Uzbin Parault

Slidell Storm-Raven's page

105 posts. Alias of Ragadolf.


Full Name

Slidell Storm-Raven

Race

Human

About Slidell Storm-Raven

Slidell Storm-Raven
(Slidell Ravenwood, called 'Stormraven')
Human, Male
Wiz 1
Exp:0
Next lvl:

Stats:

Male, Human(Medium)
Alignment: NG
Human Stats: +2 to any 1 (20Pt Buy)
STR: 10 (+0)
DEX: 14 (+2)
CON: 12 (+1)
INT: 18 (+4)
WIS: 11 (+0)
CHA: 12 (+1)
+2 (Human Bonus) to Int at 1st level

Skills:

Acrobatics: (Dex)(cc) Y +2
Appraise: (Int)(C) Y +4
Bluff: (Cha)(cc) Y +1 (1, [0r])
Climb: (Str)(cc) Y +0
Craft: (Alchemy) (Int)(C) Y +4 (4, C +3, [0r])
Diplomacy: (Cha)(cc) Y +1 (1, [0r])
Disable Device: (Int)(cc) N +
Disguise: (Cha)(cc) Y +1 (1, [0r])
Escape Artist: (Dex)(cc) Y +2
Fly: (Dex)(C) N +2 (2, C +3 [0r])
Handle Animal: (Cha)(cc) N +
Heal: (Wis)(cc) Y +
Intimidate: (Cha)(cc) Y +1 (1, [0r])
Knowledge (Arcana):(C)(Int) Y +8 (4, C +3, [1r])
Knowledge (Dungeoneering):(C) Y +8 (4, C +3, [1r])
Knowledge (Engineering):(C) Y +4 (4, C +3, [0r])
Knowledge (Geography):(C) Y +4 (4, C +3, [0r])
Knowledge (History):(C) Y +8 (4, C +3, [1r])
Knowledge (Local):(C) Y +4 (4, C +3, [0r])
Knowledge (Nature):(C)(Int) Y +8 (4, C +3, [1r])
Knowledge (Nobility):(C)(Int) Y +
Knowledge (Planes):(C)(Int) Y +8 (4, C +3, [1r])
Knowledge (Religion):(C) Y +8 (4, C +3, [1r])
Linguistics: (Int)(C) N +4 (4, C +3, [0r])
Perception: (Wis)(C) Y +7 (0, C +3, F +2, T +1 [1r])
(+2 from Alertness only w/ Familiar)
Perform: (Cha)(cc) Y +
Profession:(C)(Int) Y +
Ride: (Dex)(cc) Y +
Sense Motive:(cc)(Wis) Y +2 (0, F +2) (+2 from Alertness only w/ Familiar)
Slight of Hand:(cc)(Dex) +2
Spellcraft: (C)(Int) Y +8 (4, C +3, [1r])
Stealth:(Dex)(cc) Y +2
Survival: (Wis)(cc) Y +0
Swim: (Str)(cc) Y +0
Theft: (Dex)(cc) N
Use Magic Device:(Cha)(cc) N +

1st level: 8 (2, +4 Int, + 1 Human, +1 Favored Class)

*Armor Check Penalty
Bold=skill studied (taken)
X=Untrained/Unusable
C=Class Skill (+3 once ranks spent on it)
cc=cross class
F= Affected by Feat
T= Affected by Trait
s=Synergy bonus

Traits:

-Conspiracy Hunter +1 to Per checks and Per is always a class skill
-Focused Mind +2 to Concentration checks

Feats:

1st lvl: 2 (1 +1 Human)
-Scribe Scroll (Free-Wiz)
-Alertness: +2 to Per and Sense Motive checks (Free-only when Familiar near)
-Spell Focus (Conjuration) +1 DC to Conj Spells
-Mage's Tattoo(Conj) +1 CL to Conj spells; Acid Splash (1d3 dmg) 3/Day
(Originally Varisian Tattoo)

Languages:

Common, Elvish, Draconic, Infernal, Sylvan

COMBAT:

AC:12 ; Touch AC:12 ; Flat Footed:10 ;
(16/16/14 w/+4 Mage Armor)
*+2 Dodge bonus to AC when Fighting Defensively (-4 to att)
*+4 Dodge bonus to AC when using the Total Defense Standard Action

HP: 7
Current HP: 7
BAB: +0
Initiative: +2
Speed: 30'
CMB: +1 (BAB + Str + Size)
CMD: 13 (10+ BAB+ Str+ Dex+ Size)
Concentration: +7 (d20+ Caster Level + Int +2 Focused Mind)

Saves:
Fort: +1 (+0, +1 Con)
Ref: +2 (+0, +2 Dex)
Will: +2 (+2, +0 Wis)

Cane (as Club): +0/(+2 Thrown) (Dmg: 1d6, x2, 10 ft, 3 lbs, Blunt)
Dagger: (Normal/Silver) +1/(+3 thrown) (Dmg:1d4, 19-20/×2, 10 ft., 1 lb, Piercing or slashing)
Hand of Apprentice: +4 to hit (30' range w/ melee weapon, dmg by weapon, Int+BAB to hit)
-usable 7/day (3+ Int Mod)
Ranged Touch Spells: +2 to hit (+0 BAB, +2 Dex)

Wiz MAGIC Info:

Caster Level:1

Arcane Bond: Familiar-Raven "Veran"

School/Powers: Universalist
1st lvl-Hand of the Apprentice: 7/day (3 + Int mod) 30' ranged attack with Melee weapon, returns instantly to hand.

8th lvl- Metamagic Mastery: Apply any one Metamagic Feat you know to spell you cast without adjusting lvl. 1/day at 8th, +1/day every +2 Wiz lvls beyond 8.

Spells/Day: (Includes bonus from Int)
0= 3; 1= 2

Spells Memorized:
0= Daze, Prestidigitation, Ghost Sound,
1= Grease, Color Spray,

Spells in Spellbook:
0= All (PHB)
1= Mage Armor, Summon Monster 1, Comprehend Languages, Magic Missile, Color Spray, Infernal Healing, Grease
2=

(SC= Spell Compendium)
(SG= Spells of Golarion)

Save DC's For Spells Cast: 0= 14; 1= 15;
Save DC's for Conjuration: 0= 15; 1= 16;

Human Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have 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.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Familiar:

Familiar- Raven "Veran"
Size/Type: Tiny Magical Creature
Hit Dice: 1 (Master's Character Level)
HP: 4 (1/2 of Master's)
Initiative: +2
Speed: 10'/ Fly 40' (average)
AC: 15 (+2 Size, +2 Dex, +1 Nat Armor) Touch: 14, Flat footed: 12
Base Att: +0 (Master's BAB)
Attack: Claws +5 Melee, Dmg: 1d4
Full Attack: Claws +5 Melee, Dmg 1d4
CMB: +0 (BAB[+0]+Dex[+2]+Size[-2])
CMD: 10 (10+BAB[+0]+Str[+0]+Dex[+2]+Size[-2])
Space/Reach: 2-1/2' /0'
Special Attacks: Familiar abilities
Special Qualities: Low-Light Vision, Share Spells, Empathic Link
Saves: Fort: +2, Ref: +4, Will: +5 (Fam's base -Fort/Ref, Master's Will Base)
Abilities: Str:1, Dex:15, Con:10, Int:6, Wis:14, Cha:6
Feats: Alertness, Weapon Finesse(Claws), Improved Evasion
Skills: Perception: +7

Inventory:

Weapons:
Cane (as Club), Dagger, Silver Dagger, Crossbow, 40 bolts,

Gear:
Backpack, Bedroll, Blanket, Traveler's Clothes , 50' hemp rope, grappling hook, waterskin, 7 days trail rations, 6 candles, flint/steel, 6 sheets parchment, 2 charcoal sticks, 5 pieces Chalk, Sack(Empty),

2 Sunrods, 1 Acid(Flask), 2 Tindertwigs, wolfsbane(1 sprig), 1 vial Holy Water, 1 vial UNholy water, Hooded Lantern, 3 flasks oil, Whetstone, 2 torches,
Belt pouch, 1 Caltrops bag,
Spell Component Pouch, Wooden Holy Symbol, (Both worn on sash/belt)
Traveling Spellbook (Contains all spells known)

Magic Items:
Scrolls: Mage Armor, Comprehend Languages, Color Spray, Infernal Healing

Potions: (4)CLW,

Money:
PP
EP
GP
SP
CP

Appearance & Mannerisms:

Slidell is a tall, thin, good-looking, personable young man of obvious Chelish descent. His long, curly hair currently has blond sunstreaks from his recent travels. His journeys and studies have left him rail-thin, and he looks like a good breeze would blow him over.

