Nickold Starweather

Gerald Smithsson's page

75 posts. Alias of Xzylvador.


Full Name

Gerald Smithsson

Race

Human

Classes/Levels

Wizard 2

Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

Gender

Male

Size

Medium

Age

32

Special Abilities

Shift 7/day

Alignment

Lawful Good

Location

Lastwall

Languages

Common, Varisian, Draconic, Celestial, Infernal, Abyssal

Occupation

Wizard

Strength 8
Dexterity 12
Constitution 10
Intelligence 19
Wisdom 12
Charisma 10

About Gerald Smithsson

Background:
Presenting:
The dull and very everyday life of Gerald Smithsson

As anyone who knows him could tell you, Gerald 'background story' isn't very impressive.
Born and raised in Velumis, a port town in the small country of Lastwall which neighbors Ustalav, Gerald was somewhat of a disappointment to his family. The country was known for its soldiers and its mighty heavy cavalry, but despite all the effort his father and brothers put into training and exercising him, Gerald simply didn't have what it took to become a proper fighter. It was little comfort to his parents that he was very bright, although it did make it easier on them to send him to the cities small magical school. At least that way the family could be rid of him and focus on their horses and his stronger, more promising brothers.

So he studied and read, went fishing and read some more. He learned things, useful things, but did so by himself. His teachers had grown quite accustomed to being considered insufficiently strong for 'real work' and didn't take much pride in their position. They seemed to quite enjoy being left alone and lazily spent their days reading, tending to their small botanical garden and going fishing. The biggest lessen they taught him it was 'best to just read and stay quiet, young man'.

So nothing really eventful happened to Gerald except an event little more than a year ago, when travelling back home from one of his many trips abroad, the horses pulling Professor Lorrimor's chariot were suddenly spooked by something and the coachman lost control. He managed to unhinge the animals but it was too late to stop the chariot from leaving the road 'round Avalon Bay and plunging into the cold deep waters of Lake Encarthan.

It was mere chance that Gerald had taken this day off to relax and go fishing and happened to be nearby having to witness the accident. While not the heroic type with the physique to go diving into deep waters, Gerald's quick thinking made him conjure up a dolphin that rescued the people aboard the chariot.

The professor was deeply grateful and invited Gerald to come to his mansion for proper a proper reward, but the young Wizard politely refused. Living in Lastwall, near the border of Ustalav, he'd heard plenty of stories about the unnatural creatures roaming those haunted lands. And even though not the suspicious type, Gerald's continuing lack of progress in the study of Necromancy -and his mild fear or spiders- told him he simply wasn't meant for things that like that and he should probably avoid anything 'haunted' or 'shadowy', words used every day to describe that terrible country. The professor seemed disappointed but accepted nonetheless, without mocking the young wizard's dread. Still, he promised to never forget and one day repay Gerald.

Gerald hadn't thought much longer about the events of that day. He didn't feel quite so heroic, the fish -or wait he remembered reading that according to new studies, dolphins were mammals- did most of the work. So the letter came as a bit of a surprise. An invitation to the Professor's funeral? The man had been most friendly and showed a great interest in the magical work Gerald had shown him. He'd also promised to reward him before continuing on his journey home... Had he left something in his will for Gerald? He'd certainly seemed to be a man of wealth, it could be possible.

And despite his dislike for that country and the things rumored to lurk in its nights, Gerald could hardly refuse a dying man's wish. Declining the invitation and not going to the kind man's funeral simply wasn't an option.

