Batsel Hoon

Dr. Alderly's page

44 posts. Alias of Bryan.


Full Name

Dr. Garriton Alderly

Race

Human

Classes/Levels

Wizard (Transmuter) 1 [HP: 8/8, AC 13 / TAC 13 / FFAC 10, Fort +4 / Ref +3 / Will +3, Init +7, Per +1 (+3), Effects:none]

Gender

Male

Size

Medium

Age

35

Alignment

Neutral

Strength 10
Dexterity 15
Constitution 14
Intelligence 18
Wisdom 12
Charisma 7

About Dr. Alderly

DR. GARRITON ALDERLY
Male Human Wizard (Transmuter) 1
N Medium Humanoid (human)
Deity none
Initiative +7 Senses perception +1 / +3
concentration +7

Note all stats include +1 enhancement bonus to DEX from transmuter school ability.

==DEFENSE==
AC 13 Touch AC 13 Flat-Footed AC 10
hp 8
Current hp
Fort +4 Ref +3 Will +3

==OFFENSE==
Spd 30’
Melee dagger +0 1d4 (19-20/x2)
Melee
Ranged dagger +3 1d4 (19-20/x2)
Ranged

==STATISTICS==
Str 10 Dex 15 Con 14 Int 18 Wis 12 Cha 7
Current Statistics Dex 16 (+1 enhancement from school ability)
Base Atk 0 CMB +0 CMD 13

==FEATS & TRAITS==

Spoiler:

Traits
• Precise Treatment: You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.
• Scholar of the Great Beyond: Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
• Teacher’s Pet: Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world. You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill.
• Unintentional Linguist: You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.
• Arcane Graduate: You graduated from a famous arcane academy, and the rigorous program of study has honed your mind. Benefit: You gain a +2 trait bonus on concentration checks when casting arcane spells.

Feats
Additional Traits: You have more traits than normal. Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.
Alertness: (Only when familiar is near) You often notice things that others might miss. Benefit: 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.
Improved Initiative (Combat): Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks.
Scribe Scroll (Item Creation): You can create magic scrolls. Prerequisite: Caster level 1st. Benefit: 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 Chapter 15 for more information.

==SKILLS & LANGUAGES==

Spoiler:

Ranks: 8
• Acrobatics +3
• Appraise*+4
• Bluff -2
• Climb +0
• Craft (alchemy)* +8 [1 rank]
• Diplomacy -2
• Disable Device
• Disguise -2
• Escape Artist +3
• Fly*
• Handle Animal
• Heal +6 [1 rank]
• Intimidate -2
• Knowledge (arcana)* +8 [1 rank]
• Knowledge (dungeoneering)*
• Knowledge (engineering)*
• Knowledge (geography)*
• Knowledge (history)* +9 [1 rank]
• Knowledge (local)*
• Knowledge (nature)* +10 [1 rank]
• Knowledge (nobility)*
• Knowledge (planes)* +9 [1 rank]
• Knowledge (religion)*
• Linguistics* +8 [1 rank]
• Perception +1 / +3 (+2 to notice disease/illness)
• Perform
• Profession*
• Ride +3
• Sense Motive +1 / +3 (+2 to notice disease/illness)
• Sleight of Hand
• Spellcraft* +8 [1 rank]
• Stealth +3
• Survival +1
• Swim +0
• Use Magic Device
*Class Skill

Languages Abyssal*, Aklo, Aquan, Common*, Infernal, Sylvan, Varisian
*Starting languages

==CLASS & RACIAL ABILITIES==

Spoiler:

Racial Abilities
• +2 to One Ability Score (Intelligence): Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level.
• Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
• Favored Class Bonuses: +1 skill point

Class Abilities
• Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. (Familiar – Wellston (rat)).
• Arcane School (Transmutation / Enhancement): 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. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. 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.
• Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (8/day; Used: 0)
• Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 3–16 under “Spells per 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.
• Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
• Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

==SPELLS==

Spoiler:

School Specialization: Transmutation (Enhancement)
Opposition Schools: Evocation, Illusion
Caster Level: 1st
Spell DCs: 14 + spell level
Spells per Day:
Cantrips: 3
1st Level: 3

Spells Known/Prepared
Cantrips: daze, detect magic, mage hand*
1st level: enlarge person*, ray of enfeeblement, sleep

Spellbook (pages used): 22
Cantrips: acid splash, arcane mark, bleed, daze, detect magic, detect poison, disrupt undead, mage hand*, mending*, message*, open/close*, prestidigitation, read magic, resistance, touch of fatigue
1st Level: comprehend languages, enlarge person*, mage armor, magic weapon*, protection from evil, ray of enfeeblement, sleep

