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About SarenthCurrent: HP 9/18
Stats:
Male emberkin conjurer (teleportation) 3
CN Medium outsider (native) Init +4, Senses darkvision 60 ft.; Perception +4 DEFENSE AC 12, touch 12, flat-footed 14 (+2 Dex); +4 with Mage Armor, +4 with Shield HP 18 (3d6+3) Fort +2, Ref +3, Will +4 Resist acid 5, cold 5, electricity 5 OFFENSE Speed 30 ft. Melee quarterstaff +1 (1d6) Ranged light crossbow +3 (1d8/19-20) Aasimar Spell-Like Abilities (CL 3rd; concentration +5) 1/day––pyrotechnics (DC 16) Wizard Spells Prepared (CL 3rd; concentration +7) 2nd––glitterdust (DC 16), invisibility, summon swarm 1st––grease (DC 15), mage armor, shield, touch of the sea 0 (at will)––acid splash, daze, detect magic, prestidigitation Forbidden Schools evocation, illusion TACTICS Before Combat Sarenth tries to cast his mage armor before combat if he can. During Combat If he couldn't before combat, Sarenth casts mage armor if safe. Otherwise, he'll try to use his pyrotechnics spell-like ability to obscure the battlefield (smoke cloud version). Morale Sarenth realizes that he can't last long in a fight. If more than one opponent engages him in melee combat, he'll withdraw, preferably using his shift ability to get outside of AoO range. He will fight to the death to protect Skipper. STATISTICS Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 14 Base Atk +1; CMB +1, CMD 13 Traits Besmara's Blessing, Hedge Magician Feats Augment Summoning, Scribe Scroll, Spell Focus (conjuration) Skills Appraise +8, Craft (carpentry) +8, Craft (ships) +9, Craft (siege engine) +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +10, Perception +4, Profession (sailor) +8, Spellcraft +12 Languages Common, Celestial, Draconic, Dwarven, Elven, Polyglot SQ arcane bond (rhamphorynchus), empathic link, share spells, shift (5 ft., 7/day), summoner's charm Gear quarterstaff, light crossbow with 20 bolts, spell component pouch (2), belt pouch (containing sewing needle, ink pen, ink, 15 gp, 4sp), locked spellbook (average lock; in locker), four bottles fancy Chelish brandy (in locker) Contents of Ship's Locker:
locked spellbook (average lock) four bottles fancy Chelish brandy Spellbook:
Spellbook
2nd––invisibility, summon monster II, summon swarm 1st––air bubble, feather fall, grease, infernal healing, keep watch, mage armor, obscuring mists, protection from chaos/evil/good/law, shield, touch of the sea, true strike, unseen servant 0––acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, spark, touch of fatigue Skipper, Familiar:
Skipper
Female Rhamphorynchus familiar 3
Background:
Sarenth's place of birth is uncertain. He may have been born aboard a ship, or in Riddleport, or in some other far port. What is known is that he was taken in by a group of Varisian traders who had stopped in Riddleport. They raised him as one of their own, in spite of his odd appearance. They tried to instill good values in him, and they named him Sarenth, hoping he would follow in the footsteps of his father, and become a holy warrior of the faith of the Dawnflower.
Unfortunately for his family, Sarenth had no aptitude for martial combat. Several times, when attempting to spar with a mock-scimitar, he injured himself and had to spend long days recuperating. Faith held no interest for Sarenth, either, although he tried his hardest to please his adoptive parents. He mouthed the prayers, and tried to worship the Dawnflower in all her glory, but he never felt any connection to her beyond a love of watching the setting sun. Redemption of others seemed like a waste of time, and the whole affair seemed like so much posturing. One thing that Sarenth did discover an aptitude for during his time with the caravan was mechanical things. Repairing carts and wagons taught him the rudiments of working with wood and developing things with moving parts. He even came up with a few things to improve some of the wagons so they would be at less risk of breaking. Part of his fascination with mechanical things stemmed from the same source as his dislike of religion: mechanical things can't lie. There is no false-hood in a piece of wood, no deception in how to make a wheel. Sarenth discovered in working with things that he preferred them to people. People put masks on to deal with others, but wood and hammers are wood and hammers. No deception, no hidden meanings. Tragically, Sarenth's adoptive parents died before he reached full maturity. His father died defending the caravan from Shoanti raiders, and his mother died shortly thereafter of a vicious fever that struck the following winter. A history of mischief and trouble-making had earned him few friends among the other members of the caravan, and Sarenth left when next they stopped in a city. He shipped out on a trading galley as a deckhand and carpenter, and found he greatly enjoyed the life at sea. There was a fulfillment there that he had never felt in the caravan. It was here, too, that the good values his family had tried to instill in him met their first real test. The traders were not always the most scrupulous of people, and new bad habits joined the mischievous tendencies and trouble-making habits Sarenth had possessed as a child. His morals became much looser, and while he did maintain a fierce loyalty to his friends, his idea of friendship became harder for other people to meet. The traders vexed him, because he had absorbed a love of honesty and a dislike for pretense and falsehood. This led him to spend more time talking to scholars and in libraries than at taverns when the ship was in port. While in Riddleport, he spent a great deal of time at the Cypher Lodge. A couple of the mages there showed him a few cantrips, and he devoured the knowledge. Amused, they showed him some more, and it quickly became apparent that he was a natural for conjuring magic. But the sea called to him, and he returned to his work as a deckhand. He brought with him what he had learned, however, and he purchased a book to copy spells into that he might continue his studies. His ship made its way down toward the Shackles, and as the voyage grew longer, Sarenth decided that perhaps it was time to seek something different from life. By now, he had been helping to repair the ship's defensive armaments in addition to his other duties. However, he wanted to try something different, and to learn more about the magic he had been studying. He quit his job as a deckhand, and went to see what kind of magic he could learn in Port Peril. He learned some things from a couple of jungle mages, and he even managed to attract a small swoop lizard to be his companion. Unfortunately, he next inquired for information at the Formidably Maid. Appearance:
Sarenth stands about five and a half feet tall, and has a very slender build. His hair seems to shift color depending on the light, sometimes appearing a fiery copper color in sunlight, sometimes appearing more silvery in moonlight. His eyes have an iridescent quality to them, and they stand below brows that arch back as if pulling away from his face toward ridges that run along his skull. His clothing is practical for shipboard life, consisting of stout leather pants and a sleeveless blue vest over a loose cotton shirt. He carries his spellbook on a leather strap over one shoulder, and on the other perches a small pterosaur the size of a large house cat. |