(AC 21/ 14 Tch/ 18 FF, HP 29/29, Fort + 3, Ref + 5, Will + 6, Perc + 9)
Gender
(AC 16/12 Tch/14 FF, HP 58/58, Fort + 6, Ref + 6, Will + 8, Init +6, Perc + 11/13) Male
Size
Medium
Age
153
Alignment
Neutral Good
Deity
The All-Seeing Eye (Nethys)
Location
Kalsgard
Occupation
engineer, scholar, alchemist, flautist (bad)
Strength
10
Dexterity
14
Constitution
14
Intelligence
22
Wisdom
10
Charisma
13
About Daeron Lareththor
Daeron Lareththor Male Elf Conjurer (Wizard) 8 Favored Class Wizard (+8 HP)
Initiative +6; Senses low-light vision; Perception +11 (+13 from Alertness if familiar nearby)
Defense Armor Class 16 (+2 Dex + 4 armor) touch 12 flat-footed 14
Combat Maneuver Defense 16, flat-footed 14
Current Hit Points 58
Total Hit Points 58
Save (Current)- Fort +6 (+6), Ref +6 (+6), Will +8 (+8)*
Ranged Heavy Crossbow +6 (1d10) 19-20/x2 P 120' (30 bolts); Dagger +6 (1d4) P/S 10'
Combat-Relevant Gear
Pearl of Power 1st (1/1 day) - Recall any single spell that has already been cast 1/day
Pearl of Power 1st (1/1 day) - Recall any single spell that has already been cast 1/day
Lesser Extend Metamagic Rod (3/3 per day) - Spell level 1-3 doubles duration when held in hand
Belt of Mighty Constitution +2
Cloak of Resistance +2
Headband of Vast Intelligence +2 (Use Magic Device)
Ring of Sustenance
Wand of Enlarge Person (carried by familiar) (46/50 charges)
Wand of Cure Light Wounds (carried by familiar) (49/50 charges)
Wand of Ray of Enfeeblement (carried by familiar) (15/50 charges)
Scrolls
Comprehend Languages (CL 1) x 2
Endure Elements, Communal (CL 3) x 1
Knock (CL 3) x 1
Message (CL 1) x 2
Protection from Evil (CL 1) x 2
Protection from Arrows (CL 3) x 2
Read Magic (CL 1) x 2
Unseen Servant (CL 1) x 1
Active Effects
Mage Armor (Daeron) - 8 hours
Special Attacks -
Deliver Touch Spells Through Familiar (Wizard Familiar)
Notes:
Mad Monkeys (DC 14 distraction, CMB +14 disarm/steal item/weapon from enemy, CMD 24 disarm/steal to recover stolen item/weapon)
Special Abilities -
Alertness Feat(Wizard Ability) - Only when familiar is within arm's reach
Arcane Focus (Racial Trait)- +2 concentration checks to cast arcane spells defensively
Dimensional Steps (Sp)(Wizard) - (48/48 5' increments) Teleport 30'/day for every wizard level, in 5 ft increments.
Elven Immunities (Racial Trait) - +2 save bonus vs. enchantment spells/effects and immune to sleep effects
Elven Magic (Racial Trait) - +2 to spellcraft checks to determine item's magical properties and +2 to overcome spell resistance
Empathic Link with Familiar (Wizard)- You have an empathic link with your Arcane Familiar.
Keen Senses (Racial Trait) - +2 to Perception checks
Low-Light Vision (Racial Trait) - Can see 2x as far as humans in low light
Share Spells with Familiar (Wizard)- Can cast spells with target "you" on a familiar with a range of touch.
Shift (Su) (Conjuration) - 9/9 times day teleport to a nearby square as dimension door with max distance 20 ft. (5 ft/2 wizard levels)
Speak with Familiar (Wizard) - You can communicate verbally with your familiar.
Spell Focus (Conjuration) - Conjuration spells have +1 to save DC
Summoner's Charm (Conjurer Ability) - Summoning spells have duration increased by 4 rounds = 1/2 * Wizard Level
Languages - (s) are starting languages, (h) are granted by the headband
Taldane (Common) (s)
Elven (s)
Celestial (s)
Draconic (s)
Gnome (s)
Slyvan (s)
Terran (h)
Aquan
Auran
Erutaki
Ignan
Skald
Tien
Varisian
Wizard Abilities Specialization Conjuration (Teleportation Subschool)
Opposition Necromancy/Enchantment
Arcane Bond Familiar (Air Mephit)
Hit Points Calculation Total Hit Points 58 = 6 + 7*4 + 8 favored class + 16 CON
--- Familiar - Manulani --- Air Mephit N Small Air Outsider Str 13, Dex 15, Con 12, Int 9, Wis 11, CHA 14
Initiative +6; Senses darkvision (60ft), Perception +9
Defense Armor Class 21 (+2 Dex +1 dodge +7 natural +1 size) touch 14 flat-footed 18
Damage Reduction 5/magic
Combat Maneuver Defense 17, flat-footed 14
Current Hit Points 29
Total Hit Points 29
Save (Current)- Fort +3 (+3), Ref +5 (+5), Will +6 (+6)*
Special Attacks
Breath Weapon (Mephit, Air) - DC 13 Standard action every 4 rounds d8 slashing. Save is Constitution-based and includeds a +1 racial bonus.
Special Abilities
Blur - 1/hour as the spell with Caster level 6th.
Darkvision - You can see in the dark (black and white vision only) up to 60 ft.
Fast Healing 2(EX) - You heal damage every round if gusty or windy and you have >1 HP.
Skills - For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills
NOTE: Outsiders get 6 skill points + INT MOD per HD (3) giving 15 points. Kept defined skill points and added 3 ranks in sense motive for +Int.
Bluff +8 (3 ranks + 2 CHA + 3 class)
Craft(Alchemy) +5 (3 ranks - 1 INT + 3 class)
Fly +18 (3 ranks + 2 DEX + 3 class + 8 perfect + 2 size)
Knowledge(Arcana) +6 (7 ranks - 1 INT)
Knowledge(Engineering) +2 (3 ranks -1 INT)
Knowledge(Geography) +0 (1 rank - 1 INT)
Knowledge(History) +0 (1 rank - 1 INT)
Knowledge(Nature) +3 (3 ranks - 1 INT)
Knowledge(Planes) +9 (7 ranks - 1 INT + 3 class)
Knowledge(Religion) +2 (3 ranks - 1 INT)
Linguistics +4 (5 ranks - 1 INT)
Perception +9 (6 ranks + 0 WIS + 3 class)
Perform(Wind) +3 (1 rank + 2 CHA)
Ride +3 (1 rank + 2 DEX)
Sense Motive +6 (3 ranks + 0 WIS + 3 class)
Spellcraft +7 (8 ranks - 1 INT)
Stealth +12 (3 ranks + 2 DEX + 3 class + 4 size)
Survival +3 (3 ranks)
Use Magic Device +20 (8 ranks + 2 CHA; Ranks granted by Headband of Vast Intelligence)
Summoned Creatures:
NOTE: I have already applied the constitution and strength enhancment from Augment Summoning to each creature below.
Auroch CR 2
XP 600
Herd Animal, Aurochs
N Large Animal
Init +0; Senses low-light vision, scent; Perception +9
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Defense
--------------------
AC 13, touch 9, flat-footed 13 (-1 size, +4 natural)
hp 28 (3d8+15)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +3, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee Gore (Herd Animal, Aurochs) +9 (1d8+12/x2) and
. . Trample (DC 19) (Herd Animal, Aurochs) +9 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede
--------------------
Statistics
--------------------
Str 27, Dex 10, Con 21, Int 2, Wis 11, Cha 4
Base Atk +2; CMB +11; CMD 21 (25 vs. Trip)
Feats Endurance, Skill Focus (Perception)
Skills Acrobatics +0 (+4 jump), Fly -2, Perception +9, Stealth -4, Swim +8 (+12 to resist nonlethal damage from exhaustion)
Languages Other Gear You have no money!
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Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.
--------------------
Bison CR 4
XP 1200
Herd Animal, Bison
N Large Animal
Init +0; Senses low-light vision, scent; Perception +8
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Defense
--------------------
AC 17, touch 9, flat-footed 17 (-1 size, +8 natural)
hp 52 (5d8+30)
Fort +10 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee Gore (Herd Animal, Bison) +12 (2d6+15/x2) and
. . Trample (DC 22) (Herd Animal, Bison) +12 (2d6+15)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede
--------------------
Statistics
--------------------
Str 31, Dex 10, Con 23, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +14 (+16 Bull Rushing); CMD 24 (26 vs. Bull Rush, 28 vs. Trip)
Feats Endurance, Improved Bull Rush, Power Attack -1/+2
Skills Acrobatics +0 (+4 jump), Fly -2, Perception +8, Stealth -4, Swim +10 (+14 to resist nonlethal damage from exhaustion)
Languages Other Gear You have no money!