Character Sheet:

Gerald Smithsson
Human Wizard 2
Lawful Good

Defense
AC 11 Touch 11 Flat-Footed 10
HP 11
Saves Fort +1, Ref +1, Will +4

Offense
Melee: Dagger +0, 1d4-1, x3, 10ft throw
Ranged: Crossbow +2, 1d8, 19-20/x2, 80ft
Base Atk: +1, CMB +0, CMD 11

Attributes
Str 8, Dex 12, Con 10, Int 19, Wis 12, Cha 10
Initiative: +9 = 1Dex, 2Chance Survivor, 2Reactionary, 4 Familiar Bonus
Speed: 30ft
Senses: Perception +4
Languages: Common, Varisian, Draconic, Celestial, Infernal, Abyssal

Skills *Trained Only
Skill Name: Total = Mod + 1/2 lv. + Trained + Misc

Heal*: 7 = 1Lvl + 2Rank + 3 Trained + 1Wis
Knowledge Arcana*: 10 = 1Lvl + 2Rank + 3Trained + 4Int
Know. Dungeoneering*: 9 = 1Lvl + 1Rank + 3Trained + 4Int
Know. Geography*: 9 = 1Lvl + 1Rank + 3Trained + 4Int
Know. History*: 10 = 1Lvl + 2Rank + 3Trained + 4Int
Know. Local*: 9 = 1Lvl + 1Rank + 3Trained + 4Int
Know. Nature*: 9 = 1Lvl + 1Rank + 3Trained + 4Int
Knowledge Nobility*: 9 = 1Lvl + 1Rank + 3Trained + 4Int
Knowledge Religion*: 9 = 1Lvl + 1Rank + 3Trained + 4Int
Perception: 4 = 1Lvl + 1Wis + 2Familiar
Sense Motive: 4 = 1Lvl + 1Wis + 2Familiar
Spellcraft*: 10 = 1Lvl + 2Rank + 3Trained + 4Int

Racial Abilities:

  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skills: One additional skill rank every level.
  • Favored Class (Wizard): +1 HP or +1 skill rank per level OR gain an extra spell in your spellbook each level.

Class Abilities:
  • Specialized School: Conjuration (Teleportation)
  • Opposed School: Necromancy, Enchantment
  • Arcane Bond: Familiar
  • Alertness: +2 Perception and Sense Motive with familiar nearby
  • Summoner's Charm: Increase duration of conjuration (summoning) by a number of rounds equal to 1/2 wizard level.
  • Shift (Su): Teleport as a swift action as if using dimension door. Distance: 5ft for every two wizard levels. Doesn't provoke AoO, needs LOS. 7/day
  • Shadow Shift: Shift range is doubled if starting and ending in a shadow at least as big as your own.

Feats & Traits:

  • Chance Survivor (Trait): Saved Professor Lorrimor's life by thinking and acting quickly when most needed. +2 Initiative.
  • Reactionary (Trait): +2 Initiative
  • Caretaker (Trait): Heal is a class skill, +1 Heal
  • Naive (Trait): -2 AC vs attacks with improvised weapons, -2 CMD against Dirty Tricks
  • Spell Focus (Conjuration) (Feat1): +1DC on Conjuration Spells
  • Augment Summoning (Feat1): +4 Strength and +4 Con to summoned creatures.

Familiar
Sting, Greensting Scorpion
HitDice: 1
HP: 4
Stats: Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Attack: +3 = +0 Bab + 3 Dex
Damage: 1d2-4 plus Poison: Poison (Ex): Fort DC 10; freq 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Defense: AC 19, touch 15, flat-footed 16
Saves: Fortitude +2, Reflex +5, Will +2
Abilities: Darkvision, Improved Evasion, Share Spells, Empathic Link
Skills: Climb +7, Perception +4, Stealth +15

Spellbook

  • Cantrips: All but Enchantment and Necromancy... Those are just too spooky.
  • 1st Level: Summon Monster I, Grease, Mage Armor, Identify, Vanish, Color Spray, Silent Image, Comprehend Languages, Unseen Servant, Enlarge Person

Memorized spells & Tracked Items/Abilities

  • Cantrips: Prestidigitation, Light, Detect Magic
  • 1st level (DC 15): Summon Monster I, Summon Monster I, Mage Armor, Color Spray
  • Shift 5ft, 0/7 uses.