From the Ashes of The Great Convergence
Garanimos the Numerologist
This wizened little Alfar accosts you with a Calculator...
Name: Garanimos the Numerologist
Class: Wizard (Diviner) 12
Alignment: Lawful Neutral
Player: Henchman (Hector)
Quote: “For the last time: I AM NOT A COMBATANT!”
ST: 8 -1
DX: 10 +0
CO: 12 +1
IN: 19 +4 (23 / +6)
WI: 10 +0
CH: 14 +2
(8th, 12th Level +1 INT)
HP: 64/ 64 AC: 10 (14 When Armor Amulat Activated)
BAB: + 6 (Melee: + 5/ _ _Ranged: + 6 __). Glass dagger (+ 4/ d4 -1)
F/R/W: +5 /4 /8
Race: Alfar (Elves):
Natives to the former realm of Alfhiem, the Alfar are keepers of magickal might and lore. Now outnumbered by numerous faster-spawning races, and the monsterous creations of the Convergence; the Alfar struggle to keep dominance in a land that was once theirs.
+2 Dex, +2 Int, -2 Con.
Low Light Vision: See Twice as far as humans in dim light.
Alfar Immunities: Immune to Sleep, +2 Racial Bonus vs. Enchantment Spells and Effects.
Alfar Magic: +2 to Racial Bonus on Caster Level Checks to Overcome SR. +2 Spellcraft Checks to ID properties of Magic items.
Keen Senses: +2 Racial Bonus to Perception Checks.
Weapon Familiarity: Short/Longbow (Normal and Composite), Longsword, Rapier, “Alfar (Elven) Weapons”.
Fey magic: Alfar get the Cantrips Light, and Detect Magic for free, and may select a single additional Cantrip. These may be cast at will. (Counts as Arcane). Bonus Cantrip: Mending.
Feats (7): Spell Focus (Divination), Greater Spell Focus (Divination), Eschew Materials, Improved Familiar, Spell Penetration, Leadership
Class Feats: WGP (club, dagger, heavy crossbow, light crossbow, and quarterstaff), AGP (None).
The wizard’s class skills are Appraise (Int), Craft (Int), Fly
(Dex), Knowledge (all) (Int), Linguistics (Int), Profession
(Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Skills (2 class + 6 int + 1 fav Class= 9): 108
Appraise (12 + 3 + 3 + 2eqp) = + 23.
Profession (Accountant) (12 + 6 + 3 + 2eqp) = + 23.
Diplomacy (12 + 2 + 0) = + 14.
Bluff (12 + 2 + 0) = + 14.
Sense Motive (12 + 2 + 0) = +1 4.
Intimidate (12 + 2 + 0) = + 14.
Spellcraft (12 + 6) = + 18
Knowledge (Arcana) (12 + 6) = + 18
Knowledge (History) (12 + 6) = + 18
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative-checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner’s Fortune (Sp): When you activate this school power, you can touch any creature as a standard action, to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use
this ability a number of times per day equal to 3 + your Intelligence modifier.
Scrying Adept (Su) : At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.
Arcane Bond: Haro (Familiar – See below).
Arcane School: Divination. Opposition: Evocation, Necromancy.
Cantrips: Prestidigitation, Detect magic, Arcane Mark, Read Magic, Message.
Bonus Feats Scribe Scroll, Spell Mastery (1st – True Strike, 2nd – Share Language, 3rd – Claraudience/ Clarvoyance).
0th: 4 + 1 All Known; Arcane Mark, Prestidigitation, Read Magic, Mending (Race), Light (Race), Detect Magic (Race).
1st: 4 + 1 Vanish, Alarm, Memory Lapse, Comprehend languages,, Identify, True Strike, Floating Disk, Charm Person, Summon Monster I, Mage Armor.
2nd: 4 + 1 Detect Thoughts, Detect Aberrations, Locate Object, See Invisibility, Create Treasure map, Share Language, Detect Minerals, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Eagle’s Splendor, Fox’s Cunning, Owl’s Wisdom .
3rd: 4 + 1 Arcane Sight(d), Claraudience/ Voyance(d), Tongues(d), Dispel Magic, Haste, Fly, Nondetection.
4th: 3 + 1 Arcane Eye, Charm Monster, Scrying, Locate Creature, Fireball
5th: 3 + 1 Break Enchantment, Prying Eyes, Mind Fog, Dominate Person, Telepathic Bond, Contact Other Plane, Teleport, Dragons Breath,
6th: 2 + 1 Legend Lore, True Seeing, Guards & Wards, Disintegrate
Equipment (Encumberance: L-26/ M-53/ H-80):
Cash: 47 Dragons, 0 Amber, 0 Iron. Invested at 10% MPR: 250 Dragons.
Glass Dagger (D4 -1 Damage, Type: P, Range: 10’, Cost: 2 Dragons Wt: 1lbs.) carried.
