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About Darion The DivinerHit Points:21 (3d6+9) (+6 CON, + 3 favored class)
Attacks: Club +1(1d6+0)
Spell book: All 0 level. 1st; Grease, Enlarge Person, Vanish, Mount, Detect Secret Doors, Mage Armor, Protection From Evil, obscuring mist, silent image, snowball, Summon Minor Monster, Color Spray 2nd; Euphoric Cloud, Detect Thoughts Scrolls:
x1 Grease, x1 Enlarge Person, x1 Mage Armor, x1 Vanish Feats:
Spell Focus: Conjuration: Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Improved Initiative: You get a +4 bonus on initiative checks. Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. Scribe scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information. Alertness (from familiar): You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Forewarned(Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Familiar: Crusty Boogie (Greensting Scorpion). Darion acquired his familiar when he was digging for gold in his nose, after finding a mighty multi-colored treasure in his nostril he unknowingly wiped it on a nearby scorpion, the creature hissed at him but did not strike. It was then that he new that they were a couple that was meant to be. Crusty Boogie (Familiar stats):
GREENSTING SCORPION N Tiny vermin Init +3; Senses darkvision 60 ft.; Perception +4 DEFENSE AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
Speed 30 ft.
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Environment warm or temperate forests
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Traits:
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skills:
(2) Diplomacy +2 (3) Use Magic Device +7 (2) Knowledge (arcana) +9 (3) Knowledge (Planes) +10 (1) Knowledge (Local) +9 (2) Knowledge (Nature) +9 (3) Perception +6 (3) Spellcraft +10 (2) Craft (alchemy) +9 Gear:
Spell book (15 gp. 3lbs), Spell Component Pouch (5 gp. 2lbs), Scroll Case (1gp. 1/2lbs), Common Backpack (2 gp. 2lbs), Parchment x20 (4 gp. 0lbs), Ink pen x2 (2 sp. 0lbs), Ink (8 gp. 0lbs), Water skin x2 (4 gp. 8lbs), Trail Rations x10 (5 gp. 10lbs). Silverwood magic quarterstaff Wand of light (CL 1st, 28 charges) MW Light crossbow Weight: 25.5 lbs
Appearance & Mannerisms:
Darion stands about 5'-10" tall. He tends to try and look taller and stronger, due to an old habit of trying to impress his warrior father.
He is mildly handsome, but not very outgoing or charismatic. He is quite healthy and agile, but doesn't focus on these things to much. His weight is 160 lbs. His eyes are blue, and hair dark brown. Where he is really in his element is when it comes to knowledge and intellectual matters. He likes to impress with his knowledge but is not arrogant about it. He usually looks to be deep in thought as if he is puzzling out some incantation or formula in his mind. He is religious and pious about his religion, but never felt as if it was necessary to enter the priesthood. Back story:
Darion grew up in a family that prided themselves in the strength of their arms, and their skill with a sword. He, however had no martial skills or strength of arms. He had the gift of foresight that he would tell his father about outcomes of battles before they happened. At first his father didn't believe, but when Darion was right every time his father Dainen began to listen.
His village is a very suspicious lot that only recognizes magic from the God Iomedae to be good and everything else is considered witchcraft and devilry. Shorty after several battles that Dainen fought in went so well the village cleric became suspicious and told the village elders that some sort of witchcraft was going on within the village and and it had something to do with Dainen or his son. Dainen feared for his sons life and planned for his sons departure. Dainen send Darion away from the village to protect him. Shortly thereafter Darion met Hadeous the Diviner. Hadeous taught Darion the ways of magic and foresight. Until one day Hadeous was just gone without any notice or evidence that Darion could discover. From that day Darion has vowed to find his wizard mentor if he can, and seeks magic and knowledge that will help him in this effort. He is troubled by the fact that he had no foresight or vision to let him know of this disappearance like he'd had when a boy and he predicted is fathers battle outcomes. This troubling thought lead Darion to believe that some foul magic is at play that caused the disappearance of Hadeous. Darion knows that he will need help in his quest for knowledge and power and always seeks to find brave adventurers that may need a young wizard to aid them. In return he hopes to find his own answers as they delve dungeons and secret lairs in search of treasures and knowledge. Darion has recently found his way to Falcons Hollow while searching for companions. Quote: I need to find some companions who are Being from a family that worships Iomedae the temple strikes his fancy upon arrival. There he has met Lady Cirthana. He tells her that he is a loyal worshippers of Iomedae and will do his bidding in return for the God's blessings. Quote: "I am new hear my lady Cirthana, but at your request I will do my best to improve the temples standing with the Lumber Consortium. I would ask for some guidance though as to how a young wizard from out of town might accomplish anything of any value to repair the relationship between the Consortium and my Lady?" |