About Nowzai al'Nazari
Nowzai was born in the Sultanate of Zeif to a minor noble family. As the sixth son, he had very little chance of inheriting the family title, but his father was rich enough to pay for Nowzai's apprenticeship to a local wizard. Unfortunately, Nowzai's mentor, the master summoner Galazahn, was strict, spiteful and worse of all, paranoid. Galazahn was slow to teach Nowzai, not because his apprentice was dimwitted, but because he was afraid Nowzai would surpass and ultimately murder him with his secrets. Nowzai tried several times to break from the apprenticeship, but neither Galazahn nor his father would support him, seeing such a move as a breach of contract and smear of honor.
Despite this difficulty, Nowzai strongly respected Galazahn and his knowledge, and spent the many years of apprenticeship waiting patiently for his chance to learn. His time was spent in study of mundane lore, and Nowzai has a near encyclopedic repitoire of information. Nowzai took pains to research and find hidden and obscure pieces of lore, especially for his love: the planar multiverse and its many iconic inhabitants.
Three years ago, three tragic events befell Nowzai. The first was the death of his father, at nearly 80 years of age. His oldest brother, Nowzan, himself 61 years old, careless as he took control of the family after waiting so long, wastefully spent the hereditary fortune in a matter of months - before anyone could put him in check, they were nearly destitute. At nearly the same time, Galazahn died, consumed by one of his own (paranoia-driven) spells of abjuration. Unfortunately for Nowzai, with his master took went also the secret cyphers to unlock his extensive collection of arcane lore.
48 years old, with little money, and denied the legacy of his mentor, Nowzai left Galazahn's tower secured by his master's powerful magic wards and set out for Greyhawk City. A long trek from Zeif, Nowzai nonetheless hoped he could find help there at the Arcane University to help unlock Galazahn's code - with that lore attained, he would be able to claim his master's place, and also earn a decent living.
Nowzai never made it to Greyhawk City...
Short and thinly built, Nowzai is hardly an imposing figure. He has medium brown skin and dark brown eyes. His head is shaved completely bald, but he wears a long black goatee beard, speckled with grays. Nowzai's skin shows his age, but it is clear he has lived a labor-free life. His forearms are banded with tattoos of arcane formulae.
Nowzai is polite to a fault, and is genuinely selfless towards those in need. He will think nothing of giving away his every possession. This trait can be used against him, however - he is not gullible, but a close companion could easily take advantage of his generosity. Nowzai possesses "the patience of the elves" as one of that race once told him. He rarely, if ever, gets overcome by emotions - he is deliberate in every action, thoughtful before speaking.
Nowzai's great love is lore. He would trek to the far corners of Oerth if only to find a shred of lost or secret information. Nowzai finds solace in study and research, and will happily while away days in a new library.
Nowzai is friendly and accomodating to everyone he meets, but his bookish nature usually works against him. He has few friends, and only counts his young sister, Laihl, as a close confidant.
Male Human (Keleshite) Wizard 6
LG Medium Humanoid (human)
Init +2; Senses Perception +1
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 39 (6d6)
Fort +3, Ref +5, Will +7; +2 trait bonus vs. illusion
Speed 30 ft.
Ranged Light crossbow +5 (1d8/19-20/x2)
Wizard Spells Prepared (CL 6):
3 (3/day) Summon Monster III, Magic Circle against Evil, Sound Lance (x2)
2 (4/day) Darkvision, Levitate, Create Pit (DC 18), Summon Monster II, Baleful Transposition
1 (5/day) Shield, Feather Fall (DC 16), Benign Transposition, Benign Transposition, Orb of Sound, Lesser, Orb of Sound, Lesser
0 (at will) Light, Mage Hand, Detect Magic, Sonic Snap
Str 8, Dex 14, Con 10, Int 21, Wis 12, Cha 9
Base Atk +3; CMB +2; CMD 14
Feats Augment Summoning, Craft Wand, Scribe Scroll, Skill Focus (Knowledge [planes]), Spell Focus (Conjuration), Superior Summoning
Traits Nobility, Skeptic
Skills Appraise +9, Craft (books) +11, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +12, Knowledge (geography) +10, Knowledge (history) +12, Knowledge (nature) +10, Knowledge (nobility) +11, Knowledge (planes) +17, Knowledge (religion) +12, Linguistics +11, Spellcraft +14
Languages Abyssal, Celestial, Common, Draconic, Elven, Gnome, Infernal, Kelish, Osiriani, Ancient, Thassilonian
SQ acid dart (8/day), arcane bonds (objectring [1/day]), opposition schools (illusion, necromancy), specialized schools (conjuration), summoner's charm (+3 rds)
Combat Gear Potion of gaseous form, Scroll of Magic Missile, Wand of acid arrow, Wand of detect secret doors, Wand of Mage Armor, Wand of magic missile, Sunrod (2), Thunderstone; Other Gear Crossbow bolts (20), Light crossbow, Bracers of armor +2, Cloak of resistance +1, Feather token (bird), Feather token (fan), Pearl of power (1st level) (1/day), Ring, Ring of counterspells, Slippers of spider climbing (10 minutes/day), Travelling spellbook, Jzadirune Illusionist Spellbook, Jzadirune Map, Leather Journal, You have no money!
Acid Dart (8/day) (Su) 30' Ranged touch attack deals 1d6+3 Acid damage.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Nobility You were born into a noble family. You start play with 200 gp and gain a +1 bonus on Diplomacy and Intimidate checks against Cauldron citizens. Your family's notoriety gives you a -4 penalty to Disguise checks.
Ring of counterspells Counters this spell when it's cast on you.
Skeptic +2 save vs. illusion.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+3 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning You can summon more creatures.
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