Kwava

Davlamin Glimmergaunt's page

415 posts. Alias of SCKnightHero1.


Full Name

Davlamin Glimmergaunt

Race

Half-elf

Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13

Classes/Levels

Sorcerer 2

Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

Gender

Male

Alignment

Chaotic Good

Deity

Calistria

About Davlamin Glimmergaunt

Stats:
Davlamin Glimmergaunt
Male Half-Elf (Varisian) sorcerer 2
CG Medium humanoid (elf, human)
Init +2, Senses low-light vision; Perception +7

Favored Classes: Sorcerer and Cleric
FC: Bonus bloodline power (claws)
FC: bonus sorcerer spell
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 10 ((2d6))
Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft.

Sorcerer Spells Known (CL 2nd; concentration +5)
1st(5/day)-mage armor(DC 14), magic missile
0th(at will)-acid splash, detect magic, light, ray of frost, read magic(DC ), resistance(DC 13)

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TACTICS
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STATISTICS
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Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 16,

Base Atk +1; CMB +1; CMD 13
Feats Elven Spirit, Eschew Materials, Skill Focus (Knowledge (Arcana))
Skills
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (Identify magic item)+10
Traits Magical Knack (Sorcerer),
Languages Auran, Azlanti, Common, Draconic, Elven, Varisian
SQ adaptability, bloodline arcana, bonus bloodline power use (claws), bonus sorcerer spell, cantrips, claws, draconic bloodline (bronze), elf blood, elven immunities, elven magic, keen senses, low-light vision, multitalented,
Combat Gear
Other Gear claw, outfit (scholar's), backpack, common, bedroll, elven trail rations (2), ink (1 oz. vial) (3), inkpen, journal, spell component pouch, waterskin (filled), 3.8 gp, ring of feather falling
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SPECIAL ABILITIES
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Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Bloodline Arcana Whenever you cast a spell with the electricity descriptor, that spell deals +1 point of damage per die rolled.

Bonus Bloodline Power Use Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Bonus Sorcerer Spell Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. This is a supernatural ability. You can use your claws 6 rounds per day.

Draconic Bloodline (Bronze) At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Eschew Materials

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Knack (Sorcerer) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Azlanti Historian The fallen empire of ancient Azlant fires your curiosity and drives you to adventure. Tired of only learning of the empire through dusty tomes you have followed rumors of Azlanti ruins to travel to the Echo Wood, hoping to unearth some new discovery. Perhaps you might even earn a mention of your own in a future historical tome.
You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.

Background:

Davlamin Glimmergaunt knew he was different from other children, especially since he was known for his lust for knowledge as well as having a very charismatic personality, even at an early age. His parents, being both scholars as well as clerics of a local temple of Calistra in the village of Novoboro, left him in the care of a female djinn historian named Banu. Davlamin was very close to Banu, even calling her Auntie Banu.

Being raised by both scholars and Banu, Davlamin came to be greatly interested in the history of the Azlanti. He read every book he, Banu, or his parents could get their hands on; but still it was not enough. Banu saw his hunger for the legacies of the Azlanti, and would sometimes speak of her past, having seen the wonders of the Azlanti Empire in its heyday. Davlamin’s mother, a retired Pathfinder, had been on several expeditions to ancient Azlanti ruins, showing her son the finds that the Pathfinder Society allowed her to keep.

Davlamin having grown older, began to tap into his strange arcane powers, which he correctly deduced were the result of a bronze dragon being somewhere in the family tree. And while he knew the reason for his love of knowledge, it didn’t help him in sating his hunger for more knowledge. Deciding to explore, he set off, traveling to other libraries, seeking more knowledge about the Azlanti and their past glories. He eventually heard of an ancient ruin called the Emerald Spire, and the half-elf knew that he just had to explore these ruins!

Description and Personality:

Davlamin Glimmergaunt is a tall fair-skinned half-elf with wild, curly platinum blond hair and amber colored eyes which resemble the eyes of a bronze dragon. He tends to dress in an open vest, short leggings, and a scholar’s robes, colored in the holy colors of Calistra, which is the result of his upbringing by priests of Calistra. He also has numerous dragon tattoos all over his body, which gives him a bit of a exotic look to others. While being a bit of a flirt, especially when someone catches his eye, he knows when to mind his manners and keep his ego in check. Still, his pursuit of knowledge has gotten him in trouble in the past, and while he has learned restraint from these past ‘misadventures’, he still lusts after knowledge and understanding the history of the Azlanti Empire.