White Grotto Student

Gundahar Brandt's page

72 posts. Alias of Michael Sumrall.


About Gundahar Brandt

Gundahar Brandt
Male Human (Garundi) Wizard 2
NG Medium Humanoid (human)
Init +6; Senses Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 18 (2d6+6)
Fort +2, Ref +2, Will +4
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Offense
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Speed 30 ft.
Melee Mithral Dagger +2 (1d4/19-20/x2)
Wizard Spells Prepared (CL 2):
1 (3/day) Shield, Mage Armor, Grease (x2) (DC 16), Burning Disarm (DC 15)
0 (at will) Acid Splash, Read Magic, Detect Magic, Prestidigitation (DC 14)
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Statistics
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Str 11, Dex 14, Con 14, Int 18, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 13
Feats Augment Summoning, Scribe Scroll, Spell Focus (Conjuration)
Traits Dangerously Curious, Extremely Fashionable (Diplomacy), Herald of the Claimer
Skills Bluff +2, Diplomacy +7, Intimidate +2, Knowledge (arcana) +9, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +8, Linguistics +9, Perception +4, Sense Motive +3, Sleight of Hand +3, Spellcraft +9, Use Magic Device +7
Languages Abyssal, Common, Ignan, Infernal, Osiriani, Terran, Thassilonian, Varisian
SQ +4 bonus on initiative checks, acid dart (7/day), arcane bonds (arcane familiar, scorpion, greensting), empathic link with familiar, share spells with familiar, specialized schools (sloth [conjuration]), summoner's charm (+1 rds)
Other Gear Mithral Dagger, Ioun torch, Bedroll, Blanket, winter, Chalk, Courtier's outfit, Jewelry, Spell component pouch, Spellbook, Spellbook, compact, 287 GP, 3 SP, 9 CP
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Acid Dart (7/day) (Sp) 30' Ranged touch attack deals 1d6+1 Acid damage.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sloth (Conjuration) The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
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Gundahar was born in the city of Sothis to a wealthy family, his father serving in the pharoh's court as a scholar of antiquities and ancient magics. Early life was good to the young Gundahar and it quickly became apparent that he possessed significant magical talent, along with a gift for figuring out latent magical attributes of long disused items.

At the age of sixteen, acknowledging the need to formalize Gundahar's training, he was enrolled in the Acadamae in Korvosa. Excelling in his studies, Gundahar was at the top of his class when the Runelord Karzoug awoke. Karzoug: The Claimer, a wizard of true power and knowledge.

As region fell to the armies of the Runelord, Gundahar bowed to pragmatism and pledged his loyalty before Karzoug, exchanging loyalty for continued life and the study of Thassilonian magic.

In the years since, events have repeatedly rocked Golarion while Gundahar stood insulated from the catastrophes. With the threat of eternal winter bearing down on Golarion, Gundahar could stand by no more. Begging permission to intervene from Karzoug himself, Gundahar has been sent forth bearing the sign of the Sihedron and an emissary of Shalast.

Gundahar's charge is simple. Stop the eternal winter or die in the attempt. No other options are available to him. Success is to be rewarded as a champion of Karzoug, failure is to know oblivion.

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Arcane Familiar
Scorpion, Greensting
NG Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 6 (1d8)
Fort +2, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee Sting (Scorpion, Greensting) +6 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (16 vs. Trip)
Feats Weapon Finesse
Skills Climb +7, Diplomacy -2, Fly +7, Linguistics +2, Perception +5, Sleight of Hand +4, Spellcraft +2, Stealth +15, Swim +3, Use Magic Device -2
Languages
SQ improved evasion, poison
Other Gear You have no money!
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.