Dwarf Wizard

Skygge Mokai's page

107 posts. Alias of Walter das Sombras.


Classes/Levels

GP | HP 6/6 | AC 12 | T 12 | FF 10 | CMD 10 | Fort +0 | Ref +2 | Will -1(+3) | Init +2 | Perc +3 | CLW 2/2

Strength 8
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 8
Charisma 17

About Skygge Mokai

Background:
”Unstable? UNSTABLE?!!?! Aye, of course! Let’s wonder what reasons led me to have this behavior. Give me your opinion on the subject. Reason one, because my mother did not feed me enough milk? Two, cause I can see in the dark? Or three, you keep freaking casting enchantment spells on me all the time?!?! Can you guess???” Skygge was enraged! One thing was being Nante’s apprentice, but have him calling you insane was quite another. Not that he was wrong, but hey, who’s to blame here? The teacher, of course! ”You and me are DONE! Good luck finding another test subject! And if you dare to choose my brother I’ll rip your eyes off their sockets!” Not that he had the strength to do so, but threats were like that, when you are angry. He closes his spellbook loudly and walks determined toward the door, while eldritch energies surrounded him as he resisted Nante’s spell. He didn’t even look back, or heard his previous teacher, who was screaming something about him not understanding…
”Not listening!” Said the childish dwarf while closing the door behind him with a loud *BAM*. As he walked away his anger diminished, only enough to clarify his head from what just happened. For the last time his former teacher tried to charm him, but he resisted it without even thinking about it, the result of several enchantment spells aimed at him in the previous years. He blames Nante for the things that happen with him, but deep down he knows it his own fault.

First, because he should have followed his initial plan, instead of adapting to the circumstances. Under tutelage of the wizard, he was tapping into arcane lore, in which he was to see behind the veil of ignorance to grasp true might. At the same time he was supposed to study the divine ways, the path to comprehension, to wisdom. So he became an apprentice to Ronavi. He was a dwarf cleric of Irori in his home city, Kraggodan. Skygge divided his time studying both paths, but up to this day he is not sure what happened, having only a guess, which as I will now tell you, turns out to be quite accurate. Skygge believes Nante charmed him magically, requesting he stopped studying the divine ways and focused solely on the arcane. Ronavi noticed the decrease in the learning speed of Skygge, which became too contemplative and distracted at times. The apprentice, on its turn, wanted to follow his initial plan. He was determined, as he knew his plan was logically unbreakable. But his conscientious actions said otherwise. Weird things began to happen while on his life, and first he thought it was a result of his arcane power growing stronger, but when he found out he could not control them even when really trying, desperation set in.

He heard ghosts whispering all around him. Things that were stationary for millennium began shifting under his gaze. Objects flew away from his reaching fingers. The wind blew his beard in closed rooms. Chicken tasted like fish. Fish tasted like moss. His divided desires, one magically induced, and one logically manifested, made him continue studying both paths, although in the divine things stopped making sense. He progressed, but in weird ways. He knows how to use positive magic to heal, but that’s about all he could grasp from his classes. His mind suffered a terrific effect from the contradictory desires, but to what extent he does not know.

But one day we tried to talk with Nante about all of it. Up to that moment he did not knew about the charming spells, but when the wizard got increasingly pleased by his ineptitude as a cleric, the pieces fell into place. He began puzzling it out and eventually got the right picture. Saying it was training, Nante taught him to defend himself from mental assaults, but he actually used the opportunities when Skygge failed to manipulate the apprentice into thinking like him. And for a long time it worked. Long enough to leave Skygge kind of crazy and vulnerable to harmful effects, which he compensated later, focusing his anger against effects that could compel him to do anything he did not want.

Anyway, he kept studying, although now he knew what Nante was doing, but realizing he was not ready to go for a solo mission after all. He was a teenager, as far as dwarven standards go, and could not use decent spells yet. Dwarven wizards were rare, although most of his race could use invisibility and the form of the giant spell. He forego this knowledge, cause if everyone knew how to do it, there was nothing special about it. Instead, he learned historical facts and devised a plan on doing something mighty: Retaking Dammerhall! Although Skygge did not knew much about the rest of the world, he heard enough rumors to picture what was wrong with their species. They needed their honor back. A bastion of development and stability, as once Dammerhall have been.

So he knew what he wanted to do, but fate is a b*&@@. Before his training was complete, Nante became increasingly angry with the apprentice, and while the latter knew it was because he was resisting the enchantment, the former said it was because he wasn’t focusing enough. A pity excuse, mind you. Ronavi gave up trying to teach, and instead tried to learn. He searched for answers in the dwarven behavior and the difficult he had on understanding the divine teachings. How Skygge could use magically heal but not bless as Irori had taught, was beyond his knowledge. When he confronted Nante to know what was wrong, all the curtains fell, and the situation became unbearable. The arcane teacher cursed the student and much more, calling him unstable. Unstable!! We know the story.

