Hakon

Nerak Sersver's page

522 posts. Alias of OmniChaos.


Full Name

Nerak Sersver

Race

Human (Ulfen)

Classes/Levels

Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4

Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Gender

Male

Size

Medium

Alignment

LN

Deity

Nethys

Strength 10
Dexterity 14
Constitution 15
Intelligence 19
Wisdom 12
Charisma 10

About Nerak Sersver

Stats:

Nerak Sersver
Male Human (Ulfen) Transmuter 6
LN Medium humanoid (human)
Init +2; Senses Normal; Perception +9
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +1 Armor, +1 Nat)
hp 48 (6 HD)
Fort +4, Ref +4, Will +6
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Offense
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Speed 30 ft.
Melee Hopeknife +4 (1d4, 19-20/x2)
Range Masterwork Light Crossbow +6 (1d8, 19-20/x2)
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Spells (CL 6th) Concentration +10, +6 vs SR
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Spells:
3rd- Fly, Fireball, Slow, Haste
2nd- Bull's Strength, Invisibility, Stone Call, Glitterdust (2)
1st- Windy Escape, Enlarge Person, Magic Missile, Color Spray, Expeditious Retreat
0 (at will)- Message, Detect Magic, Acid Splash, Prestidigitation, Dancing Lights
Opposition Schools: Necromancy, Enchantment
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Statistics
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Str 10, Dex 14, Con 15, Int 19, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD 15
Feats Skill Focus (Spellcraft; Race), Scribe Scroll (Class), Cypher Magic (3rd), Spell Focus (Transmutation; 1st), Alertness (Familiar), Bonus, 3rd
Traits Student of Giantkind, Transmuter
Skills (2 class, 4 int, 1 fav, 1 race, 2 background)
Craft (Alchemy) +13 (6 ranks, 3 class, 4 int)
Knowledge (Arcana) +13 (6 ranks, 3 class, 4 int)
Knowledge (History) +13 (6 ranks, 3 class, 4 int)
Knowledge (Local) +13 (6 ranks, 3 class, 4 int)
Knowledge (Nature) +13 (6 ranks, 3 class, 4 int)
Knowledge (Planes) +13 (6 ranks, 3 class, 4 int)
Knowledge (Religion) +13 (6 ranks, 3 class, 4 int)
Linguistics +13 (6 ranks, 3 class, 4 int)
Perception +9 (6 ranks, 1 wis, 2 feat)
Spellcraft +16 (6 ranks, 3 class, 4 int, 3 feat)
SQ Focused Study, Arcane Bond (Familiar), Physical Enhancement (+2 Con), Augment (7/day), Cantrips,
Languages Common, Skald, Draconic, Varisian, Thassilonian, Orc, Giant, Dwarven, Shoanti, Aklo, Sylvan, Celestial, Infernal,
Combat Gear Scrolls of Stone Call, Invisibility, Burning Hands (2), Charm Person (3), Endure Elements (2), Identify (2), Disguise Self, Obscuring Mist, Comprehend Languages (2), Phantasmal Killer, Tongues, Cause Fear, Grease, Remove Fear, Summon Monster I (2), Magic Missile (CL 2nd, 2), Fireball, Potion of Cure Moderate Wounds, Wand of Invisibility (CL 3rd, 4 charges), Wand of Cat's Grace (CL 3rd, 7 charges), Wand of Flaming Sphere (CL 3rd, 9 charges), Lesser Extend Rod,
Other Gear Explorer's Outfit, Spell Book, Hopeknife (Masterwork Dagger), Masterwork Light Crossbow, Bolts (40), Haramaki, Grooming Kit, Scrivener's Kit, Wizard's Kit, Bandolier (2), Familiar Satchel, Scroll Box (4), Wooden Holy Symbol, Minor Bag of Holding, Sleeves of Many Garments, Ioun Torch, Adamantine Bolts (3), Spring Loaded Wrist Sheath (2),
Components Alchemist Fire (2), Acid, Brimstone (5), Darkwood (5), Ginger Extract (10), Magnesium (5), Saltpeter (5), Silver, Urea (5),

