Drakkus Kaarn Malizar

That is not dead which can eternal lie...


Male Human Wizard 3 (Conjurationist, Conjuror, Conjurizer, Conjumancer, Shaneirritationist)
NG Medium Humanoid (Human)
Init +2; Senses Perception +4


AC 14, touch 12, flat-footed 12 (2 armor, +2 Dex)
hp 23 (3d6
Fort +4, Ref +4, Will +5


Spd 20 ft.
Melee Masterwork Dagger +1 (1d4-1/19-20/x2) and
Unarmed Strike +0 (1d3-1/20/x2)
Wizard Spells Known (CL 3, 0 melee touch, 3 ranged touch):
2 (2/day) Mirror Image (DC 15), Web (DC 16), Invisibility
1 (3/day) Shield, Color Spray (DC 14), Burning Hands (DC 14), Obscuring Mist
0 (at will) Message, Light, Detect Magic


Str 8, Dex 14, Con 15, Int 17, Wis 12, Cha 10
Base Attack 1 CMB +0 CMD 12
Feats Combat Casting, Scribe Scroll, Spell Focus: Conjuration, Toughness +3, Wizard Weapon Proficiencies
Traits Walking Ward: Fire
Skills Diplomacy +3, Escape Artist +3, Knowledge: Arcana +8, Knowledge: Nobility +7, Knowledge: The Planes +7, Perception +4, Ride +5, Spellcraft +9, Swim +0
Languages Common, Draconic, Elven, Orc
SQ +1 Spells in Spellbook, Acid Dart (6/day) (Su), Bonded Object (1/day) (Sp), Conjuration, Divination, Enchantment, Summoner’s Charm (
1r) (Su)
Combat Gear Masterwork Dagger; Other Gear Backpack (empty), Blanket, winter, Bracers of Armor, +2, Case, map or scroll (empty), Cloak of Resistance, +1, Flint and steel, Ink (1 oz. vial, black), Iron Spike (3), Jar of Flying Ointment, Parchment (sheet) (14), Potion of Cure Light Wounds (CL 3), Rations, trail (per day) (6), Rope, silk (50 ft.), Scroll: Color Spray, Scroll: Mage Armor, Scroll: Shield, Scroll: Silent Image, Spellbook, Torch (4), Wand of Magic Missile, Waterskin, Signal Whistle


1 Spells in Spellbook Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.
Acid Dart (6/day) (Su) 30’ Ranged touch attack deals 1d6
1 Acid damage.
Bonded Object (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration specialization: The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.

Spell Focus: Conjuration Spells from one school of magic have 1 to their save DC.
Summoner’s Charm (
1r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

Desperate Focus Trait:
Source Cheliax: Empire of Devils 19
You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.

Walking Ward (Qadira) Trait:
Source Qadira: Gateway to the East 25
Your training included constant exposure to elemental forces. Choose one of the following energy types: acid, cold, electricity, or fire; you gain a +1 bonus on saving throws against spells that deal damage of this type or have this subtype.


Drakkus Kaarn Malizar

Lords of Fluviallis Viperian