Jask Derindi

Dariim bin Abodoyil's page

2 posts. Alias of HeftyUpTop.


About Dariim bin Abodoyil

Statistics:
Male Human Wizard 1
CN Medium Humanoid (Human)
Init +2; Senses Perception +1
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DEFENSE
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 dex, +0 shield)
hp 7 (1d6 + 1con/level)
Fort +1 (1con), Ref +2 (2dex), Will +3 (1wis + 2base)
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OFFENSE
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Speed 30 ft.

Melee
-1 (0bab + -1str)
Quarterstaff -1, 1d6 B, x2

Ranged
+2 (0bab + 2dex)
Acid Splash v Touch, V/S, 25+5ft/level, 1d3 damage
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STATISTICS
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Str 8, Dex 14, Con 12, Int 19, Wis 12, Cha 14
Base Atk +0; CMB -1 (0bab + -1str); CMD 11 (10 + -1str + 2dex)
Traits
1) Azlanti Scholar (campaign): +1 trait bonus to Know(Hist), Know(Local), and UMD. UMD is a Class Skill. Azlanti is bonus language.
2) Pragmatic Activator (magic): Use Int for UMD instead of Cha
Feats
1) Dimensional Agility: After casting Dimension Door may take any actions remaining on turn. Gain +4 bonus on Concentration when casting Teleportation spells.
RF)Spell Focus (Conjuration): +1 DC to Conjuration spells
CB) Scribe Scroll: 2 hours if <251g, 1day/1000g, costs half of base price
Skills (9 points; 2 class, 4 INT, 1 FC, 2Background)
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses
Appraise: +8 (4int + 1rank + CS)
Craft: +4 (4int + CS)
Diplomacy: +3 (2cha + 1rank)
Fly: +2 (2dex + CS)
Know(All): Untrained (4int + CS + 1racial)
Know(Arcana): +9 (4int + 1rank + CS + 1racial)
Know(Geography): +9 (4int + 1 rank + CS + 1racial)
Know(History): +10 (4int + 1rank + CS + 1racial + 1trait)
Know(Local): Untrained (4int + CS + 1trait)
Know(Planes): +9 (4int + 1rank + CS + 1racial)
Linguistics: +8 (4int + 1rank + CS)
Profession: Untrained (1wis + CS)
Spellcraft: +8 (4int + 1rank + CS)
Use Magic Device: +9 (4int + 1rank + CS + 1trait)

Languages Common, Azlanti(trait), Draconic, Aquan, Elven, Infernal, Celestial

Special Abilities:

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SPECIAL ABILITIES
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R - Comprehensive Education: Gain all Knowledges as Class Skills, and +1racial that is a class skill already.

C - Arcane Bond: Wand. 1/day cast any spell known (no meta). DC20+SpellLevel concentration to cast without.
C - Arcane School: Conjuration; Teleportation
- Summoner's Charm: Summoning spell duration increased by 1/2 level rounds.
- Shift 7/day: Teleport as Swft Act as if using Dimension Door. This does not provoke. Must see space moving to. Cannot take other creatures with. May move 5 feet/two levels (min 5). Use 3+Int/day.
C - Opposition Schools: Transmutation, Necromancy
C - Proficiencies: club, dagger, heavy crossbow, light crossbow, and quarterstaff

Spells:

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Spells
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0th (3/at will + 1 Specialist) DC14
Prepared Spells
(S)Acid Splash (Conjuration) 1d3 acid orb (DC+1)
Detect Magic (Divination) w/in 60ft
Read Magic (Divination) Scrolls and Spellbooks
Prestidigitation (Universal) Minor tricks

Non-prepared Spells
Resistance (Abjuration) - +1 on Saves
Drench (Conjuration) Soak creature/object (DC+1)
Detect Poison (Divination) w/in one creature/object
Daze (Enchantment) Humanoid 4HD or less loses action
Breeze (Evocation) Light wind
Dancing Lights (Evocation)
Flare (Evocation) Dazzle one creature
Light (Evocation)
Penumbra (Evocation) Protect from bright light
Ray of Frost (Evocation) 1d3 cold ray
Scoop (Evocation) of force to carry liquid
Spark (Evocation) ignite flamable object
Ghost Sound (Illusion)
Haunted Fey Aspect (Illusion) surround self with disturbing illusions
Arcane Mark (Universal) Inscribe personal rune
Opp: Bleed (Necromancy) Cause stablized to begin dying
Opp: Disrupt Undead (Necromancy) 1d6 dam to one
Opp: Touch of Fatigue (Necromancy) Touch attack
Opp: Jolt (Transmutation) 1d3 electrical ranged touch
Opp: Mage Hand (Transmutation)
Opp: Mending (Transmutation)
Opp: Message (Transmutation)
Opp: Open/close (Transmutation)
Opp: Root (Transmutation)

1st (2/day + 1 Specialist) DC15
Prepared Spells
Mage Armor (Conjuration) +4 armor bonus (DC+1)
(S)Summon Monster I (Conjuration) (DC+1)
Comprehend Languages (Divination)

Non-prepared Spells
Grease (Conjuration) 10ft or one object (DC+1)
Mount (Conjuration) 2hours/level (DC+1)
Obscuring Mist (Conjuration) Fog (DC+1)
Identify (Divination)

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb.
Current Load Carried 22 lbs.

