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About DelweirSpeed 30 Initiative +5 AC 11 HP 8 BAB +0
Saves +1/+1/+4 Bio: Spoiler:
Delweir is a young, thin Chelexian man with fair skin and dark brown eyes. A travelling wizard of the Egorian school recruited him from his merchant family in Magnimar and trained him in the art of conjuration for many years. Unknown to Delweir, the wizard was a member of the Pathfinders who sought out gifted youngsters to groom for their ranks. While Delweir was an apt pupil of the arcane practices he was not ideologically suitable, being indifferent to legacy of ancient cultures and their history and legacies. As a result, Delweir was dismissed from his apprenticeship and left without a means of making a living. Because Delweir left the family to become a wizard his share of the family business was inherited by his younger brother. Now the young magic-user is seeking his fortune in adventure.
Alternate Take: Delweir is a young Keoish man of Suel extraction. A travelling wizard recruited him from a school for merchant children and trained him in the art of magic for many years. Unknown to Delweir, the wizard was a member of the Scarlet Brotherhood who sought out gifted Suel youngsters to recruit into the Brotherhood. While Delweir was an apt pupil of the arcane practices he was not ideologically suitable, being indifferent to legacy of the Suel Imperium. As a result, Delweir was dismissed from his apprenticeship and left without a means of making a living. Because Delweir left the family to become a sorcerer his share of the family business was inherited by his younger brother. Now the young magic-user is seeking his fortune in adventure.
Class Abilities Spoiler:
Forbidden Schools: Necromancy
Planar Knowledge: As an infernal binder, you gain a +3 bonus on Knowledge (planes) checks. Assume Control: At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner. At 9th level, you can use this ability to bargain with called creatures as if you were the caster who conjured them. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Skills: Spoiler:
Appraise Craft Fly Knowledge(Arcana)1+3+3(Int)=7 Knowledge(Dungeoneering)3+3(Int)=6 Knowledge(Engineering)3+3(Int)=6 Knowledge(Geography)3+3(Int)=6 Knowledge(History)3+3(Int)=6 Knowledge(Local)3+3(Int)=6 Knowledge(Nature)3+3(Int)=6 Knowledge(Nobility)3+3(Int)=6 Knowledge(Planes)1+3+3(Int)=7 Knowledge(Religion)3+3(Int)=6 Linguistcs 3+3(Int)=6 Profession 3+2(Wis)=5 Spellcraft 1+3+3(Int)=7 Non-class Skills
Feats: Spoiler:
Scribe Scroll (Bonus) Improved Initiative Spells Known: Spoiler:
0 Level: All 1st Level: Charm Person, Color Spray, Mage Armor, Silent Image, Sleep, Spells typically memorized
Equipment: Spoiler:
Dagger 2gp 1lb Club - 3lb Alchemist fire 20gp 1lb Acid Flask 10gp 1lb Smokestick 16gp* 1/2 lb Holy Water 20gp* 1lb Spellbook 35gp 3lb
2 days rations 1gp 2lb 29 GP 39 lb emcumberance, light load
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