About Chester the NecromancerChester Marcel Banderfeld Background:
Once upon a time, an upstanding politician from <some city> of Talingarde married a local courtier. The marriage was not particularly celebrated; he married for love, she for a better station. But the couple was happy, despite the husband's struggles within the government. Being a supporter of true democracy, as well as freedom of religion, and the voice it gave the people earned him few friends among his peers. Greedy, self-righteous Mitrans tend not to want to relinquish their power for the good of anyone, more often than not. For his efforts in the government, he was rewarded with a sudden, unfortunate death during the Asmodean purges as his wife fled the region in terror. Though it could never be proved, she was certain that one of the self-righteous Mitrans that her husband opposed had planted the religious evidence in his office. Seven months later, after more than enough time for Lady Banderfeld to grieve and prove her faith to Mitra, Chester Marcel Banderfeld was welcomed into the world. With features that practically mirrored her late beloved's, Lady Banderfeld adored her son. As he grew, young Chester wanted for nothing and quickly revealed himself to be a zealous, inquisitive child. Each and every night, his mother would tell him stories of the greatness his father displayed. A paragon of valor, she painted him as, and Chester ate up every word as though it were the sweetest ambrosia. Whether her tales were true remains a matter of some debate that is best not mentioned in front of Master Banderfeld. However, what Chester took away from the tales of valor within bureaucratic courts was that the ruling system was flawed. A belief that stuck with him into adulthood and drove him to pursue a career as a wizard. As all wealthy children do upon coming of age, Chester went away to university to further his learning. During his time in school, the determined young man made many acquaintances, the occasional enemy, and a few close friends. One friend in particular, Kyra Adiga from the far off lands of Qadira, made quite an impression on him. While she was certainly exotic, what truly got his attention was her drive and work ethic. While she was beautiful, she was also brilliant almost in spite of being born of a lower class family. It was not until she was forced to leave the school when her parents could no longer pay the exorbitant tuition fees that Kyra's station came to the forefront. Much as he tried, there was little he could do to help his friend and in her wake, he was struck with a profound sense that this was connected. Life was not fair, but it was more than that. Chester was left with the firm belief that everyone should be able to rise above their station with enough hard work. A belief that has stuck with him ever since. Now, Chester may have gone on to be little more than a paragon of magical might and defender of the people, but fate had other ideas. In his final year of study, he took up a semester of practicum that he hoped would give him first-hand experience in putting his skills to work. The practicum in question involved following a more senior magi to a remote village to apprehend a wanted criminal. The crimes in question involved blasphemy and murder, but Chester was rather certain the process would be swift. What went into the backwoods villages was a zealous, clean cut young man eager to learn what his future would hold. What returned was a man with frost in his gaze, the beginnings of a close-cropped salt-and-pepper beard, and a burning desire to carve his path through the world. His brush with occult dealings and eldritch beings during his time in the untamed places of the world matured him significantly, as well as rekindled his desire to learn. Finishing his schooling with all haste, Chester's next few years were a whirlwind of research into unholy rituals. He took to exploration across the jungles and caves of Golarion, chewing through a significant amount of his family's fortune in the hunt for ever more knowledge. When his search came to an end, he found himself with two grand prizes. The first was a vile tome bearing all manner of dark knowledge once forbidden to him. The second, an answer to the question that had been burning within his skull for much of his life. If the Mitrans are a blight upon society that corrupts all it touches down to the lowest layman, what is the cure? Well, to carve out the tumor that poisons the body, of course. And Chester knows just the scalpel to do it.
Appearance:
A salt-and-pepper beard, streaks of grey at the temples, and a chiseled jaw mark Chester Banderfeld as a classically handsome gentleman heading into his middle years. His dark brown hair is worn short and loose, swept backward in a windblown tangle above frosty blue-grey eyes. While he often appears more than a bit frazzled and unkempt, he has become thoroughly practiced in pulling his look together to seem rather dashing, as if he's done it all quite on purpose. Lean and compact in build if not stature, Chester makes up for his lacking physical strength with a powerful personality and a charming smile for the ladies. Crunch:
Chester Marcel Banderfeld LE Human Wizard 7 Medium Humanoid (human) Initiative +3; Senses low-light vision; Perception +9 ============================= DEFENSE ============================= AC 17, touch 13, flat-footed 14 (+4 Armor, +3 Dex) hp 42 (7d6+14) Fort +6, Ref +7, Will +6 Defensive Abilities ============================= OFFENSE ============================= Speed 30 ft. Melee masterwork dagger +3 (1d4) Ranged acid splash +6 (1d3) Special Attacks Power over Undead (9/day)(DC18), Bolster (9/day)(+2 for 3 rounds) Cleric Spells Prepared (CL 7th; concentration +13, DC 10+spell level+Int mod) 4th (2+1) — Resilient Sphere, Wall of Blindness/Deafness 3rd (3+1) — Displacement, Fly, Animate Dead 2nd (5+1) — Protection from Good(communal), Create Pit, Defending Bone, Eagle's Splendor, See Invisibility 1st (6+1) — Mage Armor, Summon Monster I, Feather Fall, Silent Image, Vanish, Repair Undead 0 (4) — Acid Splash, Mage Hand, Prestidigitation, Message Arcane School Necromancy Opposition Schools Divination, Enchantment ============================= STATISTICS ============================= Strength 9 (-1), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 22 (+6), Wisdom 8 (-1), Charisma 14 (+2) Base Atk +3; CMB +2; CMD 15 Feats Command Undead, Scribe Scroll, Spell Focus(necromancy), Improved Channel, Quick Channel, Undead Master, Heighten Spell, Improved Familiar Skills Appraise +10, Craft +6, Diplomacy +13, Disguise +9, Fly +9, Heal -1, Knowledge(arcana, dungeoneering, nature, planes, religion) +16, Knowledge(engineering, geography, local) +11, Linguistics +6, Perception +6, Profession -1, Spellcraft +16, Use Magic Device +6 Traits World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Diplomacy checks, and it is always a class skill for you. Sacred Conduit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Familiar:
Xrell the Shoulder Imp LE Tiny outsider (devil, evil, extraplanar, lawful) Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7 ============================= DEFENSE ============================= AC 21, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size) hp 21 (7d10); fast healing 2 Fort +2, Ref +5, Will +6 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10 Speed 20 ft., fly 50 ft. (perfect) ============================= OFFENSE ============================= Melee sting +8 (1d4 plus poison) Space 2-1/2 ft.; Reach 0 ft. Spell-Like Abilities (CL 6th) Constant—detect good, detect magic At will—invisibility (self only) 1/day—augury, suggestion (DC 15) 1/week—commune (6 questions, CL 12th) ============================= STATISTICS ============================= Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14 Base Atk +3; CMB +1; CMD 15 Feats Dodge, Weapon Finesse Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana, nature, planes, religion) +8, Perception +11, Spellcraft +8, Use Magic Device +6 Languages Common, Infernal SQ change shape (boar, giant spider, rat, or raven, beast shape I), alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus. |