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Profile
About DumahNeutral Male Human Wizard (Evoker) 7
Strength 10
Initiative: +8 (+2 Dexterity, +2 Trait bonus, +4 Feat bonus)
Feats/Traits
Spoiler:
B1: Scribe Scroll L1: Combat Casting BR: Skill Focus (Perception) L3: Improved Initiative B5: Craft Magic Arms & Armor L5: Improved Fortitude L7: Craft Wondrous Items T1: Reactionary: +2 trait bonus on Initiative checks T1: Looking for Haleen: Class at 1st level is favored class and every time you take level in class, you gain +1 hp and skill pt over and above what you normally gain. Skills Spoiler:
Skills: 9 per level (2 class, 4 intelligence, 1 favored class, 1 human race, 1 trait) Appraise 5+3+4+0 = 12
Favored class Wizard, used for skill points.
Spells Memorized/Known
Spoiler:
Spell Save Information Grease (Reflex or fall/drop, DC 15) Sleep (Will negates, DC ,15) Burning Hands (Reflex half, DC 15) Web (Reflex negates, DC 16) Flaming Sphere (Reflex negates, DC 16) Magic Missile (no save) Obscuring Mist (no save) Charm Person (Will negates, DC 15) Glitterdust (Will vs. blinding, DC 16) Scorching Ray (no save) Lightning Bolt (Reflex half, DC 17) Elemental Aura (Reflex half, DC 17) Fireball (Reflex half, DC 17) Spells/Abilities Used
Spells Memorized
Spell Book Contents
Class/Race Abilities Spoiler:
Human Abilities: Bonus feat, bonus skill and +2 to one attribute (intelligence). Class Abilities: Proficiencies: Select weapons, no armor or shields. Arcane Bond: Ring. Arcane School: Evocation (Illusion/Necromancy restricted) Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell. Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. Seven times per day. Cantrips. Bonus Feat: Scribe Scroll Other Special Abilities +2 to Knowledge (Planes) checks due to intensive studies. Background Spoiler:
Dumah’s first memory is of Haleen asking him if he was okay. If he had a place to go. Any family. Most of what Dumah knows of this time of his life comes from Haleen recounting it for him. She found him wandering the streets at the edge of town, covered in sand and fresh scars from burns and blades. The only clue she had to his identity was the battered tome that he clutched to his chest. She took him to her friend, a wizard in the town, to try and identify the book. Though it was mostly ruined, he was able to determine that it was a spell book containing only the most minor of spells, and it was of no use to try and identify the boy. Haleen stayed with Dumah for days until he could speak and act again, slowly recovering from the trauma that had befallen him. When he was feeling better, she left him in the care of her wizard friend, but returning with great frequency to visit him. The kind wizard took him as a pupil, and found him quick to pick up the techniques and master the skills. It wasn’t long before Dumah had read all the books that the wizard had collected, as well as those he could borrow through his connections.
Dumah began to regard Haleen as the older, wiser sister. She always made him laugh and smile when no one else could, and she took great care with him to make sure he was safe and comfortable. One night, Dumah sneaked from his room and found Haleen and the wizard talking. He listened without revealing his presence and discovered that she was leaving again. Dumah didn’t catch where she was going, but the wizard seemed deeply concerned about her choice to go. She reassured him of her competence and left. That was the last time Dumah or the wizard saw her. Since then, a steady string of acquaintances came and went from the wizard’s home. Some shared the wizard’s concerns about her uncertain fate, and others shared news and rumors about her whereabouts. Dumah couldn’t remain idle. Reflecting on all he had heard, he decided he would try to find her himself. He would leave toward Kelmarane, perhaps finding others who might aid him in his search, either knowingly or unwittingly. He didn’t have a lot to go off of other than her tendency to fall into danger, but he would search. He had to. And he would brave and conquer whatever dangers may stand in the way for the woman who rescued him at his most vulnerable.
Description Spoiler:
Dumah has the dusky skin and dark brown hair that are common to this region, right down to the narrow mustache and beard. His hazel eyes are a little lighter than most, but overall not much about him stands out. He is of average height and build. He wears a fine burgundy robe with intricate golden thread work, and underneath that he wears stylish, sturdy boots, a silken shirt and breeches. At his waist he wears a narrow belt with numerous pockets of various size along its length. He walks with a stout acacia walking stick. Whether moving or stationary, he regularly scans his surroundings and just as often lost in thought. Equipment Spoiler:
Worn/Carried Courtier’s Outfit Club, 3# Cloak of Resistance +1, 1# Ring of the Ram, 0 ch Ring, Bonded Object False Jewelry, Signet Ring, with pearl mounted inside. Dagger, 1# En-Nebi, 1# Backpack Backpack, 2# Bedroll, 5# Rations, 6 days, 6# Waterskins, 2, 8# Waterproof Bag, ½# Spellbook, 3#, in bag Book from monastery, 3# Pouch Spell Component Pouch, 2# Spell Components 295 gp, 2 sp 1st Scroll Case, ½# Scroll, Continual Flame Scroll, Mount x 5 Ruby Powder, 100 gp worth 2nd Scroll Case, ½# Ink and 2 inkpens 3rd Scroll Case, ½# Paper, 10 sheets Ink: Cont Flame to spellbook |
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