Wand of Summon Monster I. (Dx Damage, Type: Summons one Creature – Usually a Poison Frog -See below or one of Educe’s Greys!, Range: 30’ , Cost: 2250 Dragons Wt: 1/2 lbs.) carried.
Amulet of Mage Armor (+4ac, -0acp, +NAmaxdex, NA%asf, 1/2 lbs., cost: 1500 Dragons; Mage Armor cl2, 50 Charges.) worn.
Abacus Brand Tabulator (Cost: 2 Dragons, Wt: 2lbs) Luggage.
Accounting Lab, Portable (Cost: 75 Dragons, Wt: 35lbs, Includes Tent!) Luggage.
All-Terrain Luggage (Masterwork) (Cost: 50 Dragons, Wt: 4lbs – Halves Weight of Equipment up to 100lbs. – Halves Speed) Luggage.
Scholar’s Outfit x 4 (Cost: 6 Dragons, Wt: 5lbs) Luggage.
Potion of Healing I x 2 (Cost: 50 Dragons, Wt: 1/2 lbs) Worn.
Potion of Eagle’s Spleandor x 2 (Cost: 100 Dragons, Wt: 1/2lbs) Worn.
Potion of Find Traps (Cost: 100 Dragons, Wt: 2lbs) Worn.
Head Band of Intellect + 4 (16,000)
Periapt of Health (Disease Immunity) (3,750)
Poison Frog CR 1/2
N Tiny animal
Init + 1; Senses low-light vision; Perception + 3
AC 13, touch 13, flat-footed 12 (+ 1 Dex, + 2 size)
hp 4 (1d8)
Fort + 2, Ref + 3, Will –1
Speed 10 ft., swim 20 ft.
Melee bite 1 jumping), Perception 8 jumping),
+4 Stealth; uses Dex to swim
Environment warm marshes and aquatic
Organization solitary, pair, or army (3–12)
Poison (Ex) Injury; save Fort DC 10; frequency 1/round for 6
rounds; effect 1d2 Con damage; cure 1 save
Poisonous frogs are a bright green color, with additional
bright yellow, red, or blue markings. They are just over a
foot long and weigh 10 pounds. The poison of poisonous
frogs is often gathered by primitive tribes and
used to coat darts and arrows for hunting.
You can make a larger poison frog either
by applying the giant simple template or
by giving a normal giant frog a poison
frog’s venomous bite.
Arbiter (Familiar) CR 6 – “Haro.”
XP Part of Garanimos.
LN Tiny outsider (Inevitable, extraplanar, lawful)
Init 3 Dex, 4 vs Illusions), Constructed ; Immune Death Effects, Poison, Ability Drain or Damage, Mind Affecting, Non-Leathal, Fatigue, Exaustion, Energy Drain – Construct Traits.
Speed 20 ft., fly 50 ft. (Average)
Melee Short Sword +7 (1d3 19-20 Crit.)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 7nd, Concentration +9)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
Str 11, Dex 16, Con 14, Int 11, Wis 11, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Flyby Attack, Weapon Finesse
Skills Diplomacy +7, Perception +5, Fly +22, Knowledge
(Planes) +5, Sense Motive +5, Stealth +15, Appraise +15, Profession (Accountant) +15, Diplomacy +9, Bluff +9, Sense Motive +9, Intimidate +9.
SQ Locate Inevitable.
Electrical Burst (Ex) 3d6 Electricity in a 10’ Burst (Ref DC-13) – Arbiter Stunned for 24 Hours. Familiar (7): Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Own Kind.
Garanimos has served the 2nd Great Expeditionary force as their private accountant since the beginning of the mission to Circumnavigate Lake Swan. He has managed the finances of the Great Caravan, and has even distinguished himself by dying in the line of duty! (Something he hopes never to do again!) He bought a Wand of Monster Summoning and a Talisman of Mage Armor from Educe to increase his odds should he be caught in harm’s way in the future…
Recently he has been contracted by Hector to act as the Chief accountant of the new 1st Bank of Shrike’s Perch, and it’s Satilite Branches – To this end he has enlisted the help of ‘Haro’, a small Green Inevitable bequethed to him by The Executor, believing that having a being of Absolute Law at his side during negotiations would increase the Bank’s legitimacy – and remind his customers of the divine reasons for above-board buisness practices. The fact that Haro is as good and accountant as he is, and can speak with any being doesn’t hurt either. In fact he often channels his ‘Share Language’ spell through Haro to facilitate negotiations!
Though he has been asked many times to accompany the Expedition on it’s adventures, Garanimos insists that he is not a combatant – Though his magical skills could easily be used as such should he bother to learn the nessesary spells; and so long as Hector is content to represent The Bank in the field, he sees no reason to make himself “Combat Ready”…