His most obviously unusual feature (when not covered) is a large Varisian Tattoo covering his entire right arm, out of place on a Chelaxian. (When it is activated, the pulsing magical lights briefly make the Verasian Symbols appear to look like a large, winged, feathered & rainbow colored snake.) Renamed Mage's Tattoo

When out and about he typically wears an Explorer's Outfit, (including hiking boots, Heavy Pants, shirt, vest, Overcloak, wide-brimmed floppy Hat & Scarf for cool weather.) All with lots (LOTS) of pockets. His pockets never seem to be empty, and he often surprises himself with what he finds in there. When dressing up for a night on the town he dresses in fashions at least a few years out of date. And always with lots of ruffles, bright red velvet lining, etc.

His one constant in accessories is an old, well-worn ring with the family crest upon it. He wears it on his left hand and never takes it off, leading some to (mistakenly) conclude that it is his wizard's bond. He sometimes fiddles with it when puzzling through a particularly difficult problem, or when he is distraught. He otherwise pays it no attention, and he seems confused and surprised to find he is wearing it when he does notice it.

His constant companion, (and true wizard's bond) is a Raven named Veran. While Veran usually pretends to be a mere pet in public, he is intelligent, (even for a familiar) cunning, sneaky, and foul-tempered when angered. He is also fearless when defending his master, almost suicidally so. He is also a great assistant, the birds sharp eyes picking up clues that even the paranoid mage misses, and talking things through with Slidell as he puzzles out a spell or mystery.

Slidell has an almost manic energy about him that seems to carry him from place to place, like his body can't keep up with what his mind is doing. He is obviously intelligent, (and chatty) but despite his Charisma, he seems to have a talent for ticking people off. Mostly because he speaks bluntly and loudly about what he sees and how he feels about it, and not always diplomatically.

While he is definitely "good", despite his upbringing in Chelaxian magical society, he has a definite cold, almost heartless streak he unleashes on those that he feels deserve it. He will gladly give anyone a second chance, (IF they ask for it), but he does not believe in giving a third.

He fancies himself a troubleshooter/mystery solver, and never passes up an opportunity to involve himself squarely in the middle of an mystery or event. He is not a glory hound, he just cannot stand the idea that there might be "something" out there that he has not examined, discovered, or solved.

His interest in learning all he can, ABOUT all he can, sometimes blinds him to the bigger picture. While this can be good due to his ability to focus on one problem in spite of all distractions, it can sometimes blind him to whats going on as well. (He HAS complained about the view of the forest being blocked by the large redwood tree in front of him).

Background:

Slidell is a middle child of 7 children of the Ravenwood family. One of the many 'officially recognized' families of the Chelish government. They are not so powerful as to fear being targeted by the major houses, but powerful enough to attract offers and alliances with them. He has 6 other brothers and sisters, (2 brothers, 1 sister older, 2 brothers, 1 sister younger) . Slidell is the exact middle child. (While he has heard of great portents and prophecies for a '7th son of a 7th son', he has never heard of any for a '5th son' of anything. )

Slidell is the only one (so far) to display any true mastery of magic. He became an avid reader at an early age, and began to defend himself against his older brothers and bullies with minor magics he taught himself from books he found in the family library. He was apprenticed to a wizard by the age of ten.

His fellow apprentices, who always played tricks on each other, quickly learned that messing with Slidell was a bad idea. He would take anything they did with stoic grace, but only until a certain point. They quickly learned that Slidell does not believe in getting even, he multiplies his revenge by at least a factor of three.

While the other students were mastering cantrips, Slidell was devouring books on magical theory, and exploring his new 'home'. Including the places he had been forbidden. (The others were too, Slidell was just better at not getting caught!) As punishment for the one time he was caught, he became the cleaner and organizer of the master's cluttered attic. It was here that he discovered the nest of the raven who had been filching small items from the tower. Instead of shooing him or reporting it to the master, Slidell befriended it and bonded with it as his familiar.

