Decided I like the Abjurer too much, but made a few changes.
Zariv Morandr
Zariv is a thin man that has lost his left eye. He took his own eye out as part of a ritual to improve his own magical power - a regular tradition in part of Imarr. Frail, much of his pale skin is covered tattoos of wards and sigils, said to prevent demons from possessing his body, and to contain his own flightly soul.
Zariv occasionally has flights of prophecy, brought on by a minor form of epilepsy. He occasionally "sees things" that he cannot explain.
He was trained as an assistant to a great summoner - it was Zariv's role to maintain wards that protected the summoner during foul rituals. Forced to consort with demons and act as an apprentice to a power-hungry fiend, Zariv preferred to not think about the life before him
Then, a fiend broke free of his summoner's bonds, and tore Zariv's master to pieces. Zariv fled with his life - and as much as he could steal from his master's inventory.
Zariv (and his raven familiar Cthat - formerly the familiar of Zariv's master - a crude observer of the human condition) has taken to the high seas, hoping to get as far away from Imarr as possible. Zariv seeks to discover much of the world he has only read about in books, and perhaps break free of the demonic taint that grips him.
[sblock=Zariv Morandr]
Human Male
Wizard (Abjurer) 4
LN
STR 8
DEX 12
CON 12
INT 19
WIS 14
CHA 10
Feats
Scribe Scroll (bonus)
Spell Focus (Abjuration)
Spell Focus (Conjuration)
Augment Summoning
Spell Penetration
Item Familiar – Staff
Alertness (bonus from Familiar)
Familiar - Cthat, a sly, enigmatic Raven that speaks Low Imarran.
Skills
Spellcraft 7
Knowledge/Arcana 7
Concentration 7
Knowledge/History 4
Knowledge/Geography 4
Knowledge/The Planes 4
Knowledge/Religion 4
Decipher Script 3
Knowledge/Local 3
Knowledge/Nobility and Royalty 3
Knowledge/Dungeoneering 3
Languages: Common, Low Imarran, High Imarran, Infernal, Abyssal.
Flaws
Murky-Eyed: When fighting a foe with concealment, roll twice, and keep the worst.
Non-Combatant: -2 on all melee attacks.
Traits
Absent Minded: -1 Spot and Listen, +1 Knowledge Checks.
Spells Known
0th: All Spells
1st: Ray of Enfeeblement, Alarm (A), Hold Portal (A), Shield (A), Protection from C/E/L/G (A), Summon Monster I, Mage Armour, Identify, Magic Missile, Mount
2nd: Command Undead, Resist Energy, Protection from Arrows, Summon Monster II.
0th: 4+1
1st: 4+1
2nd: 3+1
Barred Schools: Enchantment, Illusion[/sblock]