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About Nergüi the WandererVital Statistics:
Nergüi the Wanderer Male Elf Wizard 7 CN Medium Humanoid (Elf) Init +9; Senses Low Light Vision; Detect Magic; Perception +9 (+11 with familiar) Defense AC 16 {20}; Touch 13; Flat-Footed 14 {18}; (+2 Dex; +1 deflection; +1 natural; +2 shield; {+4 armor}) HP 47 (7d6+14) Fort +5; Ref +6; Will +7 (+2 vs enchantment) Immune sleep; Offense Speed 30 ft
Str 11 , Dex 14, Con 12, Int 23, Wis 10, Cha 10
Knowledge (Nature) +15 (+6 ranks; +3 class; +6 Int)
Languages Common, Elven, Undercommon, Celestial, Infernal, Abyssal, Draconic, Sylvan, Aurian, Aquan, Gnome, Goblin,
Gear:
Combat Gear Composite Longbow; Arrows x20; Dagger; Cloak of Resistance +2; Ring of Protection +1; Amulet of Natural Armor +1; +1 Mithral Light Steel Shield Other Gear Headband of Vast Intelligence +2; Dusty Rose Ioun Stone, Cracked, Spell Component Pouch; Spellbook; Wand of Enlarge Person; Wand of Vanish (CL 5th); Wrist Sheath, Spring Loaded, x2; Waterskin; Blanket and Bedroll; Trail Rations x4; Masterwork Backpack; Blank Journal; Pencils; Scroll Case x2; 58 PP; 24 GP; 9 SP; 10 CP Scrolls: Message; Obscuring Mist; Disguise Self; Air Bubble; Comprehend Languages; Detect Secret Doors; Floating Disc; Gust of Wind
Spells:
Arcane School Conjuration (Teleportation), opposition schools Enchantment and Necromancy Spells Prepared (CL 7th {+2 vs SR}; concentration +13) 4th—Summon Monster IV, Black Tentacles (CMB +14), Wall of Ice 3rd—Haste x2, Stinking Cloud (DC 20), Fly 2nd—Resist Energy, Mirror Image, Glitterdust (DC 19), Create Pit (DC 19), Pyrotechnics (DC 18), Flaming Sphere (DC 18) 1st— Mage Armor x2, Grease (DC 18), Mount, Silent Image (DC 17), Protection from Evil, Unseen Servant 0—Detect Magic; Prestidigitation; Ghost Sound; Read Magic School Powers:
School Powers 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. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. Shift (Su)
Dimensional Steps (Sp)
Familiar:
Azata, Lyrakien CG Tiny outsider (azata, chaotic, extraplanar, good) Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision;Perception +9 DEFENSE AC 20, touch 16, flat-footed 16 (+4 Dex, +4 natural; +2 size) hp 23 (3d10) Fort +3, Ref +7, Will +8 DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10 OFFENSE Speed 30 ft., fly 80 ft. (perfect) Melee slam +7 (1d2–3) Space 2-1/2 ft.; Reach 0 ft. Special Attacks starlight blast Spell-Like Abilities (CL 3rd; concentration +8) Constant—detect evil, detect magic, freedom of movement At will—dancing lights, daze (DC 15), summon instrument, ventriloquism(DC 16) 1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16) 1/week—commune (6 questions, CL 12th) STATISTICS Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20 Base Atk +3; CMB +5; CMD 12 Feats Agile Maneuvers, Improved Initiative Skills Acrobatics +10 (+3 ranks; +3 class; +4 Dex) Bluff +11 (+3 ranks; +3 class; +5 Cha) Craft (Bows) +3 (+1 rank; +2 Int) Craft (Clothing) +3 (+1 rank; +2 Int) Craft (Books) +6 (+4 ranks; +2 Int) Diplomacy +11 (+3 ranks; +3 class; +5 Cha) Fly +21 (+2 ranks; +3 class; +4 Dex; +4 size; +8 maneuverability) Handle Animal +4 (+2 ranks; +2 Int) Knowledge (Nature) +8 (+6 ranks; +2 Int) Knowledge (The Planes) +11 (+6 ranks; +3 class; +2 Int) Knowledge (Religion) +8 (+6 ranks; +2 Int) Knowledge (Arcana) +9 (+7 ranks; +2 Int) Knowledge (Dungeoneering) +8 (+6 ranks; +2 Int) Knowledge (Engineering) +3 (+1 rank; +2 Int) Knowledge (Geography) +3 (+1 ranks; +2 Int) Linguistics +7 (+5 ranks; +2 Int) Perception +13 (+7 ranks; +3 class; +3 Wis) Perform (Strings) +11 Ride +5 (+1 ranks; +4 Dex) Spellcraft +9 (+7 ranks; +2 Int) Stealth +18 (+3 ranks; +3 class; +4 Dex; +8 size) Survival +4 (+1 rank; +3 Wis) Use Magic Device +11 (6 ranks; +5 Cha) Languages Celestial, Draconic, Infernal; truespeech SPECIAL ABILITIES
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): 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 (Su): 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. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Spellbook:
Spellbook 1: Oth. Free, 28 pages Resistance; Acid Splash; Drench; Detect Magic; Detect Poison; Read Magic; Daze; Breeze; Dancing Lights; Flare; Light; Penumbra; Ray of Frost; Scoop; Spark; Ghost Sound; Haunted Fey Aspect; Bleed; Disrupt Undead; Touch of Fatigue; Jolt; Mage Hand; Mending; Message; Open/Close; Root; Arcane Mark; Prestidigitation 1st. 150 GP, 20 pages Protection from Evil; Protection from Good; Protection from Law; Protection from Chaos; Grease; Mage Armor; Mount; Obscuring Mist; Summon Minor Monster; Unseen Servant; Anticipate Peril; Comprehend Languages; Detect Secret Doors; Identify; Floating Disk; Silent Image; Crafter's Fortune; Enlarge Person; Reduce Person; Snapdragon Fireworks; 2nd. 900 GP, 38 pages Resist Energy; Mount, Communal; Glitterdust; Create Pit; Web; Pyrotechnics; Detect Thoughts; Locate Object; See Invisibility; Burning Gaze; Flaming Sphere; Gust of Wind; Disguise Other; Invisibility; Mirror Image; Bull’s Strength; Cat’s Grace; Levitate; Rope Trick 3rd. 405 GP, 15 pages Dispel Magic; Resist Energy, Communal; Stinking Cloud; Clairaudience/Clairvoyance; Daylight; Spellbook 2:
Apearance:
