Sirmon the Serpent

Sirmon the Serpent

Male human wizard (shapechange)/ranger(shapeshifter) 1/2 | Chaotic Neutral

Init -6; Perception -1

 DEFENSE

AC 10, touch 10, flat-footed 10

hp 22 (1d6+2d10)

Fort +3 | Ref +0 | Will +1

 OFFENSE

Speed 30 ft.

Melee claws +7 (1d6+5, x2)

Bite (6 times a day) +8 (1d6+6, x2)

Ranged dagger +2 (1d4+5, 19-20/x2)

 STATISTICS

Str 21, Dex 10, Con 10, Int 16, Wis 8, Cha 10

Base Atk +2; CMB +7; CMD 17

Feats Collegiate Wizard, Precocious Apprentice (Deep Slumber), Spell Casting Prodigy, Spell Affinity (Deep Slumber)

Aspect of the Beast (Claws of the Beast), Improved Natural Weapon (claws)

Flaw Book Wyrm (-6 penalty on Initiative checks and a -3 to Reflex saves)

Traits  Classically Schooled, Fanatic

Skills (3 ranks in each): Craft (Alchemy) +9, Craft (Painting) +9, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +9, Knowledge (History) +10, Knowledge (Nature) +9, Knowledge (Planes) +9, Spellcraft +12.

(2 ranks in each) Climb +10, Survival +4

Languages Common, Draconic, Sylvan, Giant

Favored Enemy Animals

Combat Style: Natural Weapons

Equipment: Lantern, Explorer's Outfit, dark grey hooded cloak, a necklace of giant mole teeth, a pair of snakeskin boots, a dagger tucked in his right boot, and a belt pouch of spell components.

He also has a bedroll tied under a Backpack containing 2 weeks trail rations, tinderbox, 12 candles, 6 torches, a traveling spellbook, a full waterskin, and 50' of hemp rope.

Background

Born the seventh son of a seventh son Sirmon's little brother was destined for greatness. Sirmon's older brothers had all been warriors and over the years most had died in battle in far away lands. He wanted to be a mighty warrior too but when little Wesleg was born father sent  him to apprentice with his uncle the Archmage of Isger.

When he wasn't listlessly going through the motions of apprenticeship he was locked in an old library at the top of the Tower of Anguish at the end of each day. He passed the time leafing through the crumbling tomes until it grew too dark to read and then would watch bats flying in the night sky until he fell asleep. His cousins grew tired of bullying him and mocking his heritage of sword wielding heroes when after a few years he proved to be every bit his fathers son, growing freakishly strong.

Without meaning to he proved an amazing pupil although no one let him know it, and as his knowledge grew so did his appreciation of the old library. He also began to paint with charcoal, the only thing available, and he painted the only things he knew, the night sky, magic symbols and things hinted at in old books. Unknown to him the dark emotions evoked in his bleak paintings attracted the attention of some darker being.

At 25 Sirmon considered his apprenticeship complete and escaped through a long forgotten secret door in the torture chamber at the bottom of the Tower of Anguish. Quite oblivious to the malignant entity following him through the half-flooded subterranean ruins he did not hear its quiet laughter when he won his face biting contest with a giant constrictor or see the shimmering patch of deeper darkness churning over the corpses of the giant moles whose skulls he had just smashed in.

Eventually Sirmon found his way into the bottom of a well in a village of gnomes and after being hauled out the little folk sent him to a hut to stay with an old gnome woman. The next day the old woman cooked a halfling and Sirmon thought it best to leave the village of cannibal gnomes. He didn't notice the old gnomes confusion and horror at what she had done or how her shadow was doubled over in laughter as the guards took her away.

He did however notice the glum grey gnome also leaving and decided to follow him.

Transmutation specialist focused in Shapechange

Opposition Schools: Abjuration and Necromancy

Spells Known

1st  - Dancing Lantern, Enlarge Person, Expeditious Retreat, Feather Fall, Magic Weapon, Identify, Magic Missile, Mage Armor, Detect Secret Doors.

2nd - Deep Slumber.

Spells per day

0   1st   2nd

3    3      1