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About Damoc OberigoDamoc Oberigo
Walking along the street is a prototypical Cheliaxian gentleman. His hair shows a few streaks of grey, but the beard circling his mouth is still pure sable. His dark blue clothes are of a utilitarian cut; the only ornament is a brown fur ruff of a collar. He stands nearly as tall as a tall man's shoulder. (A keen eye might notice the dark wine stains on his shirt and the heels on his boots four fingers high.) He is also friendly and out-going. Ability Scores:
20 pt buy. Str 13 (3) +1 Dex 14 (5) Con 13 (3) Int 18 (7) (+2 race, +1 4th level) Wis 10 (0) Ch 12 (2)
Initial Hit point rolls, 7th level HP roll6+3+15+4 + 7 con Strength 13 Dexterity 14 Constitution 13 Intelligence 20 (18 +2 headband) Wisdom 10 Charisma 12 Initiative +4, Speed 30'
Defense:
Saves- Fort +5 (+2+2+1Con) Reflex +6(+2+2+2dex) Will +5(+5+0wis) (+2 to all cloak of resistance) Attacks:(BAB +4 , CMB +5 CMD 17 )
Composite Shortbow, MW Str 12: +7 1d8+1, x3, 60'
Telekinetic Fist (Sp): +5 ranged touch, 1d4+ (1/2 wiz level), 30' (3+ 4 I /day) (7 of 7 remaining) Spells Prepped Today:
Total Spell load out: 4 cantrips, 3 first level +1 I, 3 second level + 1 I, 2 third level + 1 I AND 1 transmutation school spell at each spell level Save DC = spell level + 5 I +1 if conjuration * indicates the spell is cast. Cantrips:
First level : (4+T)
Second Level : (3+T)
Third Level : (2+T)
Scrolls:
Cantrips: First Level:
Second Level :
Third Level :
Skills:
(6/Rgr level + (2/Wiz level +1 favored class) + 4/level Int) = 51 Appraise ...... 8 = 1 + 4 I +3 class
Acrobatics 0 +2 D - Armor
Languages- Common, Elven, Draconic, Celestial, Halfling; Infernal Feats and Traits:
Traits: Magical Knack: ... Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. (Wizard) (Affects, duration, range, damage, etc. Not number of spells per day.) Reactionary: You gain a +2 trait bonus on Initiative checks. Feats: Human
Equipment:
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Current Load: {Light 50 lbs. or less Medium 101 lbs. Heavy 151 lbs.} Artisan's outfit Holy Symbols, Cayden Cailean Spell Component Pouch Pouch, belt
Handy Haversack
Cloak of Resistance +2 (Lady Andaisin's) At the Oberigo Manse
Traveler's Outfit Backup Spellbook
Spellbook and typical spell load outs:
Cantrips: Resistance (A), Acid Splash (C) 1d3 acid damage, Detect Magic (D), Detect Poison(D), Read Magic (D), Dancing Lights (E), Flare Light(E), Ray of Frost(E), Ghost Sound (I), Mage Hand (T), Mending (T), Message (T), Open/Close (T), Arcane Mark (U), Prestidigitation(U) First level :
Second Level :
Third Level :
Ashe's spells to pick up list:
Typical Spell Loadout, Adventuring
First level : (4+T)
Second Level : (3+T)
Third Level : (2+T)
Typical Spell Loadout, Walking around town
First level :
Second Level :
Third Level :
Arcane bond, Ring:
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Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section. Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Background:
Damoc was born into a comfortable upper class life. His merchant father was a minor relative of Westcrown nobility and represented the Oberigo House in its Korvosan business. His mother, Suzanne Endrin was a child of a fourth son of the that family. Damoc grew up with a passionate curiousity. A rather sickly child, he loved reading and was quite indiscriminate in his choice of matter: history, religion, magic. He especially liked romances and tales of valor and bravery. As he reached puberty he discovered a small talent for magic which was pursued sporadically, for he was always a dabbler, throughout the rest of his life. Even as he was discovering his talent, he was determined to become a great fighting man like the heroes of so many of the romances he enjoyed. His father's coin and mother's name were sufficient to get him into one and then another of Korvosa's less distinguished schools of swordsmanship. He worked hard to strengthen himself, trained endlessly on fencing forms, filled archery butts with arrows. After two years he discovered that he was not a real warrior. His frame would only support so much muscle. While his reflexes were quick, and his sword forms were precise, he couldn't merge those traits into the effortlessly adaptable, instinctive use of the sword; he had to think too much. At the archery butts, he hit often enough, but never seemed to find the bull's eye. Damoc was bitterly disappointed. A sudden surge in magical talent provided a measure of balm for this disappointment. Slipping into the dustier portions of his father's library on a rainy fall day, Damoc discovered an old tome, his great uncle's spellbook. The book hadn't been opened in years. It had become a fixture in the family, kept, like the table in the parlour which had belonged to his great, great grandmother, as a symbol and ironically forgotten reminder of the family's past. After drawing the book down from its high shelf, Damoc drifted to one of the large overstuffed chairs by the window. One advantage of his diminutive size was that he could turn the chair to face the window, curl up into it and be completely hidden from casual view. In the dull grey light from the cloudy sky he started browsing, and was