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About Feruin son of DurainCharacter Art:
http://cdn.obsidianportal.com/assets/55333/Dwarf_Wizard2.jpg back story:
In a dwarven settlement north of brevoy near the river kingdoms Feruin's tribe lived, their city built on the mountain. His clan had been there for hundreds of years. When he was small it was discovered he had out of place bones in his upper back. As a result he has been physically weak for most of his life. It was suspected a witch of some kind had cursed him and they distrusted all magic after this. When he discovered his magic talents he tried to hide it from them but they knew something was up and soon found out. When he kept practicing instead of never touching magic again, they told him to leave. For years he travelled across the world. Researching the histories of dwarves and dwarven magic. After five years of non stop travel and research he arrives in Jaggerhoff. He decides to stay for a while when he discovers some important connections of his clan to the area. This was the beginning of his clan and where they first split off another larger clan and moved away. Personality:
Feruin is usually reading some old tome borrowed from the library or his friends, studying strange magical histories and formulae. He is always interested in the magical nature of Dwarves. Always glad to talk about his obsessions, he likes to give advice, though not usually too helpful to the average person. Never failing in his love for dwarven alcohol either, if he isn't studying he is down in the tavern, entertaining the patrons with his stories of magic and dragons, told in a half drunk, half true manner, drawing from his own researches to tell the tales, usually himself as the hero. Appearance:
Feruin looks slightly comical, standing at 4 foot 5 inches, wearing a brown robe over his normal everyday clothes. His backpack is full of small tools, ingredients, his spell book and note book. A raven is perched on his right shoulder, cawing at you if you get too close. It's eye always looking, especially for shiny objects. Feruin carries only a small dagger, prefering to use his magic to escape or defeat any danger that befalls him. Character Sheet:
Feruin son of Durain Male Dwarf Wizard 1 CG Medium Humanoid(dwarf) Init +9; Senses Perception +3 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10(+0 armour, +3 dex) HP 10(1d6+3+1) Fort +3, Ref +4, Will +5 -------------------- Offense -------------------- Speed 20 ft. Melee Unarmed Ranged Unarmed -------------------- Statistics ------------------- Str 9, Dex 17, Con 17, Int 17, Wis 17, Cha 14 BAB +0; BDB +0; CMB -1; CMD +12 Feats Improved Initiative, Scribe Scroll Traits Reactionary, Grounded Skills Appraise+10, Knowledge(Arcana)+7, Knowledge(history)+7(+9 to dwarves or their enemies), Linguistics+7, Spellcraft+7 Languages Dwarven, Common, Undercommon, Draconic, Giant, Orc SQ Arcane bond(raven familiar), arcane school(Earth), cantrips, Scribe Scroll Other Gear Spellbook, Component Pouch... Outfit Scollars outfit with cloak -------------------- Special Abilities -------------------- Improved Initiative First feat: +4 initiative Reactionary Combat trait: +2 initiative. Grounded Dwarven Trait: You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves. Spell Books A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. Scribe Scroll 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. Bonus Languages A wizard may substitute Draconic for one of the bonus languages available to the character because of his race(substituting for Gnome). Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard 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 opposition school, but it uses up two of his available slots(air) Spells 0th = 3 slots, 1st = 2 slots plus 1 earth slot. Arcane Bond Raven Familiar(Alertness, improved evasion, share spells, empathic link) Alertness When familiar is within arms reach, master gains +2 bonus on Perception and Sense Motive skill checks Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells 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) Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does Arcane School(Earth) The earth elementalist draws power from the stone around him, shaping it, shattering it, and bending it to his will. He can use it to defend himself or cause it to rise up and crush his foes. Gained spells are: (0th-acid splash)(1st-expeditious excavation, grease, stone fist) Opposition School Air Earth Supremacy You gain a +2 enhancement bonus to your CMD to resist bull rush, drag, reposition, trip, and overrun attempts as long as you are touching the ground. This bonus increases by +1 for every five wizard levels you possess. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight. Acid Cloud As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier, DC13. Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. LoreKeeper Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed. Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Darkvision Dwarves can see perfectly in the dark up to 60 feet. Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. -------------------- Raven Familiar:
N Tiny animal
Init +2; Senses low-light vision; Perception +6 DEFENSE AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural armour) hp 5 (half of master's, rounded down) Fort +1, Ref +4, Will +2 OFFENSE Speed 10 ft., fly 40 ft. (average) Melee bite +4 (1d3–4) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7 Base Atk +0; CMB +0; CMD 6 Feats Skill Focus (Perception), Weapon Finesse Skills Fly +6, Perception +6 SPECIAL ABILITIES Familiar The master of a raven familiar gains a +3 bonus on Appraise checks. Spells Known:
0th = All spells except message/DC 13/infinite uses per day for prepared spells/3 slots 1st = 6 spells/DC14(Grease, Shield, Mage Armour, Colour Spray, Silent Image, Enlarge Person |