Baron Hannis Drelev

Mahath Kishion's page

532 posts. Alias of markofbane.


Race

Male Human Wizard 4 | HP 40 | AC:12 | FF:10 | T:12 | CMB:+2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+6 | Init:+2 | Perc +2 | St:+2 |

About Mahath Kishion

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Mahath Kishion
Neutral Good Male Human Wizard (Evoker, Admixture) 4
Medium Size (5’ 9”, 150 pounds, Brown Eyes, Brown Hair)
Age: 21
Move: 30’
Languages: Common, Draconic, Orc, Giant, Goblin, Dwarf, Terran, Celestial, Abyssal, Gnoll.

11 Strength
14 Dexterity
15 Constitution
21 Intelligence +2 racial modifier, +1 at Level 4
14 Wisdom
9 Charisma

Initiative: +2 +2 Dexterity
AC: 12 +2 Dexterity, +2 dodge vs. giants
Melee:
Club (+2, 1d6+0, x2, B)
Ranged:
Ray of Frost (+4, 1d3+3, x2, special)

CMB: +2
CMD: 14
Fort: +3 +1 Base, +2 Constitution
Ref: +3 +1 Base, +2 Dexterity
Will: +6 +4 Base, +2 Wisdom
Hit Points: 40 +24 d6 base (6+6+6+6), +8 Constitution, +4 Favored Class, +4 Toughness

Traits and Feats:

Trait: Dwarf-Trained. +2 dodge to AC vs. giant subtype; +1 trait bonus on attack rolls vs. orc subtype
Trait: Pragmatic Activator use intelligence for UMD skill
Level 1 Feat: Toughness. +3 hit points, +1/level after 3rd
Level 1 Feat (class bonus): Scribe Scroll. Can craft arcane scrolls
Level 1 Feat (racial bonus): Spell Focus (evocation)
Level 3 Feat: Greater Spell Focus (evocation)

Skills:

8 points per level: 2 Class, 5 Intelligence Modifier, 0 Favored Class, 1 Racial

+9 - Appraise (1 rank +3 class skill +5 attribute modifier +0 other modifiers)
+9 - Craft (alchemy) (1+3+5+0)
+11 - Knowledge (arcana) (3+3+5+0)
+9 – Knowledge (dungeoneering) (1+3+5+0)
+9 – Knowledge (engineering) (1+3+5+0)
+10 - Knowledge (geography) (2+3+5+0)
+9 – Knowledge (history) (1+3+5+0)
+10 – Knowledge (local) (2+3+5+0)
+10 – Knowledge (nature) (2+3+5+0)
+9 – Knowledge (nobility) 1+3+5+0)
+10 – Knowledge (planes) (2+3+5+0)
+10 – Knowledge (religion) (2+3+5+0)
+12 – Linguistics (4+3+5+0)
+2 - Perception (0+0+2+0)
+12 - Spellcraft (4+3+5+0)
+2 - Stealth (0+0+2+0)
+9 - Use Magic Device (4+0+5+0)


Race/Class Abilities:

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.

Spell Book
Cantrips (22 pages): Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue.
1st level (9 pages): Shield, Grease, Mage Armor, Detect Secret Doors, True Strike, Burning Hands, Ear-Piercing Scream, Color Spray, Vanish, Magic Weapon.
2nd Level (4 pages): Flaming Sphere, Glitterdust, Mirror Image, Scorching Ray.


Background:
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.


Equipment:

Encumbrance: 26.5# Light, (38/76/115).

Carried/Worn
Explorers Outfit
Club, 3#
Spell Component Pouch, 2#

Handy Haversack, 5#
-Spare spell component pouch, 2#
-Spellbook, 3#
-Father’s Journal, 3#

-Wealth (15 pp, 25 gp, 8 sp, 6 cp)
-Acid (2), 2#
-Alchemist Fire (2), 2#
-Alkali Flask (2), 2#
-Liquid Ice (2), 4#
-Potion of Cure Light Wounds (CL1, 2)

-Masterwork Dagger, Hopeknife, 1#
-Everburning Torch, 1#

-Scriveners Kit, 1#
-Earplugs
-Bedroll, 5#
-Grooming Kit, 2#
-Soap, ½#

-Waterskin, 4#
-Rations (10), 10#

-Scroll: Disrupt Undead (CL1), Disrupt Undead (CL1), Disrupt Undead (CL1), Disrupt Undead (CL1)
-Scroll: Glitterdust (CL3)
-Scroll: Scorching Ray (CL3)
-Scroll: Mage Armor (CL1), Mage Armor (CL1), Mage Armor (CL1), Mage Armor (CL1)
-Scroll: Mage Armor (CL1), Shield (CL1)
-Scroll: Detect Secret Doors (CL1)
-Scroll: Vanish (CL2), True Strike (CL1)
-Scroll: Burning Hands (CL3)
-Scroll: Burning Hands (CL3)
-Scroll: Magic Weapon (CL1), Magic Weapon (CL1), Magic Weapon (CL1), Magic Weapon (CL1)