Kutholiam Vuere

Bannon the Adjurer's page

132 posts. Alias of FratManCy.

Full Name

Bancroft Gainsborough




Wizard 3, +5 Initiative, +6 Perception, AC 11 / Touch AC 11 / Flat Footed AC10, Saves F+2/ R +w / W +6 HP:19/19














Common, Celestial, Infernal, Elven, Dwarven, Aklo, Lips


Freelance Abjurer

Strength 12
Dexterity 12
Constitution 13
Intelligence 19
Wisdom 16
Charisma 16

About Bannon the Adjurer

Inspiration 1

Bannon the Abjurer
Male Human Wizard 3
LN Medium humanoid
Init +5; Perception +6
AC 11, touch 11, flat-footed 10
hp 19 (2d6+ [6+1, 7+2] + 3 favored)
Fort +2, Ref +2, Will +6
Spd 30 ft.
Melee Quarterstaff +1(1d6+1/1d6+1;double,monk| x2)
Ranged Light Xbow +1(1d8/19-20 x2)

Wizard Spells Known (concentration +9 [3+4+2], CL 3rd)
1st (4/day) - Adjuring Step, Hold Portal(DC 16), Protection from Evil, Peacebond (DC 16), Mage Armor, Charm Person(DC 15), Sleep(DC 15), Disguise Self, Vanish, Alarm (DC 16), Crafter's Fortune
2nd (3/day) - Miserable Pity (DC 17), Bull's Strength, Arcane Lock (DC 17)

Str 12, Dex 12, Con 13, Int 19, Wis 16, Cha 16
Base Atk +1; CMB +1; CMD 13
Feats: Scribe Scroll, Eschew Materials, Spell Focus(Abjuration +1 DC), Improved Initiative
Skills: Appraise +8, Fly +1, Knowledge Arcana / Geography / History + 9, [All] +8, Linguistics +9, Spellcraft +10, All skills listed are class skills
Traits: Focused Mind [+2 Concentration], Diplomat [+1 diplomacy / sense motive]
Languages Common, Celestial, Infernal, Elven, Dwarven, Aklo, Lips
Combat Gear quarterstaff, light crossbow, 10 bolts,
Special Abilities:
Resistance You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day
Protective Ward (Su): 10 ft. radius, +1 Deflection AC; 4 Rounds [ 7 Uses]

691 ~ Aether.
0 PP
300 GP ( 150GP )
1 SP
0 CP

Class Abilities:

Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
- - -

Arcane Bond: Familiar (Owl)
Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness

Arcane School (Abjuration)

Resistance (Ex)

You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Protective Ward (Su)

As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
10 ft. radius, +1 Deflection AC; 4 Rounds [ 7 Uses]

Spells @ Level 1: 3 + 4 = 7
Level 2: 2

. Bancroft Gainsborough is a older man in his late fifties who had spent a good deal of his life as a wizard specializing in protective and controlling magic. Having resigned from the life of an adventurer, Bannon took on small jobs within Nibrelter employing his talents where ever needed. Disfavoring the destructive side of magic, Bannon approaches everything in life with an open and patient mind, often trying to understand whatever problem comes his way. Though, this practice has left him as aloof and somewhat distant, nothing gets him riled than seeing unkempt magic.

Bannon is a thin human male standing at about 5'9". He had the demeanor of a professional, neat kept beard, black fading into grey hair combed backward. Though not a fan of flashy apparel, he wears a simple scholar's outfit with several tones of grey. Usually resting atop his walking staff is Cornelius, his owl familiar.


It came first as dead silence that stopped the world. Sulfur and brimstone fell in the background. The skies turned red and it felt like a storm had passed on the land. Bannon the Abjurer had been in mid study as he bore witnesses to what would be recorded as The Great Purge.

In mere moments, screams pierced the sky. Rifts opened everywhere, unleashing hordes of demons and their malevolence. The city sprang into hastened alert, but it was too late. The city's walls were surged with all manner of horrid demon. Pockets of Humans struggled to put up a resistance.

Bannon rose from his study and scrambled to grab his spellbook and whatever he could defend himself from the new danger. The voices of the fallen filled his ears, heart filled with dread, he hoped that his magic was strong enough to protect his life.

Rounding the bend, he came within sight of a horrible horned demon whose skin looked like tight leather. Just as Bancroft saw the beast, his eyes blinked and the beast seemed to disappear. Scrambling to get his thoughts together, he cast a warding spell on himself. But it did little against the demon's ferocity. In mere moments, the wizard was shredded to ribbons, his magic failing to protect him.


Light Crossbow 35 GP

Level 1 Scrolls 100 GP
-Break CL 1
-Expeditious Retreat CL 1
-Feather Fall CL 1
-Reduce Person

Level 2 Scrolls 300 GP
-Endure Elements, Communal

Potions 100 GP
Cure Light Wounds x 2
Cure Moderate Wounds x 2
Potion of Barkskin +2

Backpack - 2 gp,
Spellbook, 3lbs
100 sheets
ink 8gp
Inkpen x 2, 2sp
Scroll Case, 1 gp
Parchment x 4, 8sp
Outfit, Scholar's
Scarf 1sp

0 PP
300 GP ( 150GP )
1 SP
0 CP


N Tiny animal
Init +3; Senses low-light vision; Perception +10

AC 17, touch 17, flat-footed 14 (+3 Dex, +2 size, +2 Nat)
hp 9 (1d8 + 1/2 of Master's total hp)
Fort +2, Ref +5, Will +2

Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

Str 6, Dex 17, Con 11, Int 7, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.


Spells per day 0 - 4 ; I - 4 ( 2 + 1|bonus| + 1|school| )
Caster Level 2nd, Concentration +6

Level O Spells - ALL

Level 1 Spells:
[Abjuration] - Adjuring Step, Hold Portal(DC 16), Protection from Evil, Peacebond (DC 16) Mage Armor, Charm Person(DC 15), Sleep(DC 15) Disguise Self, Vanish, Alarm (DC 16), Crafter's Fortune.

Level 2 Spells: Miserable Pity (DC 17), Bull's Strength, Arcane Lock (DC 17)


Bannon the Abjurer
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If given enough space, Bannon would try to create a boundary between him, and the enemy. Either through wards or magic, the Wizard needs ample space and accessibility.
If witness to destructive magic, or a madden spell caster, Bannon becomes enraged and focused on deterring their influence.
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During Combat
- After employing the use of protection spells, the Wizard chooses to play the battlefield against his opponents, casting either Sleep or Charm.
If too close to an enemy, Bannon would became evasive by either using Vanish and moving to safety.
If all else fails, he'll pull out his light xbow and shoot from protection.
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Combat End
The Wizard tries to avoid death at any point, but its his love for the arcane is what keeps him within the combat.
Because of his personal code, Bannon picks and chooses of whom his loyalty lies – even if it means his survival.