Xanderghul

Delweir's page

71 posts. Alias of Bill Lumberg.


Full Name

Delweir

Race

Human

Classes/Levels

Magic-user 1 (Infernal Binder) | HP 8 | AC 12 FF 10 T 12 | Saves +1/+2/+2 | init +5 | Percep +0

Gender

Male

Size

5'10 160lb

Age

31

Alignment

N

Languages

Common

Strength 10
Dexterity 14
Constitution 13
Intelligence 16
Wisdom 10
Charisma 12

About Delweir

Consider making him a primalist instead.

Male Human (Chelish) Wizard (Infernal Binder) 1
N Medium humanoid (human)
Init +6; Senses: Perception +2
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Defense
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AC 12, touch 10, flat-footed 12 (+2 Dex)
hp 8 (d6 +1+1 human bonus)
Fort +1, Ref +2, Will +2
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Offense
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Speed 30 ft.

Melee Dagger +0 1d4, Club +0 1d6
Ranged Dagger (thrown) +2

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Statistics 10, 14, 13, 16, 12, 14
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Base Atk +0; CMB +0; CMD +2

Feats: Scribe Scroll (class bonus), Improved Initiative (human bonus), Spell Focus (Conjuration)

Traits: Warded against Witchery, Focused Mind

Skills: Class skills

Appraise +0 Craft +0 Fly Knowledge(Arcana)1+3+3(Int)=7 Knowledge(Dungeoneering)+3(Int) Knowledge(Engineering)+3(Int) Knowledge(Geography)+3(Int) Knowledge(History)+3(Int) Knowledge(Local)+3(Int) Knowledge(Nature)+3(Int) Knowledge(Nobility)+3(Int) Knowledge(Planes)1+3+3(Int)=7 Knowledge(Religion)+3(Int) Linguistics +3(Int) Spellcraft 1+3+3(Int)=7

Non-class Skills
Bluff +1(Cha) Diplomacy +1(Cha) Perception +0 Sense Motive +1(Cha) Survival +1(Cha)

Spells Known
Forbidden Schools: Illusion, Necromancy
0 Level: All
1st Level: Charm Person, Grease(C), Infernal Healing (C), Mage Armor(C), Sleep, Summon Monster 1(C)

Spells typically memorized
0 Level: Acid Orb, Daze, Mage Hand
1st Level: Mage Armor, Sleep, Summon Monster 1

Languages: Taldane

Gear:
Spellbook 15gp 3Lb
Spell components pouch 5gp 2Lb
Cold-weather outfit 8gp 7LB
Travelers clothes 1gp 5Lb
Lamp 1sp 2Lb
2 pints of oil 1gp 2lLb
Flint and steel 1sp -
two Blankets 1gp 6Lb
Caltrops 1gp 2Lb
two days rations 1gp 2lb

37 GP
47 lb encumbrance, medium load

Bio:

Spoiler:
Delweir is a young, thin Taldane man with fair skin and dark brown eyes. A traveling wizard of the Egorian Academy recruited him from his merchant family in Taldor and trained him for many years in the art of conjuration as a prospective apprentice. Unknown to Delweir, the wizard was a member of the Pathfinders who sought out gifted youngsters to groom for their ranks. While Delweir was an apt pupil of the arcane arts, his patron decided that he was not ideologically suitable, being indifferent to the aims of the Pathfinder organization. As a result, Delweir was dismissed from his apprenticeship and left without a means of making a living. Because Delweir left the family to become a wizard, his share of the family business was inherited by his younger brother. Now the young magic-user is seeking his fortune in adventure.

Delweir knows that Baba Yaga will come to Irrisen soon to replace the the current witch-queen. The thought of witnessing this event is overpowering to him. Even though he knows there is little chance that he could come near to such a happening he is willing to face great danger to do so. He would consider the risk well worth if it he could glean any small bit of knowledge from such an undertaking. To this end Delweir set off to the North and has stopped at the village of Heldren.

Despite having graduated the Egorian Academy Delweir is somewhat insecure and seeks out the approval of powerful individuals and the admiration of those in positions inferior to his own. Part of this insecurity stems from an unfortunate incident at the Academy in which he was humiliated by a witch who instructed at the school.
Delweir believes that his intellect places him above anyone who he perceives as less intelligent. The young wizard is proud of the fact that he graduated from the Egorian Academy and feels that this inevitably entitles him to respect from other magicians.

Conjuration fascinates Delweir more than any other aspect of magic because it reaches into other worlds and gives him control over the beings it brings forth. The more that he learned of other dimensions the more he desires to walk in these other worlds. Part of this interest is academic; Delweir would love to be considered one of the great scholars of planar lore one day. Another part of his desire to master conjuration magic and planar knowledge is that it will make him more powerful in this reality. The end result of his desire for power is vague to him but it is no less compelling for it.

Class Abilities

Spoiler:
Forbidden Schools: Illusion, Necromancy

Planar Knowledge: As an infernal binder, you gain a +3 bonus on Knowledge (planes) checks.

Summoner's Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Assume Control: At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner. At 9th level, you can use this ability to bargain with called creatures as if you were the caster who conjured them. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Familiar:

Spoiler:

Traits:

Spoiler:

Warded against Witchery: You gain a +1 trait bonus on
saving throws against the spells, spell-like abilities, and
supernatural abilities of evil arcane spellcasters, and a +1
trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.

Feats:

Spoiler:

Scribe Scroll (Bonus)
Improved Initiative
Spell Focus (Conjuration)

Spells Known:

Spoiler:
Forbidden Schools: Illusion, Necromancy
0 Level: All
1st Level: Charm Person, Grease(C), Infernal Healing (C), Mage Armor(C), Sleep, Summon Monster 1(C)

Spells typically memorized
O Level: Daze, Light, Mage Hand
1st Level: Mage Armor, Summon Monster 1

Spellbook 35gp 3Lb
Spell components pouch 5gp 2Lb

Cold-weather outfit 8gp 7LB
Travelers clothes 1gp 5Lb
Lamp 1sp 2Lb
2 pints of oil 1gp 2lLb
Flint and steel 1sp -
2 Blankets 1gp 6Lb
Caltrops 1gp 2Lb
Small Steel Mirror 8gp* 1/2Lb

2 days rations 1gp 2lb

29 GP

47 lb encumbrance, medium load

Possible blackfire adept

Development Notes

Spoiler:

3rd Level feat: Augment Summons or Combat Casting
4th:
5th: Superior Summons, Proxy Summons
7th: