Faxon

Sarvin the Greedy's page

71 posts. Alias of Viluki.


About Sarvin the Greedy

The Path of Greed:

Many could not believe that a tiefling runt could possibly take to sin magic so easily and readily when the best wizards of Cheliax and Varisia have been puzzling over it from years... Yet Sarvin the Greedy did, none have really pieced together the reality about sin magic that Sarvin has: the more sinful you are the better the magic. In particular the more Greedy you are the more powerful spells of Greed become to you, of course no one believed Sarvin... After all it must have been some trick or fancy deception, in truth none of the proud "pure blooded" human wizards of Korvosa's Academae wants to admit to being bested by a tiefling...

History:

Sarvin like many tieflings was born into the slums of Korvosa and had to fend for himself at a young age, yet strangely instead of becoming a gang member or a criminal Sarvin chose to study... Study he did, writing and reading came easily to his mind and soon he learned to read Thassilion by visiting Magnimar and interacting with it's strange monuments. Then Sarvin for a period of thirty years Sarvin worked relentlessly to learn sin magic from the few sources he had available and by experimentation...which is the reason why his left hand is composed entirely of gold. Yet this did not deter Sarvin in the least and eventually he moved beyond simple cantrips.

Now Sarvin thanks in part to the increasingly unfriendly reception he has received in Magnimar has gone forth to Sandpoint to seek more knowledge of Thassilion and of course to hopefully sate his greed...

Personality:

Sarvin is a creature of pure amorality, growing up in the slums of Korvosa Sarvin did not desire vengeance against society in general... He did however desire to move up in life, he desired to be wealthy and by extension admired. With great wealth comes great respect, while human might call dwarves "drunken slobs" he will rapidly show respect for a rich dwarf who happens to be one of the few sources of employment in town... The best revenge in Sarvin's mind is to live well and perhaps ensure that one's foes rest in eternal poverty...a fate worse then death in Sarvin's mind. Yet despite his greed Sarvin is not going to risk his life for the sake of one jewel, after all what good is gold and riches if he isn't around to enjoy it?

Stats:

Tiefling (transmuter, enhancement subschool sin mage) wizard 1
N Medium humanoid (native outsider)
Init +3; Senses Perception +0
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +2
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Light Crossbow +3 (1d8+3/19-20x2)
Wizard Spells Prepared (CL 1st; concentration +4)
1st—Gravity Bow, Mage Armor, Enlarge Person (2)
0 (at will)—Detect Magic, Mage Hand, Message

STATISTICS
Str 10, Dex 16 (14+2), Con 14, Int 18 (16+2), Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Spell Focus (transmutation)
Skills Knowledge (planes, religion) +8, Knowledge (arcana, history) 9+, spellcraft 8+, Use Magic Device 8+
Traits Scholar of the Ancients and Pragmatic Activator
Languages Common, Draconic, Infernal, Abyssal, Dwarven, Giant and Thassilion
equipment crossbow, light (35 gp), 50 bolts (5 gp), staff (0 gp), component pouch (2 gp)28 and gp.
spells known
cantrips, all
1st level spells Gravity Bow, Mage armor, Reduce Person, Expeditious Retreat, Enlarge Person, Blood Money and Burning Disarm
SQ arcane bond Gold Hand

Appearance:
Sarvin is a lanky and tall tiefling, his heritage can be seen from miles and his horns are exceptionally fine and long specimens. His eyes glitter like gold coins and as you see him you feel like the goods at a market being scrutinized by a greedy merchant... You also with shock note his left hand which is wrought of pure gold. Yet still quite operable from the looks of it.

School ability, Augment:

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.