About Johann GrayA painter and now-sensate who has realised the vanity of all things. Tracking:
Assume Control: 8/8 Spells Prepared (Summon Monster)
Stat Block:
Johann Gray Male Infernal Binder 4 NE Medium Humanoid (human) Init +6; Senses Perception +7 -------------------- Defense -------------------- AC 13, touch 12, flat-footed 11 (+2 Dex, +1 armor) HP 32 (4d6+4+4) Fort +3, Ref +4, Will +6; -------------------- Offense -------------------- Speed 30 ft. Melee Cold Iron Dagger +1 (1d4-1,19-20/x2,10 ft.,P/S) Ranged Sling, ordinary stone +3 (1d3-1,x2,50 ft.,B) Special Attacks Assume Control (8/day) Wizard Spells Prepared (CL 4rd; concentration +9) Opposition Schools divination, enchantment -------------------- Statistics -------------------- Str 8, Dex 14, Con 12, Int 21, Wis 12, Cha 16 Base Atk +2; CMB +1; CMD 13 Feats Craft Wondrous Item, Scribe Scroll, Spell Focus (Conjuration), Spell Specialization (Summon Monster II) Skills Appraise +9, Bluff +9, Craft (painting) +10, Diplomacy +12, Fly +6, Knowledge (arcana) +10, Knowledge (nature) +9, Knowledge (planes) +15, Knowledge (religion) +12, Linguistics +10, Perception +7, Sense Motive +7, Spellcraft +12 Languages Abyssal, Celestial, Common, Draconic, Elven, Goblin, Infernal, Necril SQ arcane bond (familiar--thrush), summoner's charm Abilities and Situational Reference:
Assume Control (Su): At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner. Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. --- Diplomacy - shift creature's attitude - can shift up to three steps Stats:
Ability Scores Strength 8 (-1) Dexterity 14 (+2) Constitution 12 (+1) Intelligence 21 (+5) Wisdom 12 (+1) Charisma 16 (+3) Saving Throws
AC: 12 = 10 + 2 [dex]
BAB: +2 = 2 [base]
Base Speed: 30 ft. = 30 [base]
Favored Class Bonus: +4 HP
Familiar:
Mavis Female Thrush N Diminutive magical beast Init +2; Senses low-light vision; Perception +11 -------------------- Defense -------------------- AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 nat) HP 12 (1/2 master's hp) Fort +0, Ref +4, Will +5; Defensive Abilities improved evasion -------------------- Offense -------------------- Speed 10 ft., fly 40 ft. (average) Melee bite +3 (1d2-5) Space 1 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6 Base Atk +1; CMB -1; CMD 4 Feats Skill Focus (Perception) Skills Appraise -1, Craft (painting) +0, Fly +12, Knowledge (arcana) -1, Knowledge (nature) -1, Knowledge (planes) +1, Knowledge (religion) +1, Linguistics -1, Perception +11, Sense Motive +5, Spellcraft +1 Languages Common SQ Alertness (familiar), share spells, empathic link, deliver touch spells Special Abilities
Spells:
<Wizard Spell List> Extract Save DC - Level - Spells Per Day - Bonus Spells
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Feats, Traits, Abilities:
-------------------- Traits -------------------- Racial Traits Bonus Feat Silver Tongued - +2 diplomacy, bluff and when using diplomacy to shift creature's attitude, can shift up to three steps rather than two Consorting with the Dark Powers - +1 knowledge (arcana), knowledge (planes) --------------------
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Skills:
Skill Name: Total Bonus = Ranks + Ability + Misc Acrobatics`: 2 = 0 + 2 + 0
*trained only
Items:
Gold: 645 gp 4 sp --------------------
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Light Load: 30 lbs. or less
Description and Backstory:
Physical Description A man in his late forties with graying black hair and a full beard. His face is pockmarked with age and a hard life. Years of painting are reflected in his posture, which has no slouch, and his nimble fingers. His black eyes are constantly judging, considering everything he sees. He is not physically imposing but instead recalls both the affability of old men and their stern authority. Personality Johann is a charming talker that tries to shock conventional notions of truth with his brilliant mind. His pursuit of power and subsequent realisation of the vanity of things has led to a hedonistic motivation of having as many experiences as possible. This makes him easily bored with things he has already encountered, such as conventional beauty, and instead seeks the unusual and different. Backstory There was a son. His name was Johann Gray and he was born to minor nobility. His teachers praised his keen mind and noted his particular excellence in philosophy and rhetoric. He could have been a lawyer, a doctor, something respectable. Instead, to his parents' disappointment, he said he wished to be a painter. There was a painter. His name was Johann Gray and he enjoyed moderate success. He made portraits and depictions of lush landscapes or religious scenes because they were what sold. They were called beautiful, but Johann did wonder that it was easy to find beauty in beautiful things and that often they only were meant to be beautiful. So for himself, he cultivated paintings which meant more than simple beauty. He painted rotting corpses, wilting flowers, and the death of innocents. He painted beggars poisoned in the streets, the suffering of the mad and the crippled, and sex in its vulgar state. He was content with his art and pondered these questions with fellow artists when a rival called the attention of the Church upon him. He was charged with heresy and his paintings presented as evidence of the corruption of his soul. He was not executed, for his family and fellow artists pleaded his case, but he was imprisoned. He was disgraced and his paintings would never sell again. Despair, he felt, watching his paintings burn in a heap as he was taken away. There was a man. His name was Johann Gray and he thought of revenge. But he had just been released from prison and he could do little to pursue his goal; he did not have physical strength nor political influence and what money he inherited from his now-dead parents was too meager to have any real sway. So for the next decade, he directed his mind into the arcane studies and made himself the heretic he was branded as. His body felt the slow decay of age even as he researched and he sought quicker ways to power before finally deciding the contracts of Hell were worth their price. He was ready. There was a man. His name is unimportant but it was he that sent Johann Gray to suffer in prison. It had been two decades since he saw Johann last so he did not recognise the man standing next to his bed with a devil until Johann told him. For the past few years, this man had been stricken with a disease and had laid in bed slowly dying. Johann looked at him, expression inscrutable in the darkness, and then left. He was already suffering. What was the point? So this man watched Johann leave and in the morning said to his servant to call the Church. There is a prisoner. His name is Johann Gray and he is sentenced to Branderscar. The thought that the man who sent him here would soon die anyway is no consolation. He had forgotten the search for beauty in his search for revenge when he could have combined the two. He would not forget again. He saw with new eyes even as he knew he was to die. He thinks of the sins he did not have the courage to commit, the murder he hesitated on. Ah, if he only had the opportunity again.
Player Notes:
Feats 1 - Spell Focus (Conjuration), Spell Specialization 3 - Craft Wondrous Item 5 - Fast Study, Spell Penetration (Augment Summoning?) 7 - Vile Leadership 9 - Greater Spell Specialization 11 - Superior Summoning 13 - Greater Spell Penetration 15 - Lichdom Echoing Rod
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