Favored Class: Wizard (4 used for hit point points)
Human Abilities:
+2 to any attribute, applied to Intelligence, above.
Medium size, Normal speed, Humanoid (human).
Bonus Feat at 1st level. Toughness
Skill point bonus: +1 per level.
Wizard Abilities:
Proficiencies. club, dagger, heavy crossbow, light crossbow, quarterstaff.
Arcane Bond. Ring. Can cast one spell per day from spellbook, can enchant at 7th level
Cantrips and spells.
Bonus Feats. Scribe Scroll (1st)
School: Evocation. Opposed schools: Necromancy, Enchantment.
Arcane School, Versatile Evocation. Eight times per day, change elemental damage to another
Arcane School, Intense spells. +1 damage to evocation spells that deal hit point damage
Spells:
Memorized: Spells in blue indicate they have been cast
Cantrips (DC 17 evocation, DC 15 other) 4: Detect Poison, Detect Magic, Presdigitation, Ray of Frost.
1st level spells (DC 18 evocation, DC 16 other) 5+1: Mage Armor, Grease, Burning Hands, Burning Hands, Color Spray, Vanish.
2nd level spells (DC 19 evocation, DC 17 other)3+1: Glitterdust, Scorching Ray, Flaming Sphere, Mirror Image.
Mahath never knew his parents. He grew up in Trunau, just outside the city at his uncle’s farm. His uncle told him that his father was a merchant who travelled far and wide. On his father’s last trip through Trunau, Mahath was left with his uncle for fostering without explanation as to who his mother was or why he couldn’t stay with his father. Mahath appreciated his uncle, who treated him as his own, even though he had numerous children of his own. His aunt seemed less pleased with him, so when he was old enough, he spent all of his time in the small town that he could. When errands needed to be run, he volunteered. When his chores were done, he would run to town.
It was on one trip to town that young Mahath encountered Agrit Staginsdar. Mahath was fascinated with her magical abilities, and she quickly recognized the talent in him. After that first meeting, everytime Mahath went to town, he sought her out to listen to her stories and help around her business as he could. Then came the arrangement. Mahath was never told what bargain Agrit had struck, but when Mahath’s cousins would go off to drill with the militia, Mahath was sent to Agrit to study the arcane arts. Of course Mahath never complained, but it did serve to separate him more from his family. As the years passed, he quickly became an accomplished wizard.
Mahath’s uncle came to him a short time ago. It was not long after the last caravan came to town, before the troubles started. His uncle brought him a leather pack, his face solemn. He explained to Mahath that the merchant’s had brought him news of his father’s death, and this satchel, which was his father’s constant companion. His uncle gave him the pack and the news before returning to his farmstead.
Mahath never knew his father, but he had hoped to meet him one day. Now, that would never be. When he looked into his father’s satchel, he quickly realized its magic, for it was full of far more things than should have fit in it. Deep inside of it, he could a large tome. Inscribed inside of it was his father’s name, and it was completely full with writings that were either a strange language, written in code, or both. Mahath has obsessed with interpreting the contents, but he could no longer ignore the troubles befalling the town. He tucked the tome in the pack, and then set out to find the best way to help preserve what family he had left, and the way of life he grew up with.