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Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.
--------------------
Crocodile
Crocodile
N Large Animal
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 13 (+1 Dex, -1 size, +4 natural)
hp 28 (3d8+15)
Fort +8, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 20 ft., sprint x2 (1/minute) (1/minute), swimming (30 feet)
Melee Bite (Crocodile) +7 (1d8+6 plus grab/x2) and
. . Tail slap (Crocodile) +2 (1d12+3/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks death roll
--------------------
Statistics
--------------------
Str 23, Dex 12, Con 21, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +9 (+13 Grappling); CMD 20 (24 vs. Trip)
Feats Skill Focus (Perception), Skill Focus (Stealth)
Skills Acrobatics +1 (-3 jump), Fly -1, Perception +8, Stealth +5 (+13 in water), Swim +14
Languages SQ +8 stealth in water, hold breath (x4)
Other Gear 150 GP
--------------------
Special Abilities
--------------------
+8 Stealth in water (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Death Roll (Ex) If you grapple a target, you can roll to inflict bite damage and knock the creature prone.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sprint x2 (1/minute) (1/minute) (Ex) 1/minute, increase your land speed by a factor of 2
Swimming (30 feet) You have a Swim speed.
--------------------
Hound Archon CR 4
XP 1200
Archon, Hound
LG Medium Outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Aura aura of menace (20 feet) (dc 16)
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 19 (+9 natural)
hp 51 (6d10+18)
Fort +8, Ref +5, Will +5; +4 bonus vs. poison
DR 10/evil; Immune electricity, petrification; Resist poison resistance +4; SR 15
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Archon, Hound) +10 (1d8+4/x2) and
. . Slam (Archon, Hound) +10 (1d4+4/x2)
Spell-Like Abilities
. . Constant—detect evil, magic circle against evil
. . At will—aid, continual flame, Greater Teleport (At will), message
--------------------
Statistics
--------------------
Str 19, Dex 10, Con 17, Int 10, Wis 13, Cha 12
Base Atk +6; CMB +10; CMD 20
Feats Improved Initiative, Iron Will, Power Attack -2/+4
Skills Acrobatics +9 (+13 jump), Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (any small to large canine, beast sha
Other Gear You have no money!
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Special Abilities
--------------------
Aura of Menace (20 feet) (DC 16) (Su) Hostile creatures must save or take a -2 to attacks, AC, and saves for 24 hours.
Change Shape (any Small to Large canine, beast shape II) (Su) You can change your form.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Greater Teleport (At will) (Su) As the spell except that can transport self and up to 50 lbs of objects.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (15) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.
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Lantern Archon CR 2
XP 600
Archon, Lantern
LG Small Outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (20 feet) (dc 13)
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Defense
--------------------
AC 15, touch 11, flat-footed 15 (+1 size, +4 natural)
hp 17 (2d10+6)
Fort +6, Ref +3, Will +0; +4 bonus vs. poison
DR 10/evil; Immune electricity, petrification; Resist poison resistance +4
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Offense
--------------------
Speed 0 ft., flight (60 feet, perfect)
Special Attacks light ray
Spell-Like Abilities
. . At will—aid, continual flame, detect evil, Greater Teleport (At will)
--------------------
Statistics
--------------------
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2; CMB -2; CMD 8
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5, Stealth +4
Languages Celestial, Draconic, Infernal; truespeech
SQ gestalt
Other Gear You have no money!
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Special Abilities
--------------------
Aura of Menace (20 feet) (DC 13) (Su) Hostile creatures must save or take a -2 to attacks, AC, and saves for 24 hours.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Perfect) You can fly!
Gestalt (Su) Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers
Greater Teleport (At will) (Su) As the spell except that can transport self and up to 50 lbs of objects.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Truespeech (Su) Speak with any creature that has a language.