Money 277 gp, 5 sp
Carry Capacity: 24 lbs. (Light Load)

Special Abilities:

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Special Abilities
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Racial:
Skilled- Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Focused Study- All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Class:
Arcane Bond- At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. (Ioun Wyrd- Lorn)

Physical Enhancement- You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Augment (Sp)- As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Traits:
Student of Giantkind- You’ve always been fascinated by the giant races, and have devoted a considerable amount of time to studying their history and societies, gaining insight into the way they think and use their abilities. You gain a +1 trait bonus on Diplomacy checks against creatures with the giant subtype and a +1 trait bonus on Knowledge (local) checks regarding creatures with the giant subtype, and one of these skills (your choice) becomes a class skill for you. In addition, you know the Giant language (this does not count toward your number of languages).

Transmuter- Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.

Spellbook:

Nerak's Spellbook
Protection: Simple Lock (DC 20)

3rd- Fireball, Tongues, Slow, Haste, Fly
2nd- Bear's Endurance, Invisibility, Stone Call, Acid Arrow, Bull's Strength, Stone Discus, Glitterdust
1st- Windy Escape, Burning Hands, Magic Missile, Charm Person, Reduce Person, Obscuring Mist, Identify, Expeditious Retreat, Enlarge Person, Color Spray, Endure Elements, Disguise Self, Comprehend Languages, Snowball, Ray of Enfeeblement, Burning Disarm, Summon Monster I, Grease, Cause Fear, Remove Fear
0- All

Lorn:

Ioun Wyrd
N Tiny construct
Init +2; Senses blindsight 30 ft.; Perception +9

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DEFENSE
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AC 18, touch 15, flat-footed 15 (+2 Dex, +1 dodge, +2 size, +3 Nat)
hp 24 (6 HD)
Fort +4, Ref +4, Will +6
Immune construct traits

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OFFENSE
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Speed fly 30 ft. (average)
Melee slam +5 (1d4–3)
Space 2-1/2 ft.; Reach 0 ft.

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STATISTICS
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Str 4, Dex 15, Con —, Int 8, Wis 14, Cha 5
Base Atk +3; CMB +3; CMD 10
Feats Dodge, Skill Focus (Stealth)
Skills Fly +10, Perception +9, Stealth +17
Languages Common (can't speak)
SQ ioun affinity, share iouns

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SPECIAL ABILITIES
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Ioun Affinity (Su)
An ioun wyrd may integrate a number of ioun stones into its body up to 1 + 1/2 its Hit Dice.

Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd's ioun stones can be swapped out by any creature the wyrd trusts.

Share Iouns (Su)
A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he's within 30 feet of the ioun wyrd.

Improved Evasion (Ex)
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 (Su)
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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 (Su)
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 (Ex)
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.

Mount and Gear:

Mount: Ranon (Combat Trained Bison)
Gear: Bolts (20), Dandy Brush, Animal Feed (6), Military Saddle, Saddlebags, Portable Alchemist Lab,

Background:

Nerak Sersver was born in the dead of winter in the northern lands of the linnorm kings. His parents owned one of the lonesome farms that dot the land. His father a skilled hunter, while his mother trained as a druid in her youth. Such with skill and a touch of magic did they carve out a plot of land for themselves. Sadly northern winters were cruel things and Nerak's birth was a hard thing upon the babe. Born frail and pale he was not expected to live to see spring. With all the power and knowledge of nature the two held they attempted to save their child. There efforts were not wasted and Nerak lived.

A second winter made it clear that Nerak was ill suited for the harsh northern lands. His parents knew that their people did not suffer weakness and even if he should live to adulthood, he would be treated unkindly for what he was.

When spring came the family abandoned the farm and headed south for their son. Making their way in time to the settlement of Trunau, a place where outcast gathered. As they suspected they were welcome and the southern lands did Nerak good. While he never grew up with the common strength of his people, he grew tall and healthy. More then enough for his parents, his uncharacteristic and keen intelligence being noted by many. Among them the dwarven mage Agrit Staginsdar who spent more then a few days speaking to the young Nerak about magical formulae's and matters of magical history. So much so that the young ulfen was a common fixture at the House of Wonders, sitting atop a chair or desk near Agrit. Another to take note of Nerak's impressive intelligence was Gorkis Meeson, the town's apothecary and skilled alchemist. Another conversation partner that noted the young boy's ability to grasp basic alchemy that escaped most others.

It was not long until Nerak came of age, receiving his hopeknife at the age of twelve like all others. This was proof of his adulthood and the new responsibilities he would be held to. It also allowed him the freedom to choose his path. As such he approached both Agrit and Gorkis to consider him as an apprentice, to which they both agreed with pleasure.

While he showed promise in both fields, he held greater aptitude in the arcane arts. Choosing to focus on transmutation to help those around him with his magic in better ways then mere destruction of their foes. As an apprentice to Agrit he spent much of his time studying spells, magical items, and the collection of knowledge gained by Agrit as well as held in her tomes. Under Gorkis he learned much of the body and nature, how there was knowledge all around them to be gained. How the world around them held secrets freely used by all with work and proper study. Something he put in practice as he helped the alchemist create the many items he sold. Not using incantations but rather simple flame, water, with bowl and stone.

In a few years under his respective masters along with his training as an adult of Trunau, Nerak became a true mage. Then came the night at the Killin' Ground where he was challenged with questions of a greater world to be seen and lived in. Taking the words to heart Nerak felt it was time to indeed leave and see the wider world. He choose Virisia for it's history of magic and the many secrets it still held, both in ruin and among it's people.

The 5 Years:

Taking the first virisian caravan that passed Trunau on it's way back towards Virisia, he toured their homelands. Collecting knowledge from the various settlements and cities the caravans moved through on their route. Nerak grew more interested in it's rich history and the magic that seem to be seep from the land itself. In time one of the most famous and intact ruins of the ancient past peaked his interest, the cypher gate. Taking his collection of knowledge and relics he had collected from all around varisia he headed to Riddleport. While he found the rough settlement distasteful, his prior training and magical ability made him a harder target then he was worth. He shortly found his way to the Order of Cyphers.

Joining to the order with his display of knowledge and a donation of a relic or two, he went to work studying the cypher gate. He quickly found that the other mages of the order were secretive to the point of refusing to even offer their view on subjects concerning the cypher gate. It did not take long until he found the order to be a collection of mages that were only interested in advancing their own knowledge without that of their peers. While it was discouraging it did not stop him from his own studies and working on his own advancement, something he had been no stranger to on the road.

It was only when he started to notice he was being watched when things started to get to him. He even started to find signs that his room and possessions were searched. Not long after someone had stolen a number of relics and tomes he had penned. That was the last straw, disgusted with the order and their ways he left. Leaving a nasty and potentially lethal surprise for anyone who sought to scavenge.

The five years were coming to an end, so he chose to go back home. He had learned much, not all of it good but he was wiser for it if nothing else.

Description:

Ht: 6'3"
Wt: 150 lbs
Age: 25
Hair: Blond
Eyes: Green
Skin: Pale

Nerak shows many classic signs of his people. He is tall, more so outside his own people. Blond and pale skinned with a warriors build if slightly more lean then others of his kin. He wears his hair long with many small braids among his mane. A full beard he keeps from growing to long. Finally he bears a Varisian tattoo on his right arm. His knowing gaze his most direct feature, enhanced by his green eyes.

Normally Nerak favors green robes with fur or runic trim. Dark brown boots, plain leather breeches, a belt with pouches crossed over by twin bandoliers, and a shirt beneath a green vest. Well worn black leather gloves and a cloak mark him clearly as someone who is used to traveling.

Personality:

Nerak has a strong personal code, some things that he simply will not do or go back on. This makes him both loyal and trustworthy to those that have earned it. Yet his experience in recent years have made him somewhat cynical of those who have not earned his trust. He often expects little from others, seeing the weakness of men to many times to think otherwise. His life as an outcast among his people and the oddity of his profession opposed both by his heritage and even body have made him sensitive on the subject, as well as giving him a sense of kinship and sympathy with other outcast. Less moral then practical he views both extremes as dangerous concerning good and evil. Ever ready to do what's needed above all else, having learned the world is not black and white long ago.