Palaveen

Delisar the Morbant's page

38 posts. Alias of Berenzen.


Full Name

Delisar

Classes/Levels

M Tief Wiz 4 HP 21, AC 13 (17 Currently), T 12, FF 11; F+4, R+5, W+5; Perc +2, Darkvision

Age

73

Alignment

Chaotic Good

Languages

Abyssal, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Halfling, Ignan, Infernal, Orc, Terran

Strength 10
Dexterity 16
Constitution 14
Intelligence 24
Wisdom 10
Charisma 8

About Delisar the Morbant

DELISAR THE MORBANT CR 3
Male Tiefling Wizard 4
NG Medium Outsider (Native)
Init +3; Senses Darkvision; Perception +2
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DEFENSE
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AC 14, touch 13, flat-footed 11. . (+1 armor, +3 Dex)
hp 21 (4d6+8)
Fort +4, Ref +5, Will +5
Resist cold 5, electricity 5, fire 5
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OFFENSE
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Spd 30 ft., Shift (10') (12/day)
Melee Dagger +2 (1d4/19-20/x2) and
. . Unarmed Strike +2 (1d3/20/x2)
Ranged Crossbow, Light +5 (1d8/19-20/x2)
Spell-Like Abilities Darkness (1/day)
Wizard Spells Prepared (CL 4, 2 melee touch, 5 ranged touch):
2 (4/day) Burning Gaze (x2) (DC 19), Resist Energy (DC 19), Glitterdust (DC 20), Glitterdust (DC 20)
1 (5/day) Summon Monster I, Enlarge Person (DC 18), Mage Armor (DC 19), Mage Armor (DC 19), Mount, Vanish (DC 18)
0 (at will) Prestidigitation (DC 17), Read Magic (DC 17), Ghost Sound (DC 17), Detect Magic
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STATISTICS
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Str 10, Dex 16, Con 14, Int 22/24, Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Augment Summoning, Scribe Scroll, Spell Focus: Conjuration, Wizard Weapon Proficiencies
Traits Magical Lineage: Snapdragon Fireworks
Skills Appraise +17, Craft (Alchemy) +14, Fly +14, Knowledge (Arcana) +14, Knowledge (Nobility) +14, Knowledge (Planes) +14, Knowledge (Religion) +14, Perception +2, Sense Motive +2, Spellcraft +14, Use Magic Device +3
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal
SQ +3 to Appraise checks, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Enchantment, Necromancy, Prehensile Tail, Share Spells with Familiar, Summoner's Charm (+2 rds) (Su), Teleportation
Combat Gear Bolts, Crossbow (100), Crossbow, Light, Dagger, Silken ceremonial armor; Other Gear Chronicler's Supplies, Cloak of Resistance, +1, Efficient Quiver (empty), Handy Haversack (7 @ 33.5 lbs), Headband of Vast Intelligence, +2: Fly, Pathfinder's Kit, Spell component pouch, Spellbook, Compact (4), Spellbook, wizard's (blank)
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SPECIAL ABILITIES
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+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Magical Lineage: Snapdragon Fireworks A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar 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).
Shift (10') (12/day) (Sp) Short-range teleport
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

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VENSER CR 1/5
Male Raven
NN Tiny Magical Beast ((Animal))
Init +2; Senses Low-Light Vision; Perception +9
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DEFENSE
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AC 16, touch 14, flat-footed 14. . (+2 Dex, +2 size, +2 natural)
hp 10 (1d8-1)
Fort +1, Ref +4, Will +6
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OFFENSE
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Spd 10 ft., Flight (40 feet, Average)
Melee Bite (Raven) +6 (1d3-4/20/x2) and
. . Unarmed Strike +6 (1-4/20/x2)
Space 2 ft.; Reach 0 ft.
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STATISTICS
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Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
Base Atk +2; CMB +2; CMD 8
Feats Skill Focus: Perception, Weapon Finesse
Skills Appraise +2, Climb +2, Fly +13, Perception +9, Spellcraft +2, Stealth +10, Swim +2, Use Magic Device +2
Languages Common
SQ Improved Evasion (Ex)

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SPECIAL ABILITIES
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Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

--Backstory--

Spoiler:
Being a tiefling can be tough. Growing up to a pair of city workers, Delisar's heritage manifested early on, and for that, he was teased, harrassed and otherwise bullied by his contemporaries. Friendless, he sought the solace of books and information. Heading to the library, Delisar concerned himself with learning. It was there that his life changed.

While he studied in the library, he managed to catch the court wizard's eye. Unrepulsed by the color of Delisar's skin, he approached the boy, quickly detecting latent magical ability him. Impressed by the boy's self-tutlage, the wizard decided to take the adolescant tiefling under his wing. However, living in court was just as harsh for Delisar as it was in his previous life. Being both low born as well as a non-human meant that the noble children and teenagers teased him endlessly. His only saving grace was his master and mentor, who taught him both magic and knowledge.

However all things come to an end, eventually Delisar's master passed away. With his passing, Delisar was no longer protected from the court, and he was quickly exiled from the court. Packing up his things, the tiefling headed out to see the world, seeking to learn new knowledge. When the call went out for explorers to explore a new island, Delisar was hesitant, but the money was just too good, not to mention what knowledge he could attain on the trip.

Wizard Spells Known:

Level 0- All basic plus Jolt
Level 1- Colour Spray, Comprehend Languages, Detect Secret Doors, Detect Undead, Ear-Piercing Scream, Enlarge Person, Grease, Identify, Mage Armour, Mount, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Law, Silent Image, Summon Monster I, True Strike, Unseen Servent
Level 2- Burning Gaze, Create Pit, Glitterdust, Resist Energy