Half-elf male sorcerer 13: CR 13; Medium humanoid (elf); Hit Dice 13d4-13; 21 hp; Initiative +1; Spd 30 ft. (6 squares); AC 11, 11 touch, 10 flat-footed; BAB/Grapple +6/+6; Atk +7 melee (1d8+1/x3, +1 bane (elemental) spear); SA spells; SQ +1 racial bonus to Listen, Search and Spot checks, +2 racial bonus to saves versus enchantment spells and effects, +2 racial bonus to Diplomacy and Gather Information checks, alertness, immunity to sleep spells and effects, low-light vision, scry on familiar, summon familiar; AL CG; SV Fort +3, Reflex +5, Will +9; Abilities Str 10, Dex 12, Con 8, Int 14, Wis 13, Cha 18.
Skills and Feats: Bluff +13, Concentration +9, Craft (jewelry) +6, Diplomacy +11, Gather Information +9, Intimidate +9, Knowledge (arcana) +16, Knowledge (planes) +16, Listen +2, Search +3, Speak Language (Auran, Celestial, Common, Elven), Spellcraft +18, Spot +2; Augment Summoning, Create Wondrous Item, Elemental ScholarTOL, Master of Elemental Lore (Air) TOL, Spell Focus (Conjuration).
TOL: Part of the Tolrea Setting. See Feats.
Sorcerer Spells Known: 0th—detect magic, ghost sound, light, mage hand, mending, message, prestidigitation, ray of frost, resistance; 1st—alarm, endure elements, grease, identify, mage armor; 2nd—fog cloud, glitterdust, gust of wind, see invisibility, whispering wind*, web; 3rd—dispel magic, magic circle against chaos/evil/good/law, summon monster III**, wind wall*; 4th—black tentacles, dimensional anchor, mass reduce person, wall of fire;th—cloudkill, dismissal, planar binding (lesser)**; 6th—planar binding**, summon monster VI**. 5
* Spell has the Air descriptor.
** Spell may have the Air descriptor if used to summon or call particular creatures.
Sorcerer Spells per Day: 6/7/7/7/7/6/4.
Possessions: 500 gp, +1 bane (elemental) spear, circlet of persuasion, necklace of adaptation, oil of bless weapon, pearl (x3, value 100 gp each), potion of cure moderate wounds, potion of shield of faith +2, ring of minor cold resistance.
Olus, his owl familiar
Tiny magical beast: Hit Dice 13; 10 hp; Init +3; Spd 10 ft. (2 squares), fly 40 ft. (average); AC 24, 15 touch, 21 flat-footed; BAB/Grapple +6/-5; Atk +6 melee (1d4-3, talons); SA deliver touch spells; SQ empathic link, improved evasion, low-light vision, share spells, speak with birds, speak with master, spell resistance 18; AL CG; SV Fort +4, Reflex +7, Will +10; Abilities Str 4, Dex 17, Con 10, Int 12, Wis 14, Cha 4.
Skills and Feats: Bluff +3, Concentration +10, Craft (jewelry) +5, Diplomacy -1, Intimidate -1, Knowledge (arcana) +15, Knowledge (planes) +15, Listen +14, Move Silently +17, Speak Language (Auran, Celestial, Common, Elven), Spellcraft +17, Spot +6; Alertness, Weapon Finesse.
Personal Appearance: Grand Master Vim hovers at the cusp of middle age for a half-elf. Slender of frame with a fine, pale complexion, he is just beginning to show lines at the corners of his eyes and around his mouth, and a few sprinkles of white in his blue-black hair serve to give him a distinguished air. The showpieces of his wardrobe are his jewelry, especially a fine silver circlet that holds back his hair and an ornate necklace; he dresses in simple, muted gray garments to accentuate these pieces. In public, he usually carries a spear with a gilded head and ebony shaft, inset with jewels.
Starting Attitude: Indifferent.
Modifiers: PCs can converse knowledgeably about matters pertaining to arcane or planar topics (+4), PCs have a reputation for working against corrupt officials (+2), PCs are graduates of the Imperial University at Floresta (+2), PCs are clergy in the Church of Agon (-2), PCs are known worshippers of Lereina (-4).
If Hostile: Blacklists the PCs from magic-related transactions with the members of the Worshipful Order of the Squared Circle. He may engineer humiliating accidents to cause the PCs to lose face or send called or summoned creatures to hinder their activities.
If Unfriendly: Refuses to have further interaction with the PCs. If possible, he uses hirelings or summoned or called minions to spy upon the PCs. Criminal activity so uncovered is turned over to Foreman Kelso, the ranking local cleric of Corones.
If Indifferent: Buys or trades (but does not sell) planar lore. Performs spellcasting services at standard rates as described in the Player’s Handbook v. 3.5.
If Friendly: Sells planar lore. He performs research on obscure planes-related topics, creates, trades, buys and sells non-evil magical items, and may offer work harvesting unusual spell components, alchemical reagents, and similar items from wild sources. He may also offer work retrieving items of magical, historical, arcane or planar significance from ruins, dungeons, etc.
If Helpful: Pulls strings to shield PCs from legal trouble in Areta, irate outsiders or elementals, or hostile mages. He provides favorable references within the Imperial University at Floresta. He may offer admission to the