![]() About Corum MerandurCorum Merandur CR 1/2
DEFENSE:
AC 13, touch 13, flat-footed 10 hp 32 (6,4,4,4,4 +5FC +5CON) Fort +4, Ref 6, Will +8; +2 to resist Enchantment, +1 to resist Mind-Affecting effects OFFENSE:
Speed 30 ft. Melee Longsword +0 (1d8-2/19-20x2) Ranged Longbow +5 (1d8x3) Special Attacks Spells Spellbook:
O - All 1 - Chill Touch, Sleep, Mage Armor, Expeditious retreat, Protection from Law, Detect secret doors, Ventriloquism, Comprehend languages, Magic Missile, Color Spray, Identify, Protection from Evil, Feather Fall, Grease, Burning Hands, Charm Person, Enlarge person, Burning Hands 2 - See invisibility, Invisibility, Mirror Image, Gust of wind Invisibility, Blindness/deafness, Darkness, Scorching Ray, Monster Summoning 2 3 - Sleet storm, Phantom Steed, Wind wall, Invisibility Sphere, Monster Summoning 3, Fireball Spells Memorized:
Wizard (CL 5th, Concntration +13, Ranged Touch +4): 3rd - Fireball (D), Fireball (DC20), Fireball (DC20) 2nd - XScorching Ray (D), Monster Summoning 2, XMirror Image, Darkness, Invisibility 1st - Burning Hands(D), Color Spray (DC 16), XMage Armor, Magic Missile, Burning Hands (DC 18), XMagic Missile 0th - Ghost Sound (DC 16), Haunted Fey Aspect, Detect Magic Varisian Tatoo - Dancing Lights x3 STATISTICS:
Base Atk +2; CMB +0; CMD 13 Middle Aged (176) Str 6, Dex 16, Con 12, Int 21(23), Wis 14, Cha 8 Special Qualities Cantrips, Elf Traits, Shadow Spells feats:
Feats Scribe Scroll, Spell Focus: Evocation; Varisian Tatoo (Evocation); Spell Specialization: (Fireball), Metamagic(Empowered Spell +2 for +50%) SKILLS:
8/level (2class+5Int+1headband*) Acrobatics +3 (+3 Dex) Appraise +6 (+6 Int) Bluff -1 (-1 Ch) Climb -2 (-2 Str) Concentration +13 (+5 lvl, +6 Int, +2 Race) Diplomacy -1 Heal +2 (+2 Wis) Knowledge (Arcana) +14 (+5 Ranks, +3 Class, +6 Int) Knowledge (Religion) +10 (+2 Ranks, +3 Class, +6 Int) Knowledge (History) +14 (+5 Ranks, +3 Class, +6 Int) Knowledge (Planes) +14 (+5 Ranks, +3 Class, +6 Int) Knowledge (Nature) +9 (+1 Ranks, +3 Class, +6 Int) Knowledge (Dungeoneering) +14 (+5* Ranks, +3 Class, +6 Int) Knowledge (Local) +10 (+1 Ranks, +6 Int, +3 Class) Linguistics +10 (+1 Ranks, +3 Class, +6 Int) Perception +13 (+5 ranks, +2 Wis, +3 Class, +2 race, +1 trait) Sense Motive +10 (+5 Ranks, +3 Class, +2 Wis) Spellcraft +14 (+5 Ranks, +3 Class, +6 Int) {+2 to ID magic} Gear:
Backpack, Bedroll, 10 Candles, 10 pieces of Chalk, Flint and Steel, 1 phial of Ink, 4 Inkpens, 8 sheets of Parchment, Spellbook, Spell Component Pouch, 3 days Trail Rations, Waterproof Bag, Waterskin
Wealth=25gp TRAITS:
Eyes and Ears of Abadar: Your religious training was entwined with your work serving the city watch of a large city, the primary duty of which was standing sentinel on a city wall. Benefit You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell (fireball) when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level. SPECIAL ABILITIES:
Arcane School A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Evocation Arcane School
Intense Spells (Su)
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive Keen Senses Elves receive a +2 racial bonus on Perception skill checks. Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
magic gear:
+2 Headband of Intellect (4000gp) Metamagic rod: disruptive (2/3 left) (3000gp) Pearl of power - lvl 1 (0/1)(1000gp) +1 Bitter Bracers +2 cloak of resistance (4000gp) Wand of Ray of Admonishing background:
Corum grew up as a spoiled elf. He spent over a hundred years in Nidal, and found he had the talent for shadow magic. Rather than stay, the easily bored elf wandered the lands.
He spent years treveling from Nidal down through the lands where he joined up with wild Varisian gypsies. He increased his knowledge of magic and learned human ways--he even adopted their use of mystic tatoos to enhance spellcasting. Their focused attitude suited his jaded ways, but he later found out that most humans were even more impatient and busy. The gypsies were a great transition to the rest of the human race. He found a group worshipping Abadar, and served twenty years guarding the city and learning more magic knowledge. Although he enjoyed listening to the teachings of Abadar, Corum has not fully converted. After many years, Corum again traveled back to Varisia, but has found his gypsy friends that he knew are all dead or incredibly aged. He is currently bored and looking for excitement in Doyles Run. |