Shadowcount Sial

Mortimer Talinth's page

749 posts. Alias of CampinCarl9127.


Full Name

Mortimer Talinth

Race

Elf

Classes/Levels

Wizard 20

Gender

Male

Size

Medium

Age

180

Alignment

N

Languages

Common, Elven, Draconic, Infernal, Abyssal, Celestial, Goblin, Aboleth, Aklo, Aquan, Auran, Cyclops, Dwarven, Giant, Gnoll, Gnome, Grippli, Halfling, Ignan, Necril, Orc, Protean, Sphinx, Sylvan, Tengu, Terran, Undercommon

Strength 7
Dexterity 18
Constitution 16
Intelligence 36
Wisdom 10
Charisma 20

About Mortimer Talinth

Statistics:
Male Elven Wizard (Infernal Binder) 20
N Medium Humanoid (Elf)
Init +8; Senses Perception +22; low-light vision, darkvision
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DEFENSE
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AC 14, touch 14, flat-footed 10 (+4 dex)
hp 182
Fort +14, Ref +15, Will +17 (+2 vs enchantment, +2 vs dream/subconscious/phantasm effects)
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OFFENSE
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Speed 30 ft.

Melee Quarterstaff +8 (1d6-2)
Dagger +8 (1d4-2)

Ranged Light Crossbow +14 (1d8)
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STATISTICS
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Str 7, Dex 18, Con 16, Int 36, Wis 10, Cha 14
Base Atk +10; CMB +8; CMD 22
Traits Balancer's Banishing, Lucid Dreamer
Feats Scribe Scroll, Spell Focus (conjuration), Augment Summoning, Superior Summoning, Spell Penetration, Greater Spell Penetration, Piercing Spell, Empower Spell, Quicken Spell, Toughness, Improved Initiative, Spell Perfection (Disintegrate)
Skills (300 points; 40 wizard, 260 INT)
ACP -0
(20) Appraise +38
(20) Bluff +30
(20) Diplomacy +30
(20) Escape Artist +24
(20) Intimidate +25
(20) Knowledge (Arcana) +38
(20) Knowledge (Dungeoneering) +38
(20) Knowledge (Engineering) +38
(20) Knowledge (Geography) +38
(20) Knowledge (History) +38
(20) Knowledge (Local) +38
(20) Knowledge (Nature) +38
(20) Knowledge (Planes) +42
(20) Knowledge (Religion) +38
(20) Linguistics +38
(20) Perception +22
(20) Sense Motive +25
(20) Spellcraft +38 (+40 identifying magic items)
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Perception (racial)
+3 Knowledge (Planar) (class)
+2 Spellcraft to identify magic items (race)
+1 Knowledge (Planar) (trait)
+5 Bluff, Diplomacy, Sense Motive (item)
Languages Common, Elven, Draconic, Infernal, Abyssal, Celestial, Goblin, Aboleth, Aklo, Aquan, Auran, Cyclops, Dwarven, Giant, Gnoll, Gnome, Grippli, Halfling, Ignan, Necril, Orc, Protean, Sphinx, Sylvan, Tengu, Terran, Undercommon

Special Abilities:

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SPECIAL ABILITIES
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Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses Elves receive a +2 racial bonus on Perception checks.

Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Arcane Focus Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Low-Light Vision Elves can see twice as far as humans in conditions of dim light.

Balancer's Banishing As long as you remain neutral, whenever you cast a spell that would send an outsider with the chaotic, evil, good, or lawful subtype back to its home plane, the spell's saving throw DC increases by 1.

Lucid Dreamer Your dreams are a special place of power that only you get to enjoy; driving away threats to your subconscious is as easy as slamming a door. You receive a +1 trait bonus on Knowledge (planes) checks and a +2 trait bonus on Will saves against effects on your dreaming mind or subconscious, such as a night hag’s dream haunting ability, the nightmare spell, and illusions of the phantasm subschool.

Arcane Bond Imp

Conjuration School (Infernal Binder)

Summoner's Charm Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

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.

Imp Familiar At 7th level, you gain Improved Familiar as a bonus feat, and must take an imp as a familiar. The imp replaces your current familiar.