surprised that the first entry, "a spelle to aid understanding of scribed spelles," made sense. In fact pieces of all the pages made sense. The book, and magic itself, was like a series of puzzles. His family seized on the magic as his sole unique feature that would determine his fortune. Family connections secured him a place at the Acadamae. Despite such privledge and his magical pursuits, Damoc was not a successful scholar. The regimen was too restrictive. The courses too focused. The professors too long-winded. He found a more dear calling among the priests and acolytes of Cayden Cailean and worked hard to proselytize his student friends. After an epic week long bing, rather than suffer his expulsion or worse, his family brokered a very rare voluntary withdrawal and sent him to Westcrown on "urgent family business." Acadamae memories:
Enchantment classes: Enchantment was difficult for Damoc. It involved a detached duplicity which was anathema to a vulnerable and honest young man. He tended to invest personally in the spells, and sometimes nearly bound himself to the subject rather than binding the subject to him. he final straw was when he found himself on the receiving end of a charm during one class and was badly embarrassed subsequently. Summoning classes: Always important at the Acadamae, summoning was the one course of study required of all students. The Master Summoner was a man who greatly admired Cheliaxian efficiency and methods, even though he was secretly a sworn foe of House Thrune. He tended to push devils as the most powerful and effective of summons. Damoc discovered very early that he became physically sick when bringing evil beings into the world. Good creatures, however he found pleasure in summoning. It felt easy and right. The sea voyage to Westcrown constituted the worst two month of Damoc's life. The weather was horrendously bad. Sea broke over the deck and wind shredded sail after sail. After clearing the mouth of the Jeggare, he spent nearly the entire voyage locked in his cabin with two porcelain bowls. In Westcrown he resided with his uncle Eirtein. He made the social rounds, but his Korvosan upbringing made him an inferior figure in the eyes of true Cheliaxians. He joined and dueling club, but never achieved much success there although he did manage to form a friendship with a slightly older young man who was endlessly amused and enthusiastic about Damoc's efforts at swordplay and the blending of magery with bladecraft. Westcrown did have great libraries and Eirtein's station secured his nephew's guest privledge at quite a few and so Damoc was able to read and study magic as it suited him. As Damoc grew in power, his uncle would ask him for favors, mostly scrolls, some castings. The young man was happy to oblige until he began to question his uncle motivations. His uncle's rationalizations were ultimately unconvincing. His last years in Westcrown were an uneasy blend of suspicion, dread, and longing for freedom. He was almost relieved when his father suffered a stroke and the family recalled him to Korvosa after twelve years abroad. He's been looking forward to renewing old friendships and visiting his old haunts, but he finds the city and himself much changed. On his overland journey home, Damoc made two great friends. The first was Korvosan born, Vanx, the caravan scout. Vanx was an unlikely companion, a commoner from Endrin Isle, but the two shared memories of the same watering holes and a similarly relaxed devotion to the drunken god. Damoc found the Vanx' work interesting and the commoner showed him what he could of hunting, woodcraft, and herbs while the pair rode out in front of the main body of the caravan. The other friend was Famio Delorossa, a burly Cheliaxian weaponsmith who apprenticed at Haanderthanes of Westcrown and planned to set up shop in Korvosa. The two became friends over their joint admiration of the "fighting man" and the possiblity of crafting magic weapons together. Without his father's knowledge, Damoc secured a shop and supplies for the forge at very good rates by implying the Oberigo family was backing Famio's endeavor. Damoc spends many of his days in the small warm room behind the furnace, happily enhancing the fine blades, hammers, and axes that the smithy produces. Meanwhile Damoc continues dabbling in one thing or another, borrowing books, reading, dreaming of adventure as a fighting man from a historical romance. Still energetic in defense of a low-key, pleasantly fun lifestyle, he has developed a nagging feeling that his parents are right and he could be doing more with his life. He has begun taking informal swordsmanship lessons with a friend of his. And he has taken to walking the streets of the city he loves and he bemoans his witness to her fall. Other details:
35 years old Human Racial Traits:
Class Features:
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Transmutation School Transmuters use magic to change the world around them. Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II. Enhancement To Do List:
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Ashe's armor +1
Loot:
Slimy Man's Spellbook Wand of ??? Headband of Intellect Human Bane Rapier (also listed in "offense") Cloak of Resistance +2 |