Zayifid

Nowzai al'Nazari's page

1,375 posts. Alias of nomadicc.


Race

Human

Classes/Levels

Wizard (Conjuror) 10 / Loremaster 4

Gender

Male

About Nowzai al'Nazari

Statblock:
Nowzai al'Nazari
Male human (Keleshite) loremaster 4/conjurer 10
LG Medium humanoid (human)
Init +3; Senses Perception +15
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex; +2 deflection vs. evil)
hp 98 (14d6+40)
Fort +11, Ref +11, Will +14; +2 trait bonus vs. illusion; +2 resistance vs. evil
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Offense
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Speed 30 ft. (20 ft. in armor)
Arcane School Spell-Like Abilities (CL 14th; concentration +22)
. . At will—dimensional steps (300 feet/day)
. . 11/day—acid dart (1d6+5 acid)
Conjurer Spells Prepared (CL 15th; concentration +23)
. . 7th—mass fly[APG] (DC 25), mage's sword, summon monster VII, summon monster VII
. . 6th—chains of light (DC 25), cometfall (DC 25), disintegrate (DC 24), greater dispel magic, summon monster VI
. . 5th—mage's faithful hound, communal stoneskin[UC], summon monster V, telekinesis (DC 23), wall of stone
. . 4th—acid pit[APG] (DC 23), black tentacles, control summoned creature[UM] (DC 22), dimensional anchor, secure shelter, stoneskin, summon monster IV
. . 3rd—daylight, fly, magic circle against evil, sound lance (2), summon monster III, wind wall
. . 2nd—baleful transposition, darkvision (2), resist energy (4)
. . 1st—benign transposition, feather fall, lesser orb of sound (3), shield (2)
. . 0 (at will)—detect magic, drench[UM] (DC 19), light, sonic snap
. . Opposition Schools Illusion, Necromancy
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Statistics
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Str 8, Dex 16, Con 12, Int 27, Wis 12, Cha 9
Base Atk +7; CMB +7; CMD 19
Feats - Custom Feat -, Augment Summoning, Craft Rod, Craft Wand, Greater Spell Penetration, Scribe Scroll, Skill Focus (Knowledge [planes]), Spell Focus (conjuration), Spell Penetration, Summon Good Monster, Superior Summoning, Toughness
Traits nobility, skeptic
Skills Acrobatics +0 (-4 to jump), Appraise +16, Craft (bookbinding) +27, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (engineering) +22, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (nature) +22, Knowledge (nobility) +22, Knowledge (planes) +33, Knowledge (religion) +27, Linguistics +14, Perception +15, Sense Motive +15, Spellcraft +25
Languages Abyssal, Ancient Osiriani, Auran, Celestial, Common, Daemonic, Draconic, Elven, Gnome, Infernal, Kelish, Polyglot, Terran, Thassilonian
SQ arcane bond (alakast), lore, secrets (applicable knowledge, lore of true stamina), summoner's charm (5 rounds)
Combat Gear feather token (bird), lesser quicken metamagic rod, pearl of power (1st level), potion of bull's strength, potion of haste, potion of invisibility, ring of counterspells (Disintegrate), scroll of analyze dweomer, scroll of cloudkill, greater dispel magic, stone to flesh, scroll of greater dispel magic (CL 14th), prying eyes (CL 14th), sequester (CL 14th), scroll of stone to flesh (x2), wand of acid arrow (50 charges), wand of detect secret doors (50 charges), wand of mage armor (39 charges), wand of magic missile (CL 7th, 30 charges), wand of magic missile (CL 9th, 28 charges), wand of unseen servant (50 charges), wand of web (CL 9th, 11 charges), thunderstone; Other Gear alakast, belt of incredible dexterity +2, bracers of armor +3, cloak of resistance +3, handy haversack, headband of vast intelligence +4, pink rhomboid ioun stone, slippers of spider climbing, sphere of the unseen, masterwork bookbinding tools, noble's outfit, sunrod (2), traveling spellbook[APG], leather journal (1 lb), 2,660 pp, 22 gp, 7 sp
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Special Abilities
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Acid Dart (1d6+5 acid, 11/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Bond (Alakast) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Dimensional Steps (60 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Lore +2 (Ex) Add + 2 to all knowledge skill checks.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat.
Summoner's Charm (+5 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning You can summon more creatures.

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***

Commonly Summoned Creature Statblocks:

Lantern Archon (SMIII):

Lantern Archon (Augmented)
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
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AC 15, touch 11, flat-footed 15 (+4 natural, +1 size); +2 deflect vs evil
hp 19 (2d10+6)
Fort +6, Ref +3, Will +0; +4 vs poison, +2 resistance vs evil
DR 10/evil; Immune electricity, petrification
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Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6/x2)
Spell-like Abilities (CL 3rd)
At Will - aid, continual flame, detect evil, greater teleport (self plus 50 lbs of objects only)
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Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2; CMB -2; CMB 8
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
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Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Gestalt (Su) Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Hound Archon (SMIV):

