Demon Slayer

Nenthil Wardcaller's page

86 posts. Alias of OmniChaos.


Full Name

Nenthil Wardcaller

Race

Aasimar

Classes/Levels

Abjurer 1

Gender

Male

Size

Medium

Alignment

NG

Deity

Sarenrae

Languages

Common, Celestial, Hallit, Draconic, Dwarven, Elven, Sylvan, Abyssal

Strength 8
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 12
Charisma 10

About Nenthil Wardcaller

Nenthil Wardcaller
Male Aasimar (Emberkin) Abjurer 1
NG Medium outsider (native)
Init +2; Senses Darkvision 60 ft.; Perception +1
_______________________________________________________________________
AC 13, touch 12, flat-footed 11
(+2 Dex, +1 Armor)
hp 7 (1 HD)
Resist Acid 5, Cold 5, Electricity 5, Fire 5
Fort +1, Ref +2, Will +3
Defensive Abilities protective ward 7/day
_______________________________________________________________________
Speed 30 ft. (6 squares)
Melee:
Ranged: Masterwork Light Crossbow +3 (1d8, 19-20/x2)
Spell-Like Abilities:
7/day- Protective Ward
SR 10
_______________________________________________________________________
Abilities: Str 8, Dex 14, Con 12, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats: Scribe Scroll, Scholar
Traits: Riftwarden Orphan, Outcast's Intuition,
Skills: Knowledge (Arcana) +10, Knowledge (Dungeoneering) +4, Knowledge (Engineering) +4, Knowledge (Geography) +4, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nature) +8, Knowledge (Noblility) +4, Knowledge (Planes) +12, Knowledge (Religion) +8, Linguistics +8, Perception +1, Sense Motive +6, Spellcraft +10
Languages Common, Celestial, Hallit, Draconic, Dwarven, Elven, Sylvan, Abyssal
SQ: Cantrips, Arcane Bond (Light Crossbow), Resistance (5), Protective Ward (+1, 4 rounds)
Combat Gear:
Possessions: Combat gear plus Explorer's Outfit, Spellbook, Wizard's Kit, Spring Loaded Wrist Shealth (2), Cold Iron Dagger, Masterwork Light Crossbow, Cold Iron Bolts (30), Bolts (26), Haramaki, Bandolier (2), Holy Symbol Hip Flask, Scroll Box, Grooming Kit, Scrivener's Kit, Rice Paper (10), Crusader's Cross, Terendelev's Scale, Candle Stubs (3), Bent Fishhook, Hemp Rope 10 ft., Copper Bat Brooch,

Money: 1 gp, 5 sp

Spells Prepared:

Wizard Spells (CL 1st, Concentration +7, 1d20+1 to overcome SR):

1st- Shield, Magic Missile, Color Spray
0 (at will)- Resistance, Detect Magic, Acid Splash, Prestidigitation

4/3/0/0/0/0/0/0/0/0

Spellbook:

Spellbook (Opposition Schools Enchantment and Necromancy)

1st- Protection from Evil, Shield, Mount, Identify, Magic Missile, Burning Hands, Color Spray,
0- all

Background:

Nenthil's life has so far been a series of tragedies. Shortly after he was born his parents went missing, believed dead, on a mission for the Riftwarden's. He was taken in by a foster family in Kenabres where he grew up. His childhood was pleasant mostly due to his best friend Roga, the two were inseparable. They often explored the city, playing at crusaders and hero's. One such adventure brought them to the Librarium of the Broken Black Wing, where they marveled at the demonic trophies. Nenthil for his part was also drawn to the many tomes of Blackwing, as the locals called it. As they grew Roga pursued his dream of becoming a crusader, while Nenthil quickly learned he did not have the strength of his friend or skill with weapons. Still he had gained much knowledge from his frequent visits to Blackwing, information he ingrained in Roga to make use of in his future path. Yet it was not to last as tragedy came to call, the witch hunts started in Kenabres. Both boys did not understand the fear and distrust that those older then them showed at such news, ridding the city of any hidden demons seemed right to them. Both learned the truth of the witch hunts as Roga was accused of being demonically tainted. Dispite Nenthil's protest or those of others the young boy was burned alive. The witch hunts ended shortly after. Nenthil had loss his dearest friend not to demons or otherworldly evil but to the hands of the very crusader's his dead companion had dreamed of becoming.