*Transmutation spell

==EQUIPMENT==

Spoiler:

Combat Gear: dagger, scroll of mage armor, scroll of magic weapon
Other Gear: spellbook, spell component pouch, backpack, bedroll, waterskin, flint & steel, 5 torches, 2 days trail rations, grooming kit, mess kit, shaving kit, 3 candles, surgeon’s tools, scroll case

Money/Wealth:
pp; 9 gp; 1 sp; 2 cp
Gems:
Jewelry:
Misc:

Carries – 33 lbs
Light load: < 34 lbs
Medium load: 34-66 lbs
Heavy load: 67-100 lbs

==DESCRIPTION/BACKGROUND==
Description
Age: 35
Height: 5’ 8” Weight: 141 lbs
Eyes: Hazel Hair: Dark Brown (graying)

Garriton Alderly is a small, pale, unassuming man who looks older than he is. His hair is beginning to show gray both on his head and in his short, well-trimmed goatee. His eyes, which are starting to show crow’s feet, are a piercing hazel, and they constantly dart around the room, as if trying to take everything in (or as if he was expecting something unpleasant). Despite the apparent nervousness of his face, Garriton possesses nimble, thin fingers that are rock-steady; the true hands of a skilled surgeon. He walks with a quick stride that keeps him in pace with those whose legs are much longer.

Despite his skill, it is quite obvious that Dr. Garriton’s bedside manner leaves much to be desired. His passions are learning and study, and this is painfully seen is his lack of anything resembling “people skills”. He is logical to the point of coldness, showing enthusiasm only for those topics and subjects he finds interesting. He also shows arrogance in his dealing with most folks, typically dismissing as ignorant, or even stupid, those who can’t comprehend his conversation. He is not an evil man, but he certainly believes in the adage “the ends justify the means” and practices medicine more for what he can learn than to help people (deep down, he likes that too, though).

Background

Spoiler:

Even as a child growing up on a small manor in the rolling hills outside of Rozenport in the county of Versex, it was obvious to all the little Garriton Alderly would grow up to be an accomplished scholar. Spending all of his time reading anything he could get his hands on or carrying on conversations with “imaginary friends” speaking a “made-up” language (unknown to his parents, it was actually Abyssal), Garriton showed an incredible intellect from an early age. There were occasional sojourns into the countryside around his home as well; what places he visited and sights he saw are something even he doesn’t really remember very well. Curiously, in his later studies (see below), the languages of fey and outsiders came very easily to him, as did the ancient history of the land (even today, his learning feels more like “rediscovering” or “remembering” things he already knows as opposed to learning new facts).

Of all the subjects he studied, the boy showed a particular fondness for, and talent for learning, biology and medicine. He was fascinated by the local malady known as “phage”, and dissected quite a few creatures (most of which were dead first) trying to learn all he could about it. It was no surprise to anyone when Garriton, as a boy of only 14, enrolled at the Sincomakti School of Sciences into the College of Medicine. It was there, in his third year, that he heard a lecture by the distinguished Professor Lorrimor regarding transmutation magic and the effect on biological systems, and he was enraptured by the subject. Somehow, Garriton actually hit it off with the good professor, and the two developed an unlikely friendship (with the professor overlooking the young man’s numerous faults and eccentricities).

Turning his studies to the arcane, Garriton began perusing numerous books in the school’s library, many of which were kept away from general students or the public. His studies also branched out into planar theory, realizing for the first time that the language he spoke as a child was real, and so might his “imaginary friends” be as well. Most recently, his review of a text regarding unnatural things and dimensions beyond the realm of ordinary human understanding has triggered yet another intense desire in him, and now he wants to learn all he can of these things and how they live and function. It's not yet an obsession, but it grows close.

Unfortunately, not all has gone well for Dr. Alderly of late. After graduation, he opened his own medical practice in a small village outside Rozenport, although most potential patients try to avoid him if at all possible. He kept in little to no contact with his parents and siblings, and in truth, they made little effort to get in touch with him either. Eventually his money ran out, so he sold his house and began rooming in a Rozenport inn, which is where he received news of Professor Lorrimor’s death. Thus, he finds himself packing up his few belongings for the trip to pay his respects to his closest (and only) friend, and the feelings of loss and sadness are something he didn’t expect (and isn’t really prepared for).