Nergüi stands at 6'2, and has a rather thick build for an elf, weighing a hundred and fifty pounds. Pointed ears poke out of dark hair, which frames an angular and intricately tattooed face. His skin is a light brown, and his wide almond eyes are a yellowish green, as a grass after long drought. He wears a long, robe like outfit of dyed wool, a dark blue as the sky before sunset or a very deep water, A black sash cuts across his midsection, and five clasps sit at his right shoulder. There are two flaps across the front of his chest, and together with the sash they form a pocket, in which he hides his dagger and scroll cases. These scroll cases are made of hollowed bone, perhaps from some abnormally large horse, and have a cover and straps of leather. He has a small necklace, a rather rough animal hide, with bone and copper beads strung across it. These occasionally rattle faintly, as the soft sound of sand in a dessert wind. Below the sash his robe extends past his knees, fanning out to allow for ease of movement. And indeed, by the looks of his boots he has done much moving. They are covered in a dye the same color as his robe, but this is worn and patchy, broken by the warm dark color of leather. The back of his robe is also quite worn, perhaps as though he has ridden far. Across his shoulder Nergüi carries a heavily recurved bow, which is less then five feet tall, and looks to be made partially of horn and sinew. It is covered by a waterproof leather case, for were it to get wet it would break apart. Near him is a small, sparkling sprite not more then 18 inches high, with brightly colored wings that flutter in the breeze. She is immaculate and beautiful, with tiny features, childlike in proportion, and a soft voice. When she speaks it is as though she cares for every sorrow and trouble in the world, and it is so pure and clear that all can understand it. She occasionally calls from the air a large fiddle like instrument, with a strangely shaped base, with straight sides, and which widens as it goes lower. It makes a sound impossibly low for its size, though still quite high, and her music soothes those around her, and is perfect for walking or riding.
Personality:
Nergüi is, in a word, pragmatic. He capitalizes on every possible advantage and does not stick to any defined set of rules. Most wizards would be found in a library doing research or reading old books, and while Nergüi does his fair share of academic work, he is more likely to be found outside, boiling animal glue for a new bow. His is a life in which nothing is wasted, not energy, not talent, and not time. His actions are for him first and nobody else, but any careful examination will show that helping others is often helpful to oneself, and so he sometimes appears somewhat altruistic. He does not, however, have the boundaries typical of an intelligent being, and would have some small difficulty understanding quite why many people do the things that they do were he placed in a typical society. He also has few inhibitions and no need to act in accordance with the norms of any society. He is not, however, socially inept. Indeed, he understands what others want, and can explain precisely how to carry out a conversation is such a way as to make others like him, he is simply incapable of consistently acting in accordance with this knowledge. Furthermore, his awareness of his own mind is somewhat lacking, and as a result rarely understands quite what it is that he wants. Nergüil is also a great agent of change. Some, if given the chance to asses him, might say he is critical of those around him, but this is perhaps an oversimplification. For though he is unafraid to criticize freely he also wishes to help those around him with this criticism. The end result is that he does things which others might be afraid to do, or perhaps would find ridiculous. He has ideals which he wishes to fulfill, but is poor at assessing himself and therefore rarely clearly articulates what these are. His goals, however, are rather simple. He wants to be a member of society. He wants others to be interested in him and to wish to imitate him. He wishes always for the presence of others who can understand him and who can shepard him, for his lack of definite goals comes from a place of insecurity and fear. It is said that all suffering is rooted in desire, and Nergül suffers, and so frees himself from defined goals as a coping mechanism. His inability to asses himself occurs for the same reason, for if he were to asses himself he would find that he does truly have desires, and would want to act on them, but this would only lead to more suffering. in short he finds great difficulty quantifying his wants for subconscious fear of not getting them. And thus he wishes for the presence of others he can trust, in order to alleviate these fears and make sense of his own mind. However, he does trust his familiar, Ariel, who is perhaps the nicest and most kindhearted creature alive. She dislikes suffering and feels a need to help those around her, a task which she is capable of doing fairly well. She does not immediately trust everyone, but is generally perceptive and intelligent enough to evaluate others. Furthermore she trusts Nergül completely, much more than she trusts herself, and will always act as though what he believes is true, for it almost always is. That being said, her reaction to certain assessments might be completely different from his. For instance, were he to evaluate a person as being mentally unstable, his reaction would be to keep his distance, for a person afflicted with some sort of psychosis could not help him, while her reaction would be the opposite, for she is capable of helping someone in such a state.
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