Here we go again.... I'll likely be grabbing some Spell Compendium spells, but most everything will be of a supportish nature. Probably a few direct damage spells, but not many.
Darvakarrian "Darv" Zelheinskorvan
Male Gnome Archivist 8
Alignment: Lawful Good
Str: 8 (-1)
Con: 14 (+2)
Dex: 12 (+1)
Int: 22 (+2) Spectacles of Intellect +2
Wis: 18 (+1) Periapt of Wisdom +2
Chr: 10 (+0)
Init +1;
Hit Points: 53 (6+7d6+16)
AC: 20 (+7 Armor, +1 Dex, +1 Size, +1 Deflection) Touch: 13, Flat: 19
Init: +1
Spd: 30 ft/x4;
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, +1 Crossbow, 1d6 19-20/x2, Piercing
Skills:
Concentration¹ +13
Decipher Script +12
Knowledge (arcana) +17
Knowledge (dungeoneering) +19
Knowledge (history) +15
Knowledge (nature) +17
Knowledge (religion) +15
Knowledge (the planes) +7
Spellcraft +19.
Languages: Common, Gnome, Giant, Draconic
Feats
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)
Gnome Abilities:
• -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
Archivist Abilities:
• 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
Spells Known:
- 0 Level: All Divine
- 1st Level: Cure Light Wounds, Lesser Vigor, Bless, +5 More
- 2nd Level: Hold Person, Barkskin, +2 More
- 3rd Level: Prayer, Blessed Aim, Mass Lesser Vigor, +1 More
- 4th Level: Restoration, +3 More
Magic Items:
Spectacles of Intellect +2 (4,000 GP)
Periapt of Wisdom +2 (4,000 GP)
Cloak of Resistance +2 (4,000 GP)
Ring of Protection +1 (4,000 GP)
Healing Belt (750 GP, MiC 110)
+1 Crossbow (2,000 GP)
+2 Chainmail of Easy Travel (5,650 GP, MiC 10)
Wand of Lesser Vigor (750 GP)
Wand of Cure Light Wounds (750 GP)
1,200 GP to spend.
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?
History:
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.