His master was a Conjurer, but insisted that Slidell find his own specialty, or generalize. (One of the rare masters who confess that just because they prefer one type of magic does not make it the ONLY type!) His master began to show an unusual interest in Slidell, asking detailed questions about his family & it's history.

One day his master told Slidell (Who by now had earned the nickname "Stormraven" from his peers due to his choice of familiar, and his temper when finally aroused.)to take a journey to study the mystic arts of other cultures for a year or 2, and then return and relate what he had learned.

His travels took him into Varisia to study the mysticism of the tribes there. And after proving himself to one tribe in a mystic contest, he acquired a Varisian Tattoo.

Slidell has recently returned from his travels, and provided detailed reports, both written and verbal, regarding what he had learned during his travels. He was granted the status of Graduate Mage by his master and the University, and is currently making arrangements to live on his own, as he has no interest in returning to live at the family estate at this time.

Current Events:

Slidell Has recently returned home, and has recently located his own place in the city, having no current interest in returning to live at the family manor. And the family, with a few exceptions, prefers it that way too. His parents and most of his siblings would prefer for Slidell to enter the family political game-scene, or at least marry into another well-to-do family to assist in increasing their holdings and power. Since he basically refuses to do either, they keep an eye on him, graciously enduring his presence at important family events, and hoping he will not show up at others and embarrass them.
His two sisters are the only ones who seem genuinely glad that he has returned, and take every opportunity to visit with him whenever possible.

Slidell works for a local newspaper, (more of an occasional freelance gig than an actual job, much to the dismay of his pocketbook) but his articles, when printed, are always well-received by the commoners. Not so much by his family and those in authority, who call them 'base rubbish' and Slidell 'A Conspiracy Theorist of the Worst Repute'. (Yes, with capital letters).

He spends the rest of his free time which is considerable, visiting his old mentor on the grounds of the university, (Always in public, to spare his old master even the possible appearance of misdeeds to the eyes of the Hellknights), poring through various libraries, (chuckling at the 'fiction' section they call 'official histories'), and daring the nightlife in the Operas and theaters of the city. And always hoping to stumble upon that one, great mystery that will lead him to true adventure.

What Slidell does not know:

It has come to light that there are several signs, conjunctions and prophecies that might relate to Slidell. Even if most of them are incorrect, he may turn out to be extremely useful in certain arcane ceremonies at some point in the future. Of course, the fact that Slidell would not survive the process is of no concern to those who might decide to involve him. This was the true reason for Slidell's 'educational trip', to protect him from over-eager magelings until he was strong enough to defend himself.

But before he left, a powerful wizard GEASed Slidell, to prevent him from any 'romantic entanglements' and ensure his desire to return, and then blanked his memory regarding the geas, and a few other things. He also has dream meetings with a powerful mage (possibly not the one who GEASed him) that he does not recall when he wakes. So far these incidents have been harmless, but Slidell is beginning to grow suspicious of waking up with no memories of the dreams that he KNOWS were disturbing.

He always wears an old, worn ring with the family crest on it. A ring that he pays absolutely no attention too, and seems surprised to be wearing when he does occasionally notice it. Does this have something to do with his mysterious dream-meetings? Or perhaps his mysterious seeming disinterest in female companionship?

It is also possible that Veran was also charmed to keep an eye on Slidell. Although his behavior could simply be that of a concerned familiar for his master. (The bird is as notoriously stubborn as it's master)

Quotes:
"Look at this, This is fascinating!,... Oh, Wait. That can't be good."

"OK, NOW you have my attention, and your going to regret it."

"Can you ask them to stop clanging those swords? I'm trying to work here."

"You are SERIOUSLY cramping my plans to die of old age!"

"Overkill?!? There's no such thing as OVERkill!"

(In a BAD accent, when summoning a creature to fight for him)
"Say Helloo to my leetle friend!"

"Don't look at me. I'm just making this up as I go along,... But I do it brilliantly!"

"You should try READING books instead of GNAWING on them!"