About Nicolae "Nic" Plamen
The Gray family of Magnimar fell victim to a disagreement between the family patriarch Randal Gray and the Night Scales. Gray witnessed a theft by certain Scales operatives in violation of their smuggling agreement with a powerful local lord. Gray refused to be bought off by the Scales, yet also refused to offer testimony, as most in Underbridge know better than to speak openly of anything that transpires there. This was not good enough for the junior Night Scales, who feared him having a change of heart. In the middle of the night, they came to the family apartments, intent on roughing up Randal. Things escalated and a fire broke out. The family was killed in the blaze, a young 5 year old Nicolae alone escaping out a back window.
Found by a passing member of the Gallowed, a Sczarni street gang, Nicolae was later traded off to a Varisian traveler as an apprentice, an alchemist named Gustav Mvashti. For years young Nic studied at the man's side, learning alchemy and magic, until he was old enough to stand on his own, a fledgling wizard and crafter in his own right. Like Gustav he continued to peddle wares to Varisian's and others alike, even occasionally working at the behest of the Sczarni as payment for having saved his life so many years ago.
When Gustav was ready to retire to Galduria, perhaps to take a seat teaching at the Twilight Academy, Nicolae continued with the caravan in his place, wandering and plying his trade, growing ever more restless and ever more interested in the ruins and works of the Thassilonian Empire. Approaching Sandpoint, the wanderlust took hold and in a daydream trance he accidently set his wagon on fire, destroying it and most of his stock. The caravan would have given him space with them to continue, but perhaps this was a sign, it was time for him to start out on his own.
Hero Points 3 1 Used
Init +4; Senses Perception +7
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Mage Armor)
hp 17 (3d6+3)
Fort +2, Ref +3, Will +4
Speed 30 ft.
silver dagger +2 (1d3+1/19-20x2)
dagger +2 (1d4+1/19-20x2)
quarterstaff +2 (1d6+1/20x2)
silver dagger +3 (1d3+1/19-20x2)
dagger +3 (1d4+1/19-20x2)
(CL 4th; concentration +6)
3/day—dancing lights None Used
Wizard Spells Prepared:
(CL var; concentration +6):
2nd-scorching ray (4d6) (CL 4th) [S] not cast, burst of radiance (4d4) + blindness/dazzled to evils (CL 4th) (DC 16) 2/day none cast
1st—mage armor (CL 3rd) Cast, magic missile (1d4+1)x3 (CL 6th) 3/day none cast
0 (at will)—detect magic (CL 3rd), light (CL 4th), prestidigitation (CL 3rd), ray of frost (1d3) (CL 4th)[/i]
Str 13, Dex 14, Con 12, Int 16, Wis 12, Cha 13
Base Atk +1; CMB +2; CMD 14
Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Spell Focus (Evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Spell Specialization: Magic Missile - Cast one spell as if you were two levels higher.
Varisian Tattoo (Evocation) You cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to 3 times per day. The spell like ability gained (and its Varisian name) are as follows: Evocation (Ragario): Dancing Lights.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks.
Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (History) checks, and begin play able to speak and read Thassilonian.
Underbridge Dweller (Magnimar) You were raised in the Shadow district of Magnimar beneath the Irespan, a veiled place the light of the sun touches for only 3 hours per day. Your well-founded suspicions grant you a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you.
