Angvar Thestlecrit

Numair Alazario's page

357 posts. Alias of Bryan.


Full Name

Numair Alazario

Race

Human

Classes/Levels

Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4

Gender

Male

Size

Medium

Age

23

Special Abilities

spells, cantrips, school abilities, arcane bond

Alignment

Lawful Evil

Deity

Asmodeus

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

About Numair Alazario

NUMAIR ALAZARIO
Male Human Wizard (Enchanter) 2
LE Medium Humanoid (human)
Deity Asmodeus
Initiative +2 Senses perception +1 (+3 when familiar is nearby)
concentration +8

==DEFENSE==
AC 12 Touch AC 12 Flat-Footed AC 10
hp 14
Current hp 11
Fort +2 Ref +2 Will +4

==OFFENSE==
Spd 30’
Melee
Melee
Ranged
Ranged

==STATISTICS==
Str 8 Dex 14 Con 12 Int 18 Wis 12 Cha 14
Current Statistics
Base Atk +1 CMB +0 CMD 11

==FEATS & TRAITS==

Spoiler:

Traits
• Crime - Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too! Punishment: Life at hard labor in the salt mines. Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class skill for you.
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (Diplomacy)

Feats
Additional Traits: You have more traits than normal. Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.
Alertness [Familiar Bonus]: (Only when familiar is nearby) You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Scribe Scroll (Item Creation): You can create magic scrolls. Prerequisite: Caster level 1st. Benefit: 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 [Enchantment]: Choose a school of magic. Any spells you cast of that school are more difficult to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

==SKILLS & LANGUAGES==

Spoiler:

Ranks: 14 (4 base + 8 Intelligence + 2 favored class)
• Acrobatics +2
• Appraise* +4
• Bluff* +13 (+16 with familiar) [2 ranks]
• Climb -1
• Craft*
• Diplomacy* +12 [2 ranks]
• Disable Device
• Disguise +2
• Escape Artist +2
• Fly*
• Handle Animal
• Heal +1
• Intimidate* +4
• Knowledge (arcana)* +9 [2 ranks]
• Knowledge (dungeoneering)*
• Knowledge (engineering)*
• Knowledge (geography)*
• Knowledge (history)*
• Knowledge (local)*
• Knowledge (nature)* +8 [1 rank]
• Knowledge (nobility)* +8 [1 rank]
• Knowledge (planes)* +9 [2 ranks]
• Knowledge (religion)* +8 [1 rank]
• Linguistics*
• Perception +1 (+3 with familiar)
• Perform
• Profession*
• Ride +2
• Sense Motive* +6 (+8 with familiar) [1 rank]
• Sleight of Hand
• Spellcraft* +9 [2 ranks]
• Stealth +2
• Survival +1
• Swim -1
• Use Magic Device
*Class Skill

Languages Common, [native tongue], Celestial, Draconic, Infernal
*Starting languages

==CLASS & RACIAL ABILITIES==

Spoiler:

Racial Abilities
• +2 to One Ability Score (Intelligence): Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level.
• Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
• Favored Class Bonuses: +1 skill point

Class Abilities
• Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. (Familiar – Viper).
• Arcane School (Enchantment / Manipulator): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
• Beguiling Touch (Sp): You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 14, 7/day, used: 0)
• Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 3–16 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.
• Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
• Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

==SPELLS==

Spoiler:

School Specialization: Enchantment
Opposition Schools: Evocation, Illusion
Caster Level: 2nd
Spell DCs: 14 + spell level, 15 + spell level for Enchantment
Spells per Day:
Cantrips – 4
1st Level - 4

Spells Known/Prepared
Cantrips – daze (DC 15), detect magic, message, prestidigitation
1st Level – cause fear, charm person* (DC 16), grease, sleep* (DC 16)

Spellbook (pages used): 30
Cantrips: all except evocation, illusion
1st level: alarm, break, bungle*, cause fear, charm person*, comprehend languages, enlarge person, expeditious retreat, grease, identify, mage armor, magic weapon, ray of enfeeblement, sleep*, summon monster I

==EQUIPMENT==

Spoiler:

Combat Gear: dagger, scroll of mage armor
Other Gear: spellbook, spell component pouch, backpack, waterskin, trail rations (2 days), scroll cases (2), belt pouches (2), ink, inkpens (2), paper (10), grooming kit, mess kit, soap, mirror, tindertwigs (10), sunrods (3)

Money/Wealth:
pp; 60 gp; 5 sp; 9 cp
Gems:
Jewelry:
Misc:

Carries 19 lbs
Light load: < 27 lbs
Medium load: 27-53 lbs
Heavy load: 54-80 lbs

==DESCRIPTION/BACKGROUND==
Description & Personality

Spoiler:

Age: 23
Height: 5’11” Weight: 168 lbs
Eyes: Amber Hair: Black

Numair’s exotic handsomeness and charming personality often hide his real personality – someone who is extremely prideful, arrogant, and conceited. He believes he’s the smartest and best-looking person in the room; only feeding his arrogance is that he’s often right. Pleasant on the surface, he is a firm believer in his home country’s term vendetta; cross him and he’ll vow to make your life miserable.

