Wild Elf

Nergüi the Wanderer's page

18 posts. Alias of Gaurwaith.


Full Name

Nergüi the Wanderer

Race

Elf

Classes/Levels

Wizard 7

Gender

Male

Size

Medium, 6' 2'' and 150 lbs

Age

140

Alignment

CN

Languages

Common, Elven, Undercommon, Celestial, Infernal, Abyssal, Draconic, Sylvan, Aurian, Aquan, Gnome and Goblin

Strength 11
Dexterity 14
Constitution 12
Intelligence 23
Wisdom 10
Charisma 10

About Nergüi the Wanderer

Vital 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
Space 5ft; Reach 5ft
Melee dagger +3 (1d4 19-20)
Ranged composite longbow +5 (1d8 x3)
Statistics

Str 11 , Dex 14, Con 12, Int 23, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 15
Feats Scribe Scroll, Improved Initiative, Improved Familiar, Spell Focus (Conjuration), Spell Specialization (Black Tentacles), Craft Wondrous Items,
Traits Nomadic, Reactionary
Skills ; Racial Modifiers Perception +2; Spellcraft Identifications +2

Knowledge (Nature) +15 (+6 ranks; +3 class; +6 Int)
Knowledge (The Planes) +15 (+6 ranks; +3 class; +6 Int)
Knowledge (Religion) +15 (+6 ranks; +3 class; +6 Int)
Knowledge (Arcana) +17 (+7 ranks; +3 class; +6 Int)
Knowledge (Dungeoneering) +15 (+6 ranks; +3 class; +6 Int)
Knowledge (Engineering) +10 (+1 rank; +3 class; +6 Int)
Spellcraft +16 (+18 identifications) (+7 ranks; +3 class; +6 Int {+2 race, identifications})
Survival +5 (+1 rank; +3 class; +1 trait)
Perception +9 (+11 with familiar) (+7 ranks; +2 race; +2 alertness with familiar)
Ride +3 (+1 ranks; +2 Dex)
Fly +7 (+2 ranks; +3 class; +2 Dex)
Use Magic Device +6 (6 ranks)
*Linguistics +14 (+5 ranks; +3 class; +6 Int)
*Craft (Bows) +10 (+1 rank; +3 class; +6 Int)
*Craft (Clothing) +10 (+1 rank; +3 class; +6 Int)
*Craft (Books) +13 (+4 ranks; +3 class; +6 Int)
*Handle Animal +7 (+2 ranks; +6 Int)
*Knowledge (Geography) +11 (+1 ranks; +3 class; +6 Int; +1 trait)
* Denotes a background skill

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)
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Dimensional Steps (Sp)
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

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
Starlight Blast (Su)
As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, aneutral creature would take 1d4+2 points of damage, and a lawful evilcreature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.
Traveler’s Friend (Su)
The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance— doing so removes the effects of exhaustion and fatigue from the listener.

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:
3rd. 810 GP, 18 pages
Wind Wall; Major Image; Fly; Haste; Greater Magic Weapon; Slow
4th. 480 GP, 16 pages
Summon Monster IV; Black Tentacles; Scrying; Wall of Ice

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.