Hound Archon (Augmented)
LG Medium outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
Aura aura of menace (DC 16), magic circle vs evil
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AC 19, touch 10, flat-footed 19 (+9 natural); +2 deflection vs evil
hp 52 (6d10+18)
Fort +8, Ref +5, Will +5; +4 vs poison, +2 resistance vs evil
DR 10/evil; Immune electricity, petrification; SR 15
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Speed 40 ft.
Melee mwk greatsword +11/+6 (2d6+5), bite +5 (1d8+4)
Power Attack mwk greatsword +9/+4 (2d6+11), bite +3 (1d8+6)
Spell-like Abilities (CL 6th)
Constant - detect evil, magic circle vs evil
At Will - aid, continual flame, detect evil, greater teleport (self plus 50 lbs of objects only), message
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Str 19, Dex 10, Con 17, Int 10, Wis 13, Cha 12
Base Atk +6; CMB +10; CMB 20
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (beast shape II)
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Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Celestial Eagle (SMI):

Celestial Eagle (Augmented)
LG Small animal (extraplanar)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
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AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 (1d8+3)
Fort +5, Ref +4, Will +2
Resist cold 5, acid 5, electricity 5; SR 5
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Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4+2), bite +3 (1d4+2)
Special Attacks Smite Evil 1/day (swift action, adds +1 bonus to damage against evil target; persists until target is dead or the celestial eagle rests)
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Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +1; CMB 13
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
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Earth Elemental (SMV):

Large Earth Elemental (Augmented)
N Large outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11
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AC 18, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size)
hp 84 (8d10+40)
Fort +11, Ref +1, Will +6
DR 5/-; Immune elemental traits
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Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +16 (2d6+9)
Power Attack 2 slams +13 (2d6+15)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery
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Str 28, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +18; CMB 27
Feats Cleave, Greater Bull Rush, Improved Bull Rush, Improved Overrun, Power Attack
Skills Appraise +6, Climb +17, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5
Languages Terran
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Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Air Elemental (SMVI):

Huge Air Elemental (Augmented)
N Huge outsider (air, elemental, extraplanar)
Init +13; Senses darkvision 60 ft.; Perception +13
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AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, -2 size)
hp 115 (10d10+60)
Fort +13, Ref +16, Will +5
Defensive Abilities air mastery; DR 5/-; Immune elemental traits
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Speed fly 100 ft (perfect)
Melee 2 slams +17 (2d6+8)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 22)
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Str 26, Dex 29, Con 22, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +20; CMB 40
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Weapon Finesse
Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (planes) +7, Perception +13, Stealth +9
Languages Auran
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Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

***

Background/Appearance/Personality:
Background
Nowzai was born in the kingdom of Qadira to a minor noble family. As the sixth son, he had very little chance of inheriting the family title, but his father was rich enough to pay for Nowzai's apprenticeship to a wizard in Nex. Unfortunately, Nowzai's mentor, the master summoner Galazahn, was strict, spiteful and worse of all, paranoid. Galazahn was slow to teach Nowzai, not because his apprentice was dimwitted, but because he was afraid Nowzai would surpass and ultimately murder him with his secrets. Nowzai tried several times to break from the apprenticeship, but neither Galazahn nor his father would support him, seeing such a move as a breach of contract and smear of honor.

Despite this difficulty, Nowzai strongly respected Galazahn and his knowledge, and spent the many years of apprenticeship waiting patiently for his chance to learn. His time was spent in study of mundane lore, developing Nowzai a near-encyclopedic repertoire of information. Nowzai took pains to research and find hidden and obscure pieces of lore, especially for his love: the planar multiverse and its many iconic inhabitants.

Just over three years ago, three tragic events befell Nowzai. The first was the death of his father, at nearly 80 years of age. His oldest brother, Nowzan, himself 61 years old, careless as he took control of the family after waiting so long, wastefully spent their modest hereditary fortune in a matter of months. Before anyone could put him in check, they were nearly destitute. At about the same time, Galazahn died, consumed by one of his own (paranoia-driven) spells of abjuration. Unfortunately for Nowzai, with his master went also the secret cyphers to unlock his extensive collection of arcane lore.

48 years old, with little money, and denied the legacy of his mentor, Nowzai left Galazahn's tower secured by his master's powerful magic wards and set out Absalom. A long trek from Nex, Nowzai nonetheless hoped he could find help there at the Arcanamirium to help unlock Galazahn's code - with that lore attained, he would be able to claim his master's place, and also earn a decent living.

Nowzai never made it to Absalom...

Appearance
Short and thinly built, Nowzai is hardly an imposing figure. He has medium-brown skin and dark brown eyes. His head is shaved completely bald, but he wears a long black goatee beard, speckled with grays. Nowzai's skin shows his age, but it is clear he has lived a labor-free life. His forearms are banded with tattoos of arcane formulae. From his trials on the plane of Occipitus, Nowzai’s left eye is now an empty socket filled with a burning ember that gives off bitter smoke.

Personality
Nowzai is polite to a fault, and is genuinely selfless towards those in need. He will think nothing of giving away his every possession. This trait can be used against him, however - he is not gullible, but a close companion could easily take advantage of his generosity. Nowzai possesses "the patience of the elves" as one of that race once told him. He rarely, if ever, gets overcome by emotions - he is deliberate in every action, thoughtful before speaking.

Nowzai's great love is lore. He would trek to the far corners of Golarion if only to find a shred of lost or secret information. Nowzai finds solace in study and research, and will happily while away days in a newfound library.

Nowzai is friendly and accommodating to everyone he meets, but his bookish nature usually works against him. He has few friends, and only counts his young sister, Laihl, as a close confidant.

Since his death at the Lucky Monkey and subsequent resurrection, Nowzai has become notably more curious, but also more impatient.