Armored Kilt (worn, +1AC, +6MaxDex, 0ACP, 0SpellFail) - 10lbs
Explorer's Outfit (worn) - 8lbs
Extensive Tattoo (worn?, tribal runes in white across left half of body)
Quarterstaff (carried, 1d8 B, x2) - 4lbs
Backpack (worn)
- Spell Book
- 6x Waterproof Sacks
Belt Pouch (worn)
- Chalk, 4x Tindertwigs
Spell Component Pouch (worn)

Large Treasure Chest
- Scrivener Kit (Writing) - 1lb
- Dungeoneering Kit (2x candles, hammer and 4 pitons, 50ft rope, hooded lantern with 5 flasks of oil, 2 sacks, 2 torches) - 25lbs
- Scholar's Outfit (6lbs)
- Bedroll, Flint and Steel, Ink, Inkpen, Iron Pot, Mess Kit, Soap, Torches (10), Trail Rations (5 days), Waterskin - 21lbs

Money 34 GP 0 SP 0 CP

Background:

Joining a Nethysian cult is, Dariim bin Abadoyil found out, quite easy when one has a natural aptitude for magic. The fourth son of a minor Osirian noble, and a bastard at that sired with a concubine, Dariim was unlikely to inheret anything of worth from his family. Quickly learning to avoid the dangerous politics of his elder brothers, he buried himself into studies with the interntion of becoming a historian. It was when he showed an aptitude for reading and understanding magical texts that a Nethysian scholar took him in.

The tattoos were easy to bear at first - simple runes to draw in magical energy, to encourage understanding. To touch the ancient. As they grew larger, and as his learning wound down into rabbit holes of texts on planar travel and ancient magics, he came to understand the nature of the world as the Unordered World did. Everywhere was, or at least could be, every other where. Even nowhere.

Studying leylines and nexuses brought Dariim to investigating some of the most ancient of fragmented knowledge - the ancient empire of Azlant. So much to learn from them in every subject imaginable, but Dariim has a specific goal in mind; the ability to be wherever, and perhaps even whenever. If Nethys was once a man who reached enlightenment and deification through magic, then certainly one aspect of his god was the ability to be and see. It was a good place to start.

When news came of the Bountiful Venture Company expeditions into the remote and ancient region of old Azlant, Dariim counceled with the elder scholars of the Unordered World and was given permission to attempt and join the voyage. No matter what information he would eventually return with, it would all be valuable inside the organization or to the greater Nethysian institutions of Osirian. He arrived in Almas on a merchant vessel, watching the first of the expedition ships leave from the deck as he passed it in the harbor. Using his time and dwindelling funds wisely, Dariim set about selling himself to the Company as an Azlanti-focused scholar, a scribe, and magical ward for early exploration around the colony. It was his scolarly pursuits that ended up getting him a space on the Peregrine, where he has attempted to be as friendly as possible with the other passengers to learn what he can of their own reasons for heading into the unknown.

Appearance and Personality:

A tall Garundi man with dark skin, Dariim keeps his black hair tied back in thick dreadlocks but his full beard kept trimmed. His most prominent feature are the bone white tattoo's that cover the entire left side of his body, forming strange tribalistic runes like tongues of fire. The tattoo's on his face form a sort of half-mask of smaller runes. He usually wears dark, loose clothing and a thin black cloak with tattered edges that billows slightly in even the lightest breeze.

Generally amenable with others, Dariim can be sarcastic with those who prove themselves to be wilfully ignorant or simplistic. He is a driven man however and brooks little argument when he makes a decision that effects his magical studies or pursuits. Hailing from Osirian, Dariim also has some differing cultural views compared to most Avistonians on certain subjects like slavery and class.

Built With:

25 Point Buy
Wealth: Max
Hp: Max
Traits: 2 plus Drawback for third
Background Skills

Later progession notes:

Languages: Abyssal, Auran, Dwarven, Ignan, Sphinx, Sylvan, Terran
Lvl 9+: Steward of the Great Beyond Arcane Discovery (replaces a feat)
Lvl 10+: Time Stutter Arcane Discovery (replaces a feat)
Lvl 20: Immortality Arcane Discovery (replaces a feat)