Despite his belief in revenge, Numair is not really a killer. He’s no coward, and sheds no tears when an enemy dies; he just feels that a dead enemy is a wasted resource. After all, killing an enemy weakens their side, but turning an enemy against his own (or better, making them an ally) weakens them and also strengthens your own side. Diplomacy (and the occasional spell) are his preferred methods of dealing with foes. Still, he understands when violence is necessary and doesn’t shy away from it.

Background

Spoiler:

Numair Alazario grew up in a very privileged and spoiled atmosphere. The only child of Giarri Alazario, an ambassador and diplomat from a kingdom on the mainland, whatever country he was in they were accorded fine accommodations and provided servants for their every need. His mother being the daughter of a sheikh from a desert kingdom even further east only added to the family’s fortunes.

It was obvious from an early age that young Numair was a gifted child – he was blessed with exotic good looks from his mixed background, a genius-level intellect, and the ability to get people to do just about anything he wanted. Of course, the question of just where those blessings came from was never in doubt from his father – he was a devoted servant of the lord of Hell himself and raised his son from an early age in the tenants of the Asmodean faith (not something illegal in his home country). Telling people what they wanted to hear, striking agreements more beneficial to yourself; these and other lessons were interspersed with the arcane teachings he also excelled in.

The first turning point in his life occurred after his father’s new assignment as ambassador to the Kingdom of Talingarde in the capital of Mathrayn. The family knew from the start that their service to the Dark Prince would need to be kept very quiet; to the Talireans, Giarri was known to be a strict atheist (while of course practicing his dark faith behind the closed doors of his residence). This went on for several years, with Numair finding the gullible peasants of Talingarde to be exceedingly easy to influence’ they were almost naïve in their trust and friendliness. It was the night the Mitran inquisitors burst into the family home that he learned a most horrible truth – his mother was not who she seemed. Raised on the faith of Mitra, she had turned her husband in to the Talirean authorities after no longer being able to abide the dark rites and sacrifices. She had come to her son only minutes before, confessing her secret and begging Numair to turn from Asmodeus to the light of Mitra. “I know you’re a good person,” she pleaded, “don’t follow the path your father took!” Hearing the inquisitors approach, Numair realized his time was limited, so he agreed with her in an attempt to save his own skin.

His father was taken away, although due to diplomatic immunity and not wanting to anger a foreign power too much, he was merely expelled. He returned in disgrace to his home country (more out of shame of having been discovered than anything else) and died a few years later in “poverty” (not really, but he had nothing like the luxury he was used to). Numair spent many years being “re-educated” by the Mitrans, all the while nursing his hatred, especially for one particular priest (who went by the name Alden), and need for revenge on what happened to his beloved father. His mother never realized the conversion was faked.

Eventually, the Mitrans considered him “cured” and Numair was released to live his life. It was all of three days before he realized that anything less than the lap of luxury was totally beneath him, especially in this backwater kingdom. But to really get going, he needed money … a lot of money. In one of the few bad decisions he ever made, Numair decided that it would be far better to just get all he needed at once, rather than have the patience to build up a nest egg. He concocted what he felt was a brilliant scheme – convincing a nobleman who was approaching the end of his long life that he knew an arcane ritual to make him young again. Of course, the ritual involved the illegal summoning of an unsavory outsider, and a significant outlay of cash, but the results were guaranteed. And when the ritual failed and the old man died in the casting, there would be no one to complain. Unfortunately, he didn’t realize that the Church kept an eye on him to make sure he never slid back, and the scheme was discovered before anything could happen. The manacles were clamped on him, and he found himself quickly tried and sentenced to hard labor in the salt mines. His mother wept at the shame, and once again remained oblivious to the fact that Numair himself had been planning her own “natural causes” death once he had obtained the funds to get the necessary toxins.

Now, he still remembers his beloved father’s lessons of vendetta, and waits until he can get his vengeance on the cursed Mitrans … and his own mother, whom he blames for everything.