Hunt Mistress

Anomander T'karn's page

8 posts. Alias of Krigare.


Race

| HP 9 | AC 15 T 14 FF 11 | CMB +4, CMD 15 | F: +2, R: +4, W: +5 | Init: +5 | Perc: +5

Classes/Levels

Speed 30 ft | Active Conditions: Detect Magic

Gender

Male N Noble Drow Conjurer 1

Size

M

Age

170

Alignment

N

About Anomander T'karn

Background:
Anomander was always a curious drow, even from his early childhood. Born into House Azrinae, the only thing that kept him alive was being one of the rare male noble drow. Deemed valuable enough to not kill, but troublesome enough that the House matrons took a dislike to him, they found an easy enough way to not deal with him. Putting him under the care of the scholars of the house, he found many ways to sate his curiosity in books. Eventually his talents for magic became known, and he was entered an apprenticeship.

He found his apprenticeship to be interesting enough. His master had a passion for lost empires, such as the Azlanti and Thassilonian empires. She was also, for the most part, obedient enough to the House to stay out of trouble, but mostly stayed out of the House politics. That was something she passed on to Anomander, and it served him well enough. He learned how to avoid notice of the matrons, all the while developing a desire for more and more arcane knowledge.

After he passed his apprenticeship, he was sent to help with the fighting in Celwynvian. While his ability to conjure monsters was useful, he didn’t find himself very fulfilled with that life. Knowing that Varisia was full of Thassilonian ruins, he made plans to run away from his house. Eventually he had what he needed for a trip overland, and he slipped away. He has made his way across Varisia, traveling at night as best he could, until finally he arrived at Sandpoint. Realizing he was low on supplies and that what he had learned in ancient books and what the modern world was were two different things, he has come to the conclusion that now might be a good time to find allies.

Statistics:
Anomander
Male Drow Noble Conjurer 1
N Medium Humanoid (Elf)
Init +5; Senses Darkvision 120 ft; Perception +5
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DEFENSE
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AC 15, Touch 14, Flat-Footed 11
HP 9
Fort +2, Ref +4, Will +5, (+2 vs Enchantment Spells and Effects)
Immune Sleep; SR 12
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OFFENSE
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Speed 30
Melee +1 Quarterstaff (1d6+1)
Ranged +4 Light Crossbow (1d8, 19-20/x2)
Space 5 ft; Reach 5 ft
Spell-Like Abilities[b]
[b]Constant
-Detect Magic
At Will-Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate
7/day-Shift
1/day-Divine Favor, Dispel Magic, Suggestion
Spells Known/Prepared
1st—Summon Monster I (2), Enlarge Person
0th—Acid Splash, Prestidigitation, Read Magic, Mage Hand
Specialization conjuration; Opposition Schools enchantment, evocation
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STATISTICS
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Str 12, Dex 18, Con 14, Int 18, Wis 16, Cha 14
Base Atk +0 CMB +4
Feats Scribe Scroll, Spell Focus (Conjuration)
Traits Arcane Temper, Scholar of the Ancients
Skills Craft: Clockwork +8, Knowledge Arcana +8, Knowledge Dungeoneering +8, Knowledge History +8, Knowledge Nature +8, Knowledge Planes +8, Knowledge Religion +8, Linguistics +8, Perception +5, Spellcraft +8
Languages Elven, Undercommon, Thassilonian, Common, Abyssal, Aklo, Aquan, Infernal
SQ Poison Use (Ex), Darkvision 120 ft (Ex), Light Blindness (Ex), Shift 7/day 5 ft (Su), Summoners Charm (1 round) (Su)
Gear Kit: Wizards Kit ( backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), Quarterstaff, Light Crossbow, Ammunition: Crossbow Bolts 20, Haramaki, Money 7 gp
Spell Book
0 level - all except Enchantment and Evocation
1st level - Summon Monster I, Enlarge Person, Mage Armor, Shield, Identify, Expeditious Retreat, Disguise Self