A small gnome, wearing a nicely made, if somewhat dirty, fitted green tunic and pants with an assortment of small bags and bulging pockets. He wears small spectacles and has an inquisitive look in his eyes. He carries a thin walking stick taller than he is. A thin, sharp beard lines his jaw.
* Grew up in a gnome village in the River Kingdoms, in the southern Kingdom of Sevenarches, near the west Sellen River.
* Serrin often spent time on the edges of the Wilewood and Elderwoods, conversing with the fey there. He once even spoke with a treant!
* He was not gifted with innate arcane talent, or the favor of the nature spirits, as many of his kin were. He was particularly bright, however, and managed to teach himself some of the arcane arts (heavily influenced by the fey and druids of the area, of course).
* Ever the explorer, Serrin would wander days from his village to see new sights, be they in the forest, plains, or cities.
* On one trip, he encountered a large beast: a huge bear with strange markings. It was ravaging a village, so Serrin fought it, eventually driving it back.
* He followed it's trail into the forest and found it had died from its wounds. Serrin thought it might be some type of primal spirit animal, and was wracked with guilt.
* Serrin saw the spirit of the animal, it touched him before departing, wearing a mysterious and near-imperceptible smile. Serrin felt mythic power surging through him. He did not understand why.
* He left, thinking he couldn't return to his home for the shame of killing such a spirit. He went west, exploring the land.
* Serrin was homesick at times, and occasionally scryed his family and friends. One day, in northern Varisia, he happened to intercept some news this way: new land was open to settlers in the River Kingdoms, and a rush of new prospectors were coming in daily. It was across the Kingdoms from his home, so Serrin decided to head back, hoping to claim land for himself and protect the forests there. It was a penance, of sorts.
* He encountered a wandering Ulfen woman (Estrid) on an isolated trail a day after he had decided to return. She was headed in the same direction, and eventually asked to accompany Serrin. He agreed.
* On their return to the River Kingdoms, a mysterious half-elf called Lyras Marcade presented himself to Serrin, asking to follow him. He respected Serrin's reverence for nature, his protection of the village from the raging bear spirit, and Serrin's character for seeking penance for killing the beast.
* Made their way north to the newly-opened River Kingdoms!
Stats:
Str 8 (-1) Dex 14 (+2) Con 16 (+3) Int 21 (+5) Wis 12 (+1) Cha 10 (+0)
BaB +3 CMB +4 CMD 14
AC 13 (+2 dex, +1 size)
HP 70 (7d6+25)
Init +6
Speed 20ft
Saves:
Fort +6 Ref +4 Will +6 (+2 vs Illusions)
Weapons:
Quarterstaff +3 1d4-1 B
Dagger +6 1d3-1 S/P 10ft
Light Crossbow (20 bolts) +6 1d6 80 ft
Traits: River Lander (+1 fort saves)
Know the land (+1 Knowledge Nature/Survival class skill)
Class Features
-Bonded Item (Plain pewter band on pinky finger, with brass and bronze rings on left hand. Iron and copper on right.)
-Wood Magic (Entangle (2nd), Tree Shape (3rd), Plant Growth (4th), Command Plants (5th), Tree Stride (6th), Liveoak (7th)...)