Nenthil threw himself into the tomes of Blackwing. Burying himself in knowledge of vile and planar lore in equal measure. His actions did not go unnoticed by those with in Blackwing. Miammir a crusader wizard saw his devotion and talent, fearing it would go to waste or be turned into something foul if not tended she approached him. In time Miammir got Nenthil to admit the hatred he was harboring in his heart for the witch hunters and their kind. It was then she offered to help him start anew, using her contact she arranged an apprenticeship for Nenthil in far off Magaambyan.

Magaambyan healed and strengthened Nenthil's soul. Basked in both peace and knowledge allowed him to grow into a young wizard who specialized in protective magic. Still even in such a far off land, the shadow of evil was not far. For even in Nantambu lurked a blight near by in the form of Usaro, empire of the demon apes. Nenthil felt compelled to return to Kenabres. To help push back the demons of the Worldwound and protect innocents like fallen Roga.

It was on his journey back that he felt the calling of faith stirring with in him. While he had studied many faiths during his time as an apprentice he had never taken the time to visit such places of worship. So when he stopped at Solku to rest and prepare for the next leg of his journey he paid a visit to the Lambent Citadel. Feeling an inner warmth and sense of peace he had only managed to touch upon but a handful of times in his life. He also felt an intense drive behind what had former been but a vague sense of obligation about the reason for his return. Delaying his departure to learn more of Sarenrae, he left Solku a month later as a true believer and determined to better the world in any way he could.

Description:

Ht: 5 ft. 11 in.
Wt: 150 lbs
Age: 68
Hair: Auburn with Small Bits of Heatless Flames
Eyes: Glowing Yellow
Skin: Bronze with Metallic Sheen

Nenthil is slightly tall depending on the comparison at just under six feet. He has a slender and lean build having favored a less physical path in life. Still his grace and precise movements are proof that he has not completely ignored his body. While his skin is the bronze often seen on desert dwellers, it bares an almost unnatural sheen. His eyes are a striking yellow with an inner glow while his mane of hair is auburn at times burning with harmless small flames. Pointed ears and a birthmark of a runic symbol at the base of his neck clearly mark him.

Despite his outlandish appearance his dress is more conservative as he favors function and simplicity.

Notes:

Progression
2nd- Abjurer
3rd- Abjurer (Spell Penetration)
4th- Abjurer (+1 Int)
5th- Abjurer (Improved Counterspell, Craft Wondrous Item)
6th- Abjurer
7th- Magaambyan Arcanist (Spell Mastery)
8th- Abjurer (+1 Int)
9th- Abjurer (Greater Spell Penetration)
10th- Abjurer
11th- Abjurer (Dispel Synergy, Defensive Feedback)
12th- Magaambyan Arcanist (+1 Int)
13th- Magaambyan Arcanist (Feat)
14th- Magaambyan Arcanist
15th- Magaambyan Arcanist (Parry Spell)
16th- Magaambyan Arcanist (+1 Int)
17th- Magaambyan Arcanist (Feat)
18th- Magaambyan Arcanist
19th- Magaambyan Arcanist (Feat)
20th- Magaambyan Arcanist (+1 Int)

Mythic Tier
1st- Archmage (Mythic Spell Lore, Arcane Surge, Harmonious Mage)
2nd- Archmage (+2 Int, Competent Caster)
3rd- Archmage (Spell Penetration, Crafting Mastery)
4th- Archmage (+2 Int, Eldritch Breach)
5th- Archmage (Mythic Crafter, Flexible Counterspell)
6th- Archmage (+2 Int, Spell Sieve)
7th- Archmage (Extra Mythic Power, Sanctum)
8th- Archmage (+2 Int, Enduring Armor)
9th- Archmage (Extra Mythic Path, Mirror Dodge, Divine Source)
10th- Archmage (+2 Int, True Archmage, Divine Source)
-Domains: Good, Magic, Knowledge, Divine, Friendship

Magic Item Descriptions:

Item: Terendelev's Scale (CL 19th)
Properties: Three times per day as a standard action, this scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target’s altitude. This pillar is 5 feet in diameter (regardless of the target’s size) and provides concealment (20% miss chance) to any creature or object wholly contained within.