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Ekaym Smallcask

Delweir's page

38 posts. Alias of Bill Lumberg.


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Full Name

Delweir

Race

Human

Classes/Levels

Magic-user 1 (Infernal Binder)

Gender

Male

Size

5'10 160lb

Age

24

Alignment

N

Deity

Asmodeus or Abadar (Wee Jas if GH game)

Languages

Common, (Suel if GH game)

Strength 10
Dexterity 13
Constitution 12
Intelligence 16
Wisdom 14
Charisma 14

About Delweir

Speed 30

Initiative +5

AC 11

HP 8

BAB +0
melee +0/missile +1/grapple +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
Bluff +2(Cha)
Diplomacy +2(Cha)
Perception +2(Cha)
Sense Motive +2(Cha)
Survival +2(Cha)

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
O Level: Daze, Light, Mage Hand
1st Level: Color Spray, Mage Armor

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
Spell components pouch 5gp 2lb
Travelers clothes 1gp 5lb
Lamp 1sp 2lb
2 pints of oil 1gp 2lb
Flint and steel 1sp -
2 Blankets 1gp 6lb
Caltrops 1gp 2lb
Small Steel Mirror 8gp* 1/2lb

2 days rations 1gp 2lb

29 GP

39 lb emcumberance, light load



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