Baron Galdur Vendikon

Deacon Nasser's page

90 posts. Alias of STR Ranger.


Full Name

Deacon Nasser

Race

Human

Classes/Levels

Wizard Foresight School, (AC17/13/10, HP8Current 8Conditions: Nil)

Gender

Male

Size

Medium

Age

30

Alignment

Lawful Neutral

Deity

Undecided

Strength 14
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 10
Charisma 7

About Deacon Nasser

Deacon Nesser is nothing but a dissapointment. Born 5th generation of a Diabolist Family from Cheliax he was supposed to be an Infernal Binder. He recieved all the relevant training and for a while actually managed to fake it quite well. But the boy could not follow his father's path. Unlike his father, Deacon was lithe and fast and strong. Often he would gaze out his window just to watch the city's soldiers and mounted archers practice and the drills, the discipline was what stirred his heart. Deacon could not hide his desires for long when the boy had the nerve to learn to use a sword his father was furious.A magical assault followed as his father transmuted himself into varios powerful creatures and beat the body with fist and spell and claw to, 'teach him a fighters place'. He was finally cast out with enough gold to take him far from Cheliax. He travelled to Brevoy for a couple of years and was fortunate enough to attract the attention of a Swordlord, whose house wizard needed an assistant. Having served 2 years under the house he had furthered his studies and even picked up some sword and bow training he had so long sought. He doesn't quite have enough skill to be called 'Warrior' yet, but he's getting there. Forever banned from his home and not wanting to return, he now wanders, looking for a home.

Statblock:
Traits: Sword Scion (Begin play with a Longsword and recieve +1 trait bonus to attack with this type of weapon), Magical Knack (+2 CL)

Deacon Nesser CR 1
Male Human (Chelaxian) Foresight school wizard
N Medium Humaniod
Favored Class- Wizard HP,
Init +4
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DEFENSE
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AC 13, touch 13, flat-footed 10
hp 8

Fort +1, Ref +3, Will +2
Resist None
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OFFENSE
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Spd 30 ft
Melee Longsword Attack:+3 (1 for trait) (1d8+3 2 handed/19-20/x2/S) Currently Non-Proficient -4

Melee Dagger Attack:+2 (1d4+2/19-20/x2/S or P/10ft)

Crossbow Attack:+3 (1d8/19-20/x2/S or P/10ft)

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STATISTICS
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Str 14, Dex 16 Con 12, Int 17, Wis 10, Cha 7
Encumbrance: Light- 58 lbs. or less/ Medium- 59–116 lbs./ Heavy- 117–175 lbs.

Base Atk 0; CMB +2; CMD 15

Skills::
6 per level
Acrobatics 0+2(DEX]= 2
Appraise 0+3(Familiar Bonus)+3(INT)= 6
Bluff 0-2(CHA)= -2
Climb 0+0(STR)= 0
Craft (Weapons) 4+2(INT)= 7
Diplomacy 0-2 (CHA)= -2
Fly 0+3(DEX)= 3
Intimidate 0-2(CHA)=-2
Knowledge-Arcana 4+3(INT)=7
Knowledge-Planes 4+3(INT)=7
Knowledge-Nature 4+3(INT)=7
Knowledge-Dungeoneering 4+3(INT)=7
Knowledge-Religion 0+3(INT)= Can't make knowledge checks untrained
Profession-Blacksmith0+0(WIS)=0
Ride 0+3(DEX)=3
Spellcraft 4+2(INT)=6
Swim 0+2(STR)=0
Stealth 0+3(DEX)=2
Survival 0+0(WIS)=0
Perception 0+0(WIS)=0

Launguages:
Common, Infernal, Elven, Abyssal

Class Abilities:
,
Forewarned: (Su)You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
6/day
Familiar

Gear::

Arms/Armor:
Adventurer's Outfit
Longsword (12gp free from trait)
Dagger (2gp)
Light Crossbow (35gp)

Other Gear:
Backpack (2gp)
Winter blanket (3sp)
Compass (10gp)
Trail rations 6 days (3gp)
Pouch, belt (20 @ 2 lbs),
Spell component pouch, Spellbook

Pinched: Shortsword, Dagger, Bow

18gp

Feats/Special::

Scribe Scroll (Class), Point Blank Shot (1st), Precise Shot (Human)
Bonus non combat feat- Eschew materials
House Rules,: All class can Power Attack, Combat Expertise and Deadly Aim if appropriate ability score.
All classes with BAB +6 can lunge

Spellist:

Sorcerer Spells Known P=prepared, C=cast
0- DC13(at will)
All Cantrips except Necromancy and Abjuration
PMage Hand, PLight, PDetect Magic
1-DC14 (2/day, 1school)
PSleep, PColor Spray, Mage Armor, PTrue Strike, Vanish, Enlarge Person

Disposable Magic:

Chatterbeak:
CHATTERBEAK CR 1/8
Male Raven
NN Tiny Magical Beast
Init +2; Senses Low-Light Vision, Scent; Perception +6
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DEFENSE
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AC 16, touch 14, flat-footed 12 (+2Dex,+2Size,+2Natural)
hp 3
Fort +1, Ref +4, Will +6

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OFFENSE
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Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3–4, min1)
Space 2-1/2 ft.; Reach 0 ft.
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STATISTICS
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Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +2; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse

Languages - Common
SQ Improved Evasion (Ex), Share Spells
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SPECIAL ABILITIES
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Appearance:

This man stands of medium hieght and has a lean lithe body. He sports short trimmed black hair and a manicured black goatee. His most standout feature though are the many tattoos over his torso and one on his face. Appearing black in normal light conditions certain tattoos seem to glow with a yellow light whenever the man casts a spell.