Jepraith Marzail, NG Male Human Sorcerer 2
Speed 30 ft.
HD: 2d4+2
HP: 8/8
Str 10, Dex 11, Con 13, Int 16, Wis 10, Cha 17
AC 10 (no armor)
Fort +1
Ref +0
Will +3
Masterwork sling +2, 1d4/*2, Range Increment 50 ft.
Dagger +1, 1d4 19-20/*2, Range Increment 10 ft.
Skills:
Appraise +4 (+1.5 ranks, +3 Int)
Bluff +4 (+1.5 ranks, +3 Cha)
Concentration +4 (+3 ranks, +1 Con)
Diplomacy +5 (+2.5 ranks, +3 Cha)
Knowledge (Arcana) +8 (+5 ranks, +3 Int)
Knowledge (Local) +5 (+2.5 ranks, +3 Int)
Profession (Merchant) +2 (+2 ranks)
Spellcraft (+5 ranks, +3 Int)
Feats:
Silent Spell, Spell Focus (Enchantment)
Nightfeather, Raven Familiar: Speaks Common
Equipment: Traveler's Outfit, Masterwork Sling, 10 Sling Bullets, Dagger, Backpack, Bedroll, Waterskin, Merchant's Scale, 5 sheets of paper, Spell Component Pouch, 1 oz. of Ink, Inkpen, 2 Pt. of oil, hooded lantern, a trail ration, 5 spider climb scrolls, 2 identify scrolls.
A small silver ring formed to look like a dragon (20 gp)
75 gp in coins.
Spells per day: 6/5
Spells known: 0 - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Read Magic; 1st - Charm Person, Sleep. Spell save DCs are 13 plus spell level or 15 plus spell level for Enchantment spells.
Languages known: Common, Draconic, Dwarven, Elven.
The son of a minor merchant family, Jepraith is expected to take over the family bussiness one day, a responsibility that the young man does not want to take. While he has taken up some skills typical for a merchant, he is especially determined not do take up his parent's bussines after his 15th birthday, when he started having strange dreams, in which he seemed to have magical talents. Soon, he found that he could duplicate the magical effects he used in his dreams and secretly, he began to experiment with his new-found powers, seeking out any information he could find. Thanks to his surprisingly strong personality, he could convince people to grant him access to magical texts without drawing too much attention. During his studies, he learned that people like himself are often refered to as sorcerers, thought to be the result of a mingling between humans and dragons. The thought that his family may have dragon blood in it's veins intrigued the young Jepraith, and he is determined to find out the truth in this manner. But he knows that he is still far from this dream, and thus continues to test out the limits of his power. He has been doing some "work" for the weak and helpless people of his home town, always trying to hide his magical talent expect from his most trusted friends.
As a young man of 18 years, Jepraith has long, somewhat curly blond hair, a thin mustache and stands 5'7'' high, with a weight of 166 pounds. Raith, as he is often called, is rather intelligent, has a certain presence and is often considered attractive, though he tends to be a bit oblivious to such claims. At times, he is prone to act without thinking. Jepraith is usually ready to believe claims of goodness from a person until proven otherwise. During his readings on magical powers, he read about undead creatures, which he feels are an unnatural abomination. He hopes to never meet one.
Jepraith has befriended an unusually intelligent raven he called Nightfeather, and even taught it some words in the Common tongue - or at least that is how it appears to outsiders who do not know of his sorcerous powers. In truth, of course, Nightfeather is Raith's familiar, granting him special abilities.
Family Tree - Jephraith's parents and grand-parents
Code:
[color=white]
Dverrith Marzail
/
Gursek Marzail - Assigia Zergill
Jepraith Marzail <
Pairalinn Dargull - Segreyn Dargull
\
Velinai Bikaklesh
[/color]
Nightfeather
Tiny Magical Beast
Hit Dice: 2 (4 hp) (base 1/4d8)
Init: +2 (Dex)
Speed: 10 ft., fly 40 ft. (average)
Armor Class: 15 (+2 Dex, +2 Size,
+1 natural)
Attacks: Claws +5 melee
(BaB +1)
Damage: Claws 1d2-5
Face/Reach: 2.5 ft. by 2.5 ft/0 ft.
Special Qualities: Grant Alertness, improved evasion, share spells, empathic link
Saves: Fort +2, Ref +4,
Will+5
Abilities: Str 1, Dex 15, Con 10,
Int 6, Wis 14, Cha 6
Skills: Listen +6, Spot +6;
Appraise -1, Bluff -1, Concentration +3, Diplomacy +0, Knowledge (Arcana) +3, Knowledge (Local) +0, Profession (Merchant) +4, Spellcraft +3, Speak Common
Feats: Weapon Finesse (Claws)
Abilities written in red are due to Nightfeather's familiar status.
Grant Alertness: Jepraith gains Alertness while Nightfeather is within 5 ft. and an unbroken line of effect exists between them.
Improved Evasion (Ex): If Nightfeather is subjected to an attack that normally allows a Reflex save for half damage, Nightfeather takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: Jepraith may have any spell he casts on himself also affect Nightfeather. Nightfeather must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting Nightfeather if it moves farther than 5 feet away. The Spell's effects will not be restored even if Nightfeather returns to Jepraith before the duration would otherwise have ended. Additionally, Jepraith may cast a spell with a duration of "You" on Nightfeather (as a Touch range spell) instead of on himself. Jepraith and Nightfeather can share spells even if the spells normally do not affect magical beasts.
Empathic Link (Su): Jepraith has an empathic link to Nightfeather out to a distance of up to one mile. Jepraith cannot see through Nightfeather's eyes, but the two of them can communicate telepathically. The low intelligence of Nightfeather limits what it is able to communicate and understand, and even intelligent familiars see the world differently from humans. Because of the empathic link between Nightfeather and Jepraith, Jepraith has the same connection to an item and place that Nightfeather has.