-Flexible Enhancement (+2 dex/con*/wis, choose in morning)
-Splintered Spear (+1 shortspear, 100ft range, +9 [1d6 + 6 + 1 bleed] 8/day)
Racial Features
-Illusion Resistance (+2 saves)
-Keen Senses (+2 Perception)
-Gnome Magic (+1 to Illusion spell DCs)
--1/day dancing lighs, prestidigitation, speak with animals (DC cha-based)
-Weapon Familiarity
-Academician (+2 Knowledge Nature)
-Eternal Hope (reroll a '1' on a d20 once/day)
Mythic (Archmage):
Tier 1
Mythic Power 5/day
*Arcane Surge (swift action, 1MP, cast prepared/used spell without slot, 2d20 saves for non-mythic creatures, roll x2 vs SR)
*Perfect Preparation (no longer need spellbook)
*Mythic Spell Lore (Haste)
*Hard to Kill (auto-stabilize, die at CONx2)
*Surge +1d6 (1 MP)
Cantrips (4)
o Detect Magic
_ Detect Poison
o Light
_ Spark
o Message
_ Ghost Sound
o Prestidigitation
_ Mage Hand
_ Read Magic
_ Open/Close
_ Arcane Mark
_ Dancing Lights
_ Disrupt Undead
_ Breeze
_ Scoop
1st (10+1) - Pearl of Power (2/2 remaining)
_ Alter Winds*
_ Animate Rope*
_ Charm Person*
_ Alarm
_ Shield
_ Air Bubble
_ Endure Elements
o Grease
o Liberating Command
o Feather Fall
_ Obscuring Mist
_ Protection from Evil
o Magic Missile
_ Burning Hands
_ Mage Armor
_ Mount
_ Unseen Servant
_ Anticipate Peril
_ Comprehend Languages
_ Identify
_ True Strike
_ Keep Watch
_ Floating Disk
_ Disguise Self
o Silent Image
_ Vanish
_ Ray of Enfeeblement
o Enlarge Person
_ Erase
_ Expeditious Retreat
_ Reduce Person
_ Swift Girding
_ Touch of the Sea
2nd (4+1) Pearl of Power (1/1 remaining)
_ Cat's Grace*
_ Entangle*
_ Protection from Arrows*
_ Web*
_ Whispering Wind*
_ Create Pit
_ Mirror Image
_ Minor Image
_ Invisibility
_ Blur
_ Scorching Ray
_ Acid Arrow
_ Resist Energy
__ Glitterdust (opposed school)
_ Arcane Lock
_ Endure Elements, Communal
_ Obscure Object
_ Arrow Eruption
_ Fog Cloud
_ Mount, Communal
_ Retrieve Item (cast on bonded ring)
_ Stone Call
_ Summon Monster 2
_ Buoyancy
_ Rope Trick
_ Web Shelter
_ Blood Transcription
_ Detect Thoughts
_ Locate Object
_ See Invisibility
_ Touch of Idiocy
_ Admonishing Ray
_ Continual Flame
_ Darkness
_ Darkvision
_ Flaming Sphere
_ Gust of Wind
_ Blindness/Deafness
_ Command Undead
_ False Life
_ Bear's Endurance
_ Bull's Strength
_ Fox's Cunning
_ Eagle's Splendor
_ Owl's Wisdom
_ Levitate
_ Spider Climb
_ Staggering Fall
3rd (3+1)
_ Cloak of Winds*
_ Tongues*
_ Tree Shape*
_ Wind Wall*
_ Dispel Magic
_ Nondetection
_ Aqueous Orb
_ Ice Spears
_ Spiked Pit
_ Stinking Cloud
_ Fireball
_ Force Punch
_ Fly
_ Slow
_ Haste (mythic)
_ Heroism
_ Displacement
_ Major Image
_ Invisibility Sphere
_ Magic Circle vs Evil
_ Protection from Energy
_ Resist Energy, Communal
_ Spider Climb, Communal
_ Gaseous Form
_ Shrink Item
_ Arcane Sight
_ Water Breathing
_ Clairvoyance
_ Seek Thoughts
_ Deep Slumber
_ Pugwampi's Grace
_ Hold Person
_ Suggestion
_ Battering Blast
_ Daylight
_ Malediction (kill dying creature for temp. Hero points)
_ Blink
_ Burrow
_ Countless Eyes
_ Darkvision, Communal
4th (2+1)
_ Charm Monster*
_ Hallucinatory Terrain*
_ Minor Creation*
_ Plant Growth*
_ River of Wind*
_ Secure Shelter*
o Sirocco*
o Dimension Door
_ Black Tentacles
_ Dragon's Breath
_ Ball Lightning
_ Wall of Ice
_ Telekinetic Charge
_ Enervation
_ Confusion
_ Resilient Sphere
