Duergar

Adaephon Tenesh's page

1 post. Alias of Krigare.


Full Name

Adaephon Tenesh

Race

Darklands Earth Gensai

Classes/Levels

Conjuerer 1

Gender

Male

Size

Medium

Age

89

Alignment

Neutral

Deity

Nethys

Strength 9
Dexterity 16
Constitution 18
Intelligence 22
Wisdom 9
Charisma 5

About Adaephon Tenesh

About Adaephon Tenesh
Appearance A large Earth Gensai (5'3") weighing about 220 lbs, with a bald head and long but neatly trimmed beard. His skin is a greyish tan color very reminicent of stone, with eyes the color of emeralds.

Background:
Born on the Prime Material deep underground in a duergar city, his differences made Adaephon's early life difficult. His aptitude for magic however managed to at least keep him off the streets. As soon as he finished his apprenticeship, he left home, prefering to go out and explore. It didn't take him long to find a portal to Sigil and all the inventive ways to explore the multiverse from there.

Statistics
Male Darklands Earth Gensai Conjuerer 1
N Medium Outsider(Native)
Init +4 Senses darkvision 60 ft.; Perception-1
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d6+5)
Fort +4 Ref +3 Will +1
Resist acid 5
Weaknesses light blindness, vulnerable to electricity
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Offense
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Speed 20 ft
Melee quarterstaff -1 (1d6-1)
Ranged light crossbow +3 (1d8)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 1st; concentration +7)
Constant-nondetection
9/day-shift (5 ft.)
1/day-magic stone, stone shape, stone tell
Conjurer Spells Prepared (CL 1st; concentration +7)
1st- color spray, grease, summon monster I (2)
O (at will) acid splash, detect magic, prestidigitation
Specialization Conjuration (Teleportation); Opposition Schools Evocation, Enchantment
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Statistics
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Str 9 Dex 16 Con 18 Int 22 Wis 9 Cha 5
Base Attack +0 CMB -1 CMD 13
FeatsScribe Scroll, Spell Focus (Conjuration)
Traits Arcane Temper (+1 concentration and initiative), Well-Provisioned Adventurer (Arcane Adept Package)
Skills Appraise+9, Craft (Clockwork)+9, Fly +4, Knowledge (Arcana)+9, Knowledge (Dungeoneering)+9, Knowledge (Nature)+9, Knowledge (Planar)+9, Knowledge (Religion)+9, Linguistics+9, Spellcraft+9,
Languages Racial-Common, Terran Int-Aquan, Draconic, Dwarven, Elven, Ignan, Undercommon Linguistics-Celestial
SQ

Deep Magic:
Members of this race gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks

Stoneseer:
Members of this race add +1 to the caster level of any spells with the earth descriptor they cast.

Stonesinger:
Members of this race are treated as 1 level higher when casting spells with the earth descriptor or using powers of the Earth domain, bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery. This trait does not give members of this race early access to level-based powers; it only affects powers they could already use without this trait.

Summoner's Charm (Su):
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.

Gear
Weapons: Light crossbow with 10 bolts, quarterstaff.

Combat Gear: Acid (2), scrolls of comprehend languages (2), scroll of detect secret doors, scroll of glitterdust, scrolls of identify (2), scroll of mount, scroll of rope trick, thunderstone, wand of mage armor (16 charges).

Other Gear: Backpack, bedroll, belt pouch, candles (5), chalk (5 pieces), flint and steel, ink, inkpen, ioun torch, journal, magnifying glass, mess kit, scroll box, silk rope (50 ft.), spell component pouch, trail rations (5 days), waterskin, 3 gp.

Spellbook
O level all except evocation and enchantment
1st - color spray, enlarge person, expeditious retreat, grease, identify, mage armor, ray of enfeeblement, shield, summon monster I