--------------------
Lion CR 3
XP 800
Lion
N Large Animal
Init +7; Senses low-light vision, scent; Perception +9
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Defense
--------------------
AC 15, touch 12, flat-footed 12 (+3 Dex, -1 size, +3 natural)
hp 42 (5d8+20)
Fort +8, Ref +7, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Lion) +9 (1d8+7 plus grab/x2) and
. . Claw x2 (Lion) +9 x2 (1d4+7/x2) and
. . Rake x2 (Lion) +9 x2 (1d4+7/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce
--------------------
Statistics
--------------------
Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +11 (+15 Grappling); CMD 24 (28 vs. Trip)
Feats Improved Initiative, Run, Skill Focus (Perception)
Skills Acrobatics +11 (+15 jump, +15 to jump with a running start), Fly +1, Perception +9, Stealth +8 (+12 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth
Languages SQ +4 stealth in undergrowth
Other Gear You have no money!
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Special Abilities
--------------------
+4 Stealth in undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
------------------------
Background:
Daeron is the only child of venerated elven wizards Tayangir and Nionwen Lareththor in the elven tower-turned-city of Riverspire. His parents, certain of their son's future, eschewed the typical martial training that most elves undergo and instead strongly encouraged him to focus on his arcane ability. For his part, Daeron took the to training like a fish to water and swiftly proved his potential. It seemed obvious to all that Daeron would follow in his parents footstep's and become a researcher of the arcane mysteries of the world.
As Daeron grew to adulthood, however, the influence of his maternal grandfather and the adventures they shared would steer young Daeron away from a lifetime studying musty tomes. His grandfather, Ardaughtor Nellaryl, was an accomplished ranger in his youth and would often take time to travel with Daeron when his parents were indisposed doing research. The pair would travel throughout Kyonin's wilderness and occasionally beyond its borders. Ardaughtor would share his expertise in surviving in the wild while spinning tall tales of his travels abroad. It was then that Daeron's keen desire to see the places in his grandfather's tales took seek and began to germinate.
By the time Daeron was nearing adulthood this seed had grown into fierce desire to see more of the world beyond the relatively insular Riverspire. His announcement that he intended to travel to Varisia and study at the celebrated Acadamae in Korvosa was scoffed at by his parents. They wheedled and cajoled, pointing out that they were two experts in the art and were willing to train him themselves. Daeron, however, would have none of it as his mind was made up. After months of argument and rocky relations, his parents finally capitulated on the condition that he wouldn't travel alone.
It was thus that Daeron and Ardaughtor would set out on one last adventure together as they made the long trek to Korvosa. It was during this trip, at an inn in backcountry Molthune that particularly bold slavers attacked, seeking to capture the inn's tenants in hope of selling them in the Razmiran city of Xer. Ardaughtor, despite his advanced age, fought fiercely against long odds, going as far as to track slavers who had escaped with a family of Varisian travelers. After the raid, Daeron asked his grandfather why he so willing risked his life for a family of complete strangers. Ardaughtor explained, "If I had not used the means within my reach to aid those who I could otherwise help, it would have stained my soul. I would not live with that."
Upon reaching Korvosa, Daeron was readily accepted into the Acadamae. He bid his grandfather a fond farewell and began, without delay, to master the arcane. During long years of study Daeron would gain a solid knowledge of a variety of topics including, to his surprise, the field of engineering. The mental discipline required to perform adequately as an engineer is well suited for conjuration. When creating matter from the energy of the cosmos, precision and knowledge of mathematics prevent horrid disasters. Amongst the other topics that held particular interest for the young arcanist were the alchemical sciences and illusionary magics. In practicing, Daeron came to the conclusion that simply blasting at a target was an inefficient means of using his spells. Far better to create a lingering effect to tip the scales in his favor. After some 30-odd years of study, Daeron considered his work complete and left the Acadamae to begin his travels anew.
The wilderness of Virisia held precisely the excitement that Daeron sought and he traveled widely, generally with Virisian caravans. During this time he honed his skills as a wizard while he earned a reasonable living serving as guard, engineer and alchemist for hire. It was during these travels, with a notoriously merry people, that Daeron began to learn the flute. Sadly for the wizard, his playing left something to be desired and his perfectionism caused him to set aside his flute. Having not played in many years, the wizard has been reluctant to try and improve his playing.
