cat’s grace, resist energy x2, water breathing, fireball, versatile weapon, haste, invisibility, mirror image x2, web, break, true strike, grease, cause fear, glitterdust, knock, potions - cure light wounds x2, wand of mage armor ??ch, wand of repair light damage 48ch, wand of ray of enfeeblement 45ch, wand of magic missile 41ch, ring of major fire resistance
Other Gear: Traveler's Outfit, witchwarden’s badge, signet ring, Handy Haversack (16 lbs), Spellbooks, 2 (waterproofed), rations, 1 day, waterskin, 2 belt pouches

Money/Wealth:
7 pp; 169 gp; 7 sp; cp
Gems:
Jewelry:
Misc:

Carries –lbs
Light load: < lbs
Medium load: lbs
Heavy load: lbs

==DESCRIPTION/BACKGROUND==
APPEARANCE
Height: 6' 1" Weight: 171
Hair: Light brown
Eyes: Hazel

Daurros Erdai is a medium-complexioned, taller-than-average male human with light, almost sandy brown short hair. Although not slovenly by any means, his lack of concern with his appearance is somewhat apparent. He doesn't sport facial hair, although usually has at least a few day's stubble from not shaving. He keeps his hair short and combed, but doesn't worry about any kind of style. Daurros' clothes are kept clean, but often wrinkled; he certainly doesn't worry about the latest fashions. The one thing Daurros is fastidious about is cleanliness; he bathes every day or at least uses a prestidigitation or two to tidy up. Overall, Daurros is not unattractive, but some of his "just don't care" personality shines through in his appearance.

Background

Spoiler:

Family History: The first Erdai in Sasserine, Jorren Erdai, came all the way back in the city's first year of existence. An unusual but bright man, Jorren was one of the draconic prohets, a member of the "lesser" races who had dedicated his life to studying the Draconic Prophecy and serving his draconic master. Sent by his master in order to study the numerous ruins that dotted the region, Jorren found the area to his liking and eventually started his family. Over time, the family stayed small, but gained the status of minor nobles due to their arcane power (as well as a few advantageous marriages here and there). Although the Erdais are no longer in contact with the dragon who sent Jorren here (both the Last War and the rule of the Sea Princes saw to that) the family is still known as perhaps the top source of information (among the humanoid races) regarding the Prophecy in the entire region. Of course, how much is truly understood is another question.

The Erdais are a small family, with only a dozen or so of Jorren's main line ad carrying his name. However, they count several cousins among some of the other nobles families in the city, including the Lidus, Taskerhills, and even (it is rumored) the Knowlerns.

Personal History: The night Daurros was born, his father, Gernden, noted an odd change in the Ring of Siberys. Being a scholar of the Prophecy, and a relatively skilled wizard to boot, he obviously took this as a sign that his youngest son was destined for great things. In most cases, this might be considered a good thing; after all, the young boy garnered the most attention from his father. However, despite Daurros's obvious intelligence (he walked at 9 months and was talking full sentences by 2), his father always expected more out of him. At first, Daurros did his best to please his father; he did quite well in his studies and showed a surprising aptitude for wizardly magic. Eventually, however, his constant failure to meet his father's expectations and the resentment of his older brothers led Daurros to stop trying. He often neglected his studies, running off to the theater (where he met his close friend Jacob Vanderzee, now calling himself Ardanto Valanto). Fortunately for Daurros, he didn't really need study (retaining nearly everything he read), and despite his best efforts, still managed to graduate from the academies.

The down side was that Daurros had no idea what to do. He had grown to dislike the study of magic (using it for only minor tasks) and had come to regard the Draconic Prophecy his family held so dear to be nothing but a grand practical joke played by the dragons on the humanoid races. After a time, he began spending most of his time at taverns and similar locales, usually in areas that most nobles (even minor ones) wouldn't be caught dead in. He didn't see Jacob as often, and those "friends" he did have usually only liked him as long as bought the drinks. Finally, only a few months ago, his parents had had enough and made him pack his things and leave. Giving Daurros a small amount of money, they told him not to expect anything else from them.

It was only a few weeks ago that things began to get a little ... weird for Daurros. Walking back to the room he rented at a cheap tavern/inn one night after a particularly large number of mugs of ale, Daurros stumbled upon a robbery in progress. A small group of thugs were trying to make off with some rather valuable-looking furs from a tailor's shop. In reality, it was a case of self-defense as the thieves tried to eliminate a witness. But when the watch showed up to find all four thugs unconscious from a color spray, they called him a hero and made a big deal about it. The owner of the shop later reacted the same way, thanking him over and over (as the theft could have closed him down for good). For the first time, Daurros had been appreciated ... and he found that it felt good.

It was the very next week that his friend Jacob came to see him; he had heard of his "heroics" and told him of his success in his new play. Daurros was at the matinee that "changed" his friend; he's torn as "Ardanto" is someone he gets along quite well with and seems to match his temperment, yet Daurros still at times misses the "old" Jacob/Ardanto.

Daurros is now unsure exactly what he wants to do. A big part of him would like nothing more than to pack up and leave Sasserine, but he doesn't really have the money to do so. On top of that, he has been noticing "things" lately; odd things that remind him of things taught to him about the Draconic Prophecy. He's seen dolphins in Sasserine's harbor jumping in and out of the water in what could only be described as a choreographed pattern; he's noticed birds perched on sea cliffs changing their positions to form what appear to be runes; and most recently, the arcane runes in his spellbook rearranged themselves to form "gibberish" for the better part of an hour. Maybe there is something to it, after all?

Witchwarden member: Affiliation score - 9