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About Dexter Horst Fevershamcharacter information:
Male human diviner 1
LE Medium humanoid (human) Init +1; Senses Perception +0 DEFENSE
hp 9 (1d6+3)
1st—charm person (DC 16), mage armor, true strike 0 (at will)—daze (DC 15), detect magic, read magic STATISTICS
Skills Appraise +8 , Fly +4 , Knowledge (Arcana) +8 , Knowledge (Local) +8 , Knowledge (Planes) +8 , Spellcraft +8 , Use Magic Device +5 Languages Abyssal, Aklo, Common, Draconic, Infernal SQ arcane bond, arcane school, arcane bond (object), bonus feat, cantrips, divination school, diviner's fortune, forwarned, metal opposition school, necromancy opposition school, skilled, spells SPECIAL ABILITIES
Arcane School A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Asmodean Demon Hunter (Asmodeus) Raised in the church of Asmodeus (whether or not you are currently a follower), you've focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons. Arcane Bond (Object) Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Bonus Feat Humans select one extra feat at 1st level. Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots. Divination School You have chosen to specialize in divination spells. Diviner's Fortune (Sp) When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1 for one round. You can use this ability 7 times per day. Forwarned (Su) You can always act in the surprise round, but you are still considered flat-footed until you take an action. In addition, you receive a +1 bonus on initiative rolls. Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Metal Opposition School You have chosen metal spells as an opposition school. Preparing a metal spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a metal spell as a prerequisite. Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite. No Racial Subtype You have chosen no racial subtype. Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Background:
Dexter finally did it. A quick slice across the throat made doubly sure with some wyvern venom from the Master's stores and the old fool was dead. For all his pretension, the Master (as Dexter's putative master in magic demanded his apprentice and various hirelings call him) turned out to be sadly unprepared for betrayal from within.
The frame Dexter had set for the much abused scullery maid was perfect. She certainly had been relieved when Dexter told her she wouldn't be needed in the Master's chambers tonight. Perhaps less so when the magistrates came for her, but then again, she was the walking dead anyway. It was only a matter of time before the Master got over-excited in his repulsive 'play' and Cynthia the scullery became one more corpse Dexter had to dispose of, another in the endless litany of injustices heaped upon him. If the authorities had any real ability, the Master would have been put to death long ago for his many quite plain violations of the law. Dexter was merely the instrument of a much delayed righting of wrongs, an unexpected justice bringer, as it were. So if one sad scullery had to pay the price for the ineptitude of the Chelaxian civil authoritites, well that's just the way things were. Dexter certainly wasn't to blame. All went well from there, a little cash to smooth the wheels of bureaucracy and now the deed to the villa was his. But he could swear that the shadows began to look odd. No fool, Dexter understood the old fool might just have been aggrieved enough to cling to existence and try to strike back. Without much of a second thought, Dexter left and sold the house - albeit at a terrific loss - the very day he realized it. Not much sense in hoarding your wealth and possessions if you weren't alive to enjoy it. A sound lesson he feared on reflection he may have been taunting his dead master back from the grave with. Better to find another place to set up shop. The money would come. Dexter was a smart mage; why not play it safer? After a semi-panicked flight, Dexter finally settled in Longacre and decided to think about settling there. |