The Expansionist

Samhael's page

1 post. Alias of Spazmodeus.


About Samhael

Samhael
Male Minotaur Wizard 1
CG Medium Humanoid (human)
Init -1; Senses Perception +1

Defense:

AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 11 (1d6+5)
Fort +2, Ref -1, Will +2


Offense:

Speed 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
Quarterstaff +2 (1d6+3/x2)
Ranged Light crossbow -1 (1d8/19-20/x2)
Wizard Spells Prepared (CL 1):
1 (2/day) Sleep (DC 14), Mage Armor
0 (at will) Daze (DC 13), Mage Hand, Detect Magic


Statistics:

Str 14, Dex 8, Con 14, Int 15, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 11
Feats Scribe Scroll, Spell Focus (Enchantment), Toughness +3
Skills Appraise +6, Fly +3, Linguistics +6, Perception +1, Spellcraft +6, Swim +3
Languages Common
SQ +2 bonus on will saves, arcane bonds (arcane familiar, hedgehog), empathic link with familiar, hand of the apprentice (5/day), share spells with familiar, specialized schools (universalist)
Other Gear Crossbow bolts (20), Dagger (2), Light crossbow, Quarterstaff, Backpack (empty), Bedroll, Belt pouch (empty), Fishhook, Flint and steel (2), Ink, black, Inkpen, Parchment (10), Rope, Scroll case (empty), Sewing needle, Spell component pouch, Spellbook, Waterskin, 10 GP


Special Abilities:

+2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Hand of the Apprentice (5/day) (Su) Throw the melee weapon you are holding 5/day.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.

Description:

Samhael does not appear as a typicla Minotaur. From the scholar's robes to the small spectacles perched on his nose, he would
appear just as one might think a wizard may look, but for the large horns emerging from his head. His dark eyes sparkle with and
inquisitive and lighthearted intelligence and his voice emerges in a soothing bass, remarkably eloquent for such a bestial visage.

Background:

One evening 20 years ago, a travelling scholar/wizard name Tenrick was passing along a seaside track when he witnessed a full fledged
combat between a Corsair vessel and a number of Imperial navy vessels. Before long, it was obvious that the Corsair was doomed and
shortly after a flash consumed the front half of the Corsair vessel, followed a few seconds later by the consussive sound of
the explosion. The Corsair vessel broke appart and disintegrated in the surf, coming ashore on the beach below Tenrick. A kind
hearted man, he descended to see if there were any survivors to assist, the navy vessesl already were turning to sea, indifferent
to any more suffuring of thier foes.

Searching among the wrack and ruin, Tenrick found an number of Corsaris...all dead. Until, he heard a faint scrabbling sound form under
and upturned dorry. Lifting it he found and infant Minotaur, clutching a patterned pillow. Talking softly, he approached the
frightened child then wrapped it in a blanket from his pack.

Taking the child up the beach, Tenrick made a fire and let the child minotaur warm himself. Finding some food stores from the
Corsair, Tenrick was able to feed the two of them for sometime, waiting to see if another Corsair vessel would come along.
In that time, Tenrick delighted in the minotaurs's intelligence, he already knew quite a bit of Tenrick's language and his grasp
of complex ideas seems limitless.

Ultimately, Telrick came to the conclusion that no one was coming looking for the child. Having grown attached, he asked the minotaur
if he wanted to come home with Telrick. The minotaur, having come to trust the old man, readily agreed.

Over the years, at Telrick isolated homestead, he taught the minotaur, Samhael , all that he knew of magic and the world; instiling
in Samhael is own insatiable curiosity and inquisitiveness. Finally, Samhael also caught one of Telricks traits: that of the
wanderlust, the need to see the world for oneself.

Telrick, seeing in his ward's restlessness a mirror of himself, proposed a trip for Samhael. Journey to the town of Levoca, near Margrave.
He had heard that there may be a number of leylines nearby that Samhael could investigate for the old man.

Arcane Familiar:

Timothy, Hedgehog
CG Diminutive Magical Beast ((animal))
Init +3; Senses low-light vision; Perception +5
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Defense
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AC 19, touch 17, flat-footed 16 (+3 Dex, +4 size, +2 natural)
hp 5 (1d8-2)
Fort +0, Ref +5, Will +3
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Offense
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Speed 20 ft.
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7
Base Atk +0; CMB -1; CMD 4 (8 vs. Trip)
Feats Athletic
Skills Acrobatics +3 (-1 jump), Appraise -1, Climb +5, Fly +13, Linguistics -1, Perception +5, Spellcraft -1, Stealth +19, Swim +9
Languages
SQ improved evasion, spiny defense
Other Gear You have no money!
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Special Abilities
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While r