Acrobatics +2 [2 Dex]
Appraise +7 [3 Int +1 rank +3 class]
Bluff +1 [1 Cha]
Climb +1 [1 Str]
Craft (alchemy) +8 [3 Int +3 rank +3 class +2 Alchemist Lab gear]
Diplomacy +2 [1 Cha +1 rank]
Disable Device +3 [2 Dex +1 rank]
Disguise +1 [1 Cha]
Heal +2 [1 Wis +1 rank]
Intimidate +1 [1 Cha]
Knowledge (arcana) +8 [3 Int +1 rank +3 class +1 trait]
Knowledge (history) +9 [3 Int +2 rank +3 class +1 trait]
Knowledge (local) +7 [3 Int +1 rank +3 class]
Knowledge (planes) +7 [3 Int +1 rank +3 class]
Knowledge (religion) +7 [3 Int +1 rank +3 class]
Perception +7 [1 Wis +3 rank +3 class] (+9 in Dim-Light)
Profession (cook) +5 [1 Wis +1 rank +3 class]
Ride +2 [2 Dex]
Sense Motive +2 [1 Wis +1 rank]
Spellcraft +8 [3 Int +2 rank +3 class]
Stealth +3 [2 Dex +1 rank]
Survival +1 [1 Wis]
Swim +1 [1 Str]
Common, Draconic, Halfling, Infernal, Thassilonian, Varisian
Acid Splash Wizard 0
School: Conjuration / Earth Elemental (Creation) [Acid]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: One missile of acid
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
Arcane Mark Wizard 0
Breeze Wizard 0
Dancing Lights Wizard 0
Daze Wizard 0
Detect Magic Wizard 0
Detect Poison Wizard 0
Drench Wizard 0
Flare Wizard 0
Jolt Wizard 0
Light Wizard 0
Mage Hand Wizard 0
Mending Wizard 0
Message Wizard 0
Open/Close Wizard 0
Penumbra Wizard 0
Prestidigitation Wizard 0
Ray of Frost Wizard 0
Read Magic Wizard 0
Resistance Wizard 0
Root Wizard 0
Scrivener's Chant Wizard 0
Scoop Wizard 0
Spark Wizard 0
Burning Hands Wizard 1
Charm Person Wizard 1
Comprehend Languages Wizard 1
Mage Armor Wizard 1
Magic Missile Wizard 1
Shield Wizard 1
Shocking Grasp Wizard 1
Sleep Wizard 1
Burst of Radiance Wizard 2
Scorching Ray Wizard 2
ioun torch, oil of magic weapon, potion of cure light wounds, scroll of burning hands (CL 4th), scroll of comprehend languages (CL 3rd), scroll of flaming sphere (CL 6th), scroll of mage armor, scroll of magic weapon, scroll of protection from evil, scroll of shield (CL 3rd), wand of shocking grasp (CL 2nd) 23 charges
acid flask (1), alchemist's fire (3 1 used), reagent - black powder (5 3 used), reagent - brimstone (8), reagent - cold iron (10), reagent - Darkwood (5 5 used), reagent - quicksilver (6), reagent - saltpeter (5) reagent - Urea (10);
Other Gear silver dagger, dagger, dagger, quarterstaff, arcane bond Gray Family signet ring (worth 5 gp), backpack, masterwork, bandolier (2), empty vial, vial of "clear pool water", bedroll, belt pouch (2), belt sheath, black vest w/ swirled patterns in linen and leather, cooking kit, explorer's outfit (worn), flint and steel, hip flask with whiskey 8oz (worth 1 gp, 0.5 lb), black ink (2), inkpen (2), journal (2), measuring cord (10 ft.), mess kit, paper (2), parchment (4), men's cologne, sack, black scarf around right arm, blue scarf around neck, gray scarf around waist, red scarf around right leg, scrivener's kit (worth 2 gp, 1 lb), scroll box, scroll case (2), spell component pouch, spellbook, string/twine, Friend to the Family "Sczarni" tattoo, Gray Family Crest tattoo, Ragario tattoo, Thassilonian Fire Rune tattoo, thieves tools, tindertwig (2), trail rations (4), waterproof bag, waterskin, wrist sheath, 8 pp, 3 gp, 9 sp, 1 cp (500 gp in pouch hidden in loose floorboard at Rusty Dragon Inn)
Stored in Room:
Alchemist's lab, portable crucible, retort, formulas journal, artisan's outfit (2), grooming kit, shaving kit, soap, traveler's outfit
"Sunshine" Light Riding Horse, Saddle, Saddle Blanket, Bit and Bridle, Saddle Bags - at the Goblin Squash Stables
Arcane Bond (Family Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level). not used
Attached (Family Ring) If your attachment is threatened, -1 Will & -2 save vs. fear
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (6/day) (Sp) Magic Missile hits for 1d4+1 Used Today 0
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Community Wand Charges Received 4