Spells:

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Spells
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0th (at will) Detect Magic
Read Magic
Mage Hand
Message

1st (9/day) Alarm
Endure Elements
Protection from Evil (Prepared)
Shield
Air Bubble (Prepared)
Grease
Infernal Healing
Mage Armor
Mount
Obscuring Mist
Summon Monster 1
Unseen Servant
Comprehend Languages
Identify (Prepared)
Sleep
Floating Disk (Prepared)
Magic Missile
Thunderstomp (Prepared)
Disguise Self
Silent Image (Prepared)
Vanish (Prepared)
Blood Money (Prepared)
Enlarge Person
Feather Fall (Prepared)

2nd (8/day) Endure Elements, Communal
Protection from Evil, Communal (Prepared)
Resist Energy
Dust of Twilight
Summon Monster 2
Web (Prepared)
Blood Transcription
Detect Thoughts
Flaming Sphere
Disguise Other (Prepared)
Invisibility (Prepared)
Mirror Image (Prepared)
Shadow Anchor (Prepared)
Blindess/Deafness
Ghoul Touch (Prepared)
Levitate (Prepared)
Pyrotechnics

3rd (8/day) Dispel Magic (Prepared)
Magic Circle against Alignment (Prepared)
Protection from Energy
Resist Energy, Communcal
Phantom Steed (Prepared)
Stinking Cloud
Summon Monster 3
Arcane Sight
Hold Person
Call the Void
Daylight (Prepared)
Thunderstomp, Greater (Prepared)
Wind Wall
Invisbility Sphere
Piercing Blindess/Deafness (Prepared)
Fly (Prepared)
Haste
Slow (Prepared)

4th (8/day) Dimensional Anchor (Prepared)
Protection from Energy, Communal (Prepared)
Remove Curse
Stoneskin
Black Tentacles (Prepared)
Dimension Door (Prepared)
Infernal Healing, Greater
Phantom Steed, Communal (Prepared)
Summon Accuser (Prepared)
Summon Monster 4
Detect Scrying
Scrying
Resilient Sphere (Prepared)
Invisibility, Greater (Prepared)
Bestow Curse
Enervation

5th (8/day) Break Enchantment (Prepared)
Life Bubble (Prepared)
Planar Binding, Lesser
Summon Infernal Host
Summon Monster 5 (Prepared)
Teleport (Prepared)
Wall of Stone
Contact Other Plane (Prepared)
Feeblemind (Prepared)
Hold Monster
Magic Jar (Prepared)
Planar Adaption
Telekinesis (Prepared)
Permanency

6th (7/day) Antimagic Field
Dispel Magic, Greater (Prepared)
Planar Binding
Summon Monster 6 (Prepared)
Legend Lore
True Seeing
Chains of Fire
Chain Lightning (Prepared)
Empowered Disintegrate (Prepared x3)
Flesh to Stone (Prepared)

7th (7/day) Banishment (Prepared)
Plane Shift (Prepared)
Summon Monster 7
Teleport, Greater (Prepared)
Delayed Blast Fireball
Finger of Death (Prepared)
Reverse Gravity (Prepared)
Quickened Haste (Prepared)
Empowered Piercing Disintegrate (Prepared)
Limited Wish

8th (7/day) Dimensional Lock (Prepared)
Planar Binding, Greater (Prepared)
Summon Monster 8 (Prepared x2)
Trap the Soul
Moment of Prescience
Polar Ray (Prepared)
Telekinetic Sphere (Prepared)
Quickened Resilient Sphere (Prepared)

9th (7/day) Mages Disjunction
Prismatic Sphere (Prepared)
Create Demiplane, Greater
Gate
Summon Monster 9 (Prepared x2)
Meteor Swarm (Prepared)
Shades (Prepared)
Energy Drain
Soul Bind
Time Stop (Prepared)
Wish (Prepared)

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb.
Current Load Carried 14 lb.

Money 38909 GP 0 SP 0 CP
Worn Items
Headband of Mental Prowess +6 (INT, CHA) (90000gp)
Belt of Physical Might +6 (DEX, CON) (90000gp)
Robe of Gates (64000gp)
Goggles of Night (12000gp)
Boots of Teleportation (49000gp)
Glove of Storing (10000gp)
Helm of Telepathy (DM Boon)
Medallion of Thoughts (12000gp)
Cloak of Resistance (25000gp)
Bracelet of Bargaining (14500gp)
Ring of Freedom of Movement (40000gp)
Ring of Invisibility (20000gp)
Flawed Pale Orange Rhomboid Ioun Stone (12000gp)

Carried Items
Handy Haversack (2000gp)
Tome of Clear Thought +5 (137500gp)
Dimensional Shackles (28000gp)
Rod of Absorption (50000gp)
Quicken Metamagic Rod (75500gp)
Greater Persistent Metamagic Rod (73000gp)

Copied Spells
14080gp

Spellbook (3 lb.)
Pouch, Spell Components (5gp) (2 lb.)
Quarterstaff (4 lb.)
Dagger (2gp) (1 lb.)
Light Crossbow (35gp) (4 lb.)
Wand of Infernal Healing (750gp)
Wand of Protection from Evil (750gp)
Scroll of Blood Transcription (150gp)
Scroll of Share Language (150gp)
Scroll of Levitate (150gp)

Familiar Statistics:
Male Familiar 20
LE Tiny Outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
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DEFENSE
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AC 27, touch 16, flat-footed 23 (+3 dex, +1 dodge, +11 natural, +2 size)
hp 91
Fort +6, Ref +9, Will +13
SR 25
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OFFENSE
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Speed 20 ft., fly 50 ft. (perfect)

Melee Sting +8 (1d4 plus poison)

Spell-Like Abilities (CL 6th)
Constant Detect Good, Detect Magic
At Will Invisibility (self only)
1/day Augury, Suggestion (DC 15)
1/week Commune (6 questions, CL 12th)
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STATISTICS
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Str 10, Dex 17, Con 10, Int 15, Wis 14, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills (As Masters)
ACP -0
(1) Acrobatics +9
(20) Appraise +22
(20) Bluff +27
(20) Diplomacy +22
(20) Escape Artist +23
(1) Fly +21
(20) Intimidate +14
(20) Knowledge (Arcana) +27
(20) Knowledge (Dungeoneering) +22
(20) Knowledge (Engineering) +22
(20) Knowledge (Geography) +22
(20) Knowledge (History) +22
(20) Knowledge (Local) +22
(20) Knowledge (Nature) +22
(20) Knowledge (Planes) +27
(20) Knowledge (Religion) +22
(20) Linguistics +22
(20) Perception +26
(20) Sense Motive +21
(20) Spellcraft +27
Languages Common, Elven, Draconic, Infernal, Abyssal, Celestial, Goblin, Aboleth, Aklo, Aquan, Auran, Cyclops, Dwarven, Giant, Gnoll, Gnome, Grippli, Halfling, Ignan, Necril, Orc, Protean
SQ Change Shape (boar, giant spider, rate, or raven, beast shape 1)

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SPECIAL ABILITIES
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Poison Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Alertness While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Spell Resistance If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-25 lb. Medium 26-50 lb. Heavy 51-75 lb.
Current Load Carried 0.5 lb.

Money 10 GP 0 SP 0 CP
Pouch (1gp) (0.5 lb.)

Mortimer's Demiplane:
This plane is 2000 square feet of peaceful, bountiful forest filled with massive trees, shady groves, and burbling streams. Animals populate the forest although there are no carnivores. One massive tree in the center of the forest stretches its roots out through the entire plane. There is a building built into the base of the tree where Mortimer resides. The edges of the plane are vine and moss covered cliffs that have waterfalls supplying the area with fresh water.

Gravity is light and subjectively directional to anybody that has an INT score of at least 10. This allows most of the plane to exist as it does on the material plane, but Mortimer and visitors can sort of float around as they need to.

Seasons and daylight pass as normal, but the plane's time moves at twice the speed of the material plane and thus allows Mortimer double the time inside that he gets outside.

Magic is altered here so that conjuration spells are enhanced.

The plane is morphic, so Mortimer can influence the geography as he sees fit.

He has a portal linked back to his room in the castle for the kingdom he works for, well hidden beyond layers of physical and magical protection.

Mortimer comes here to sleep, rest, work, study, and basically do everything that isn't required for him to be on the material plane. The natural foliage and surroundings remind him of his elven home many years ago, and it's a soothing feeling to be able to get away from it all to a place where he is master and is filled with peace.

He comes here to work not only for the double-effective timing of the plane, but also to be able to call more powerful creatures do to the enhanced conjuration magic.