Darvakarrian "Darv" Zelheinskorvan
Male Gnome Archivist 8
Alignment: Lawful Good
Str: 8 (-1) 2 pts, -2 Racial
Con: 14 (+2) 4 pts, +2 Racial
Dex: 12 (+1) 2 pts
Int: 20 (+5) 10 pts, +1 at 4th lvl, +1 at 8th level, Spectacles of Intellect +2
Wis: 18 (+4) 10 pts, Periapt of Wisdom +2
Chr: 10 (+0) 2 pts
Hit Points: 53 (6+4+5+4+5+4+5+4+16)
AC: 19 (+7 Armor, +1 Dex, +1 Size,) Touch: 12, Flat: 18
Spd: 30 ft/x4;
Action Points: 9
Base Atk/Grapple: +4 / -1
Speed: 20' /x4
Fort +10, Ref +5, Will +12
+4 Melee, Masterwork Longspear, 1d6, 20/x3, Piercing (reach)
+7 Ranged, Masterwork Shortbow, 1d4 19-20/x2, Piercing
Concentration: +13 (12 Ranks +1 Con)
Decipher Script: +12 (7 Ranks +5 Int)
Knowledge (arcana): +17 (12 Ranks +5 Int)
Knowledge (dungeoneering): +19 (12 Ranks +5 Int +2 Archivist Bonus)
Knowledge (history): +15 (10 Ranks +5 Int)
Knowledge (nature): +19 (12 Ranks +5 Int +2 Archivist Bonus)
Knowledge (religion): +15 (10 Ranks +5 Int)
Knowledge (the planes): +7 (2 Ranks +2 Int)
Spellcraft: +19 (12 Ranks +5 Int +2 Synergy)
Languages: Common, Gnome, Giant, Draconic
Archivist of Nature (1st Level, HH 119)
Scribe Scroll (1st Level Archivist Bonus)
Touch of Healing (3rd Level, CC 62)
Spontaneous Healer (6th Level, CD 84)
• -2 Strength, +2 Constitution
• Base land speed of 20 feet.
• Low-Light Vision
• Spell-like abilities: 1/day - speak with animals(burrowing), dancing lights, ghost sound, prestidigitation
• Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons, rather than exotic weapons.
• +2 racial bonus on saving throws against illusions
• +1 modifier to the DC for all saving throws against illusion spells you cast.
• +1 racial bonus on attack rolls against kobolds and goblinoids
• +4 dodge bonus to AC against giants
• +2 racial bonus on Craft(alchemy) and Listen checks
• Dark Knowledge: 5/day, Darv can draw upon his knowledge of aberrations, elementals, fey, giants, magical beasts, outsiders, or undead. If he succeeds at the relevant knowledge check (DC:15), he grants his allies special abilities.
¤ Tactics: Grants a +1 (or more) bonus to attack rolls.
¤ Puissance: Grants a +1 (or more) bonus on saving throws to allies within 60 feet.
¤ Foe: Grants a 1d6 (or more) damage bonus on weapon damage.
• Lore Mastery: Darv gains a +2 bonus to all Decipher Script checks and to Knowledge (nature) and Knowledge (dungeoneering) checks.
• Still Mind (Ex): Darv gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Spells Per Day: 4/6/5/5/4
: All Divine
--Lesser Vigor: Subject gains fast healing/1 for 15 rounds. (*)
--Repair Light Damage: Heal construct for 1d8+5 damage. (*)
--Winged Watcher (CSc 106): Swift spell, turns caster into normal raven or owl for 1 minute/level. (*)
--Guiding Light: +2 to-hit against targets in 5' radius burst for 1 minute/level. If targets move out of radius, bonus is lost.
--Shield of Faith
--Close Wounds: As Immediate action, heal one target within close range of 1d4+5 points. (**)
--Mass Snake's Swiftness: Allies within 20' burst at Medium range may immediately take one melee or ranged attack. (*)
--Blessed Aim: Allies within 50' gain +2 on ranged attacks for 1 minute/level.
--Mass Lesser Vigor: As Lesser Vigor, but affects up to 4 subjects. (**)
--Fell the Greatest Foe: For every size category of an opponent bigger than the subject of the spell, the subject deals an extra 1d6 points of damage on any successful melee attack. (*)
--Repair Critical Damage: Heal consruct for 4d8+8 damage. (*)
--Moon Bolt: 1d4 Str Damge/3 levels at Long range, Fort save for 1/2. Undead may be rendered helpless for 1d4 rounds. (*)
--Panacea: Ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (maximum +20).
(*= Currently prepared, * = Cast
Spectacles of Intellect +2 (4,000 GP)
Periapt of Wisdom +2 (4,000 GP)
Cloak of Resistance +2 (4,000 GP)
Healing Belt (750 GP, MiC 110)
Dimension Stide Boots (2,000 GP, MiC 94)
Survival Pouch (3,100 GP, MiC 187)
+2 Chainmail of Easy Travel (5,800 GP, MiC 10)
Wand of Lesser Vigor (750 GP)
Wand of Cure Light Wounds (750 GP)
Quall's Feather Token: Swan Boat (400 GP)
Masterwork Longspear (330 GP)
Masterwork Shotbow (305 GP)
Daggers (2) (2 GP)
Sunrods (3) (6 GP)
Backpack (2 GP)
Blank Book (5 GP)
Inkstick (3 GP)
Small Steel Mirror (10 GP)
Magnifying Glass (100 GP)
437 GP remaining.
Appearance: Even in full armor, with a weapon in hand and gouts of fire thundering down from the heavens at his command, Darv looks like someone who belongs in a library, with books piled high around him. Short, skinny, and pale, with large brown eyes blinking behind his spectacles, Darv does not cut an impressive figure. Frankly, he's not even sure if he *could*.
Personality: Darv is eager to have adventures of his own, rather than reading about those of others. The chance to advance his own knowledge is, of course, nice...but by the heavens, he wants to know what danger feels like! That said, he takes his role as healer very seriously indeed, and strives to keep his companions' best interests in mind. It's just that sometimes, he gets a little...over-enthusiastic, shall we say?
Not everyone in Zilargo is a spy, no matter what rumors say. Yes, Darv's father was...and his mother...and his favorite uncle, and quite possibly his cousin...but not Darv. He never had the knack. His honest face hid nothing more than an honest heart, and none could really fault him for that.
He drifted into a life of academia, which somehow managed to both bore him and satisfy him all at once. Yes, he was good at research...but wasn't there something more? Darv was, in truth, more than a little surprised by his own aptitude for magic. But once he discovered it, he threw himself into it whole-heartedly, realizing that *here* was his chance to do something meaningful. And exciting. Girls, they like exciting, don't they?
Character Role: Healing and support. He can give his allies a bunch of bonuses with Dark Knowledge and the proper spells, he's got the various Cure spells thanks to the Spontaneous Healing feat, and he's capable of making himself durable enough to move around the battlefield. Between battles, he can use the Wand of Vigor and his Healing Touch feat to heal his allies up to full without too much trouble. In theory, at least.