And that brings us to the present moment, in this caravan heading to Skelt, with strangers all around. As he left the wizard’s home he said farewell to Ronavi and to his family, packing his belongings while people said he could not leave, it was too dangerous and he wasn’t ready and bla bla bla bla… They could not convince him otherwise. His decision was made. And he did not take lightly on his plans. After briefly searching for adventuring parties heading to Dammerhall, he realized he would be luckier in the surface, where the surface dwarves were more uncomfortable with their situation. He also wanted to be far from the city, in case Nante tried anything not funny. And so here we are.


SKYGGE MOKAI
Male Duergar Something 1 - TN medium humanoid (dwarf)
Init +2; Senses Darkvision (120 ft.), Perception +3,
Languages Aklo, Common, Draconic, Dwarven, Giant, Goblin, Terran, Undercommon

DEFENSE
AC 12, touch 12, flat-footed 10 (+2dex)
hp 6 (1d6)
Fort +0, Ref +2, Will -1(+3)
Immune: Paralysis, phantasms, poisons
Special: Stability

OFFENSE
Speed 20 ft. (4 squares)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +0; CMD 10
Spells (CL 1st):
Cantrips: Disrupt Undead (DC 14); Detect Magic; Daze (DC 14);
Spell-like abilities (CL 1st):
1 - Cure Light Wounds (2/day)

STATISTICS
Abilities Str 8, Dex 14, Con 10, Int 18, Wis 8, Cha 17
Special: Qualities Cantrips, Darkvision, Steady,
Feats: Additional Traits [1st],

Skills:
Points: (4class+4int) = 8
+2 Acrobatics DEX (2+0+0)
+4 Appraise INT (4+0+0)
+3 Bluff CHA (3+0+0)
-1 Climb STR (-1+0+0)
+7 Diplomacy CHA (3+1+3) CS
+3 Disguise CHA (3+0+0)
+2 Disable Device DEX (2+0+0)
+2 Escape Artist DEX (2+0+0)
-1 Heal WIS (-1+0+0)
+3 Intimidate CHA (3+0+0)
+9 Knowledge(Arcana) INT (4+1+3+1) CS
+8 Knowledge(Dungeoneering) INT (4+1+3) CS
+5 Knowledge(Planes) INT (4+1+0)
+5 Knowledge(Religion) INT (4+1+0)
+8 Linguistics (Giant/) INT (4+1+3) CS
+3 Perception WIS (-1+1+3) CS
+2 Ride DEX (2+0+0)
-1 Sense Motive WIS (-1+0+0)
+8 Spellcraft INT (4+1+3) CS
+2 Stealth DEX (2+0+0)
-1 Survival WIS (-1+0+0)
-1 Swim STR (-1+0+0)

Possessions spellbook (wizard's/blank);
Spellbook (Wizard's/Blank)

RACIAL ABILITIES
Scholar of the Ancient Ways: +2 Int, +2 Cha, -2 Con. You are a learned dwarf, well steeped in the ancient lore of your people. However, all this focus upon book learning has kept you away from more physical pursuits. You are small and sickly by dwarven standards.
Superior Darkvision (Ex): Range 120 ft.;
Deep Magic: Duergar spellcasters labor long to overcome the inborn spell resistance (SR) held by so many of their underground foes. Duergar with this racial trait receive a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks. This racial trait replaces the enlarge person and invisibility spell-like abilities.
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Light Sensitivity: Duergar are dazzled as long as they remain in an area of bright light.
Stability Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
Steady (Ex): Duergars' speed is never modified by armor or encumbrance.

CLASS ABILITIES
Arcane Bond (Su): You have selected to establish a powerful arcane bond with an object.
Bonded Object: Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.
Cantrips : You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Divination School: You have chosen to specialize in divination spells.
Forwarned (Su): You can always act in the surprise round, but you are still considered flat-footed until you take an action. In addition, you receive a +1 bonus on initiative rolls.
Foresight Subschool: The following school powers replace the diviner’s fortune and scrying adept powers of the divination school.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Illusion Opposition School: You have chosen illusion spells as an opposition school. Preparing an illusion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an illusion spell as a prerequisite.
Necromancy Opposition School: You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

OTHER ABILITIES
Traits
Magical Knack (Wizard): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Lore Seeker: There is no telling what mystical secrets Dammerhall may contain. As someone who has studied magic intensively, you long to increase your knowledge by discovering what may lie long forgotten in the ancient Dwarven city. You gain a +1 bonus on Knowledge Arcana and it becomes a class skill. If you cast Arcane Spells, choose three on your spell list. You get a +1 CL and +1 to their save DC (if any).
Irrepressible: Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Desperate Focus: You've often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.