As time wore on, he found himself lacking in purpose and growing morose and began to travel further afield. Daeron was seeking not only to refine his crafts but to fulfill a purpose. Destiny weighed heavily on his shoulders and led him, after many years, to the Land of the Linnorn Kings. Daeron has now lived for a number of years in the Kalsgard, offering his services as an engineer to repair wagons and expand the trade facilities of the city. His restlessness has begun to set in again and he'd readily leave the city given the opportunity.
Appearance:
Daeron is slightly shorter than average for an elf at six feet and an inch tall. His build is characteristic of elves: slim, graceful and surprisingly vigorous. He wears his hair carefully cropped short in keeping with his neat and fastidious preferences. When moving, he tends to move quickly with precision and without wasted effort. His long face and pointed chin appear as if chiseled from a pale marble. There is little softness to his features. His eyes are icy blue and are shot through with streaks of a darker sapphire. These features combine to give him a rather cold look at first glance. This outward facade melts away to reveal a friendly countenance when he is genuinely happy and wishes to show it. Daeron typically dresses practically but professionally in well-made no-nonsense attire.
Personality:
In keeping with his long years of scholarly (and wizardly) training and work as an engineer-for-hire, Daeron is often analytical and aloof (some would say arrogantly so). Once he has drawn his conclusions, however, this elf's stony mask can break depending on if he judges you to be friend or foe. His intellectual tendencies will occasionally lead him to over-analyze a situation and fail to take advantage of a swift opportunity. Daeron is open-minded, however, and shares his people's tendency towards fascination with new experiences and people. This can often lead to a bewilderingly swift change from haughty aloofness to enthusiastic questioning and interest based on a single word. This is particularly true when he's confronted with unknown variables (be they new people or a particularly fascinating bit of arcane lore) that require his careful study.
Having traveled extensively and experienced a multitude of joys and sorrows, Daeron has a generally positive outlook on the world, colored by loss of friends and grim acceptance that evil is a real and ever-present threat to the innocent. With the past injustices he has been witness to, Daeron is actively interested in pursuing and thwarting threats to innocents with whatever means are at his disposal. Daeron holds particular enmity for those who would oppress and deny liberty to innocents. This altruistic drive to use his gifts to use has made him question his ongoing worship of Nethys. He has found it difficult to accept a god whose incarnation acknowledges the immoral use of magic for selfish, oppressive purposes. In more recent years he has found himself spiritually adrift, looking for some centering force to fill the void left by his grandfather's absence.
Prized Possessions:
One of Daeron's most prized possessions is a venerable tome filled with his parent's research notes that he received when he first set out from Kyonin, many years ago. His other possession was a gift he received as a young child from his grandfather. The well-worn spinning top is a family heirloom and is enchanted such that, when a command word is spoken, the top will spin continuously without falling. His last memento is a flute gifted to him after repairing the axle of a cart for a band of troubadours. He hasn't played it in some years (as he's terrible at it), but it's been with him for many years and he considers it a good luck charm.
Familiar Background:
During most of his travels, a hawk who Daeron called Glenberath was his trusted familiar. The prideful and noble hawk was a descendant of one of his grandfather's own companions. She, sadly, died during his travels to Kalsgard during a bandit raid.
Following a period of grieving wherein he had no familiar, Daeron has recently sought and acquired the aid of elemental being of air to serve as a new familiar. This mephit, Manulani, is an air mephit who Daeron summoned after learning his name in an arcane tome he found during his travels in Varisia. Manulani was not compelled to serve (Daeron would find that objectionable) and was enticed, with some difficulty, to serve as a familiar with promises of adventure. Thus far, the mephit has proven playful and irreverent which contrasts rather strongly with his master. The imp-like being also has a penchant for playing pranks, something that exasperates Daeron greatly. The two are still acquainting themselves, so it remains to be seen what form of relationship the crafty little elemental and intellectual elf will have.
RP Hooks for PCs/GM I built in:
1.) Spiritually Adrift - Good opportunity for a cleric to swoop in and help him find faith in another deity.
2.) Doesn't know Tien - He hasn't lived in Kalsgard long enough to pick up the Tien tongue but would be interested in lessons.
3.) Wishes to improve his ability to play the flute - He's really bad at it. Consider yourself warned.
4.) Has travelled extensively - Likes to tell tales of his exploits and hear the sound of his own voice. This also means he has relatively few widespread friends (many of his university compatriots are old men). Speaking to him, you would swiftly get the impression he lacks a sense of place and belonging.