_ Dimensional Anchor
_ Nondetection, communal
_ Solid Fog
_ Calcific Touch
_ Summon Monster 4
_ Enlarge Person, Mass
_ Greater Invisibility
_ Stone Shape
_ Arcane Eye
_ Detect Scrying
_ Locate Creature
_ Named Bullet
_ Scrying
_ Aura of the Unremarkable
_ Lesser Geas
_ Terrible Remorse
_ Hurricane Blast
_ River of Wind
_ Phantasmal Killer
_ Shadow Conjuration
_ Bestow Curse
_ Earth Glide
_ Obsidian Flow
_ Ride the Waves
Wood Elementalist Wizard Spells:
0—light
1st—alter winds, animate rope, charm person
2nd—cat’s grace, entangle, protection from arrows, web, whispering wind
3rd—cloak of winds, tongues, tree shape, wind wall
4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind, secure shelter, sirocco
5th—command plants, fabricate, fickle winds, mirage arcana, sending, telepathic bond
6th—battlemind link, cat’s grace (mass), tree stride
7th—control weather, liveoak, scouring winds
8th—charm monster (mass), euphoric tranquility, transmute metal to wood
9th—control plants, refuge, winds of vengeance
Metal Elementalist Spells (opposed)
0th—mending
1st—gravity bow, magic weapon, shocking grasp
2nd—defensive shock, glitterdust, make whole, shatter, silk to steel
3rd—chill metal, heat metal, lightning bolt, keen edge, greater magic weapon, versatile weapon
4th—malfunction, shout, stoneskin
5th—lightning arc, major creation, rapid repair, rusting grasp, soothe construct, unbreakable construct
6th—chain lightning, disintegrate, wall of iron
7th—control construct, lightning rod (?), statue
8th—call construct, iron body, greater shout, stormbolts
9th—meteor swarm, repel metal or stone, ride the lightning
Equipment:
Backpack
Belt Pouch
Waterproof Bag
Waterskin
Bedroll
Blanket
Hammock
Flint & Steel
Soap
Fishhook
String
Mirror, small steel
Rope, Silk 50 ft
Grappling Hook
Candle
Sunrod
Torch
Trail Rations (2)
Powder
Chalk
Chalkboard
Parchment (10 sheets)
Scroll Case
Ink
Inkpen
Traveler's Outfit
Cup
Earplugs
Signal Whistle
Spell Component Pouch (2)
Alchemical Glue
Universal Solvent
Air Crystals (2)
Antitoxin
Antiplague
Stillgut
Spring-loaded wrist sheath (** = loaded)
Alchemist's Fire (2)
Smoked Goggles
Smelling Salts
Small plain rings matching bonded ring (4) (bronze, copper, brass, iron)
Traveler's Any-Tool 200
Sleeves of Many Garments 200
Ring of Wizardry 1 (bonded item - plain pewter ring) -10,000 crafted
Rod of Silent spell -3000
Headband of Vast Intelligence +2 -2000 crafted
Pearl of Power Lv2 -2000 crafted
Pearl of Power Lv1 (2) -1000 crafted
Handy Haversack -1000 crafted
Dweomer's Essence (4) -1000 crafted
Wand of Cure Light Wounds -750
Scroll of True Strike (2) -25
Scroll of Fly (2) -375
Scroll of Invisibility -75
Scroll of Dimension Door -350
Scroll of See Invisibility -75
Scroll of Glitterdust -75
Potion of Cure Serious Wounds** -750
500gp in small gems
199gp
28sp
20cp
Load 12lbs
cohort:
Lyras Marcade
* Exile from Kyonin, angry and bitter in his youth over the treatment of half-elves.
* Contemplated his life for years in the forests of the River Kingdoms, eventually realizing the error of his ways.
* Acts to protect the woods to make up for his rash youth.
* Tracked Serrin & Co. after their return to the river kingdoms.
* Presented himself to Serrin, respected his reverence of nature and protection of the town from the raging bear spirit.