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About Mortimer TalinthStatistics:
Male Elven Wizard (Infernal Binder) 20
N Medium Humanoid (Elf) Init +8; Senses Perception +22; low-light vision, darkvision ------------------------------ DEFENSE ------------------------------ 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) ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Quarterstaff +8 (1d6-2)
Ranged Light Crossbow +14 (1d8)
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ 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:
------------------------------ Spells ------------------------------ 0th (at will) Detect Magic Read Magic Mage Hand Message 1st (9/day) Alarm
2nd (8/day) Endure Elements, Communal
3rd (8/day) Dispel Magic (Prepared)
4th (8/day) Dimensional Anchor (Prepared)
5th (8/day) Break Enchantment (Prepared)
6th (7/day) Antimagic Field
7th (7/day) Banishment (Prepared)
8th (7/day) Dimensional Lock (Prepared)
9th (7/day) Mages Disjunction
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ 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
Carried Items
Copied Spells
Spellbook (3 lb.)
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 ------------------------------ DEFENSE ------------------------------ 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 ------------------------------ OFFENSE ------------------------------ Speed 20 ft., fly 50 ft. (perfect) Melee Sting +8 (1d4 plus poison) Spell-Like Abilities (CL 6th)
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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. ------------------------------
Money 10 GP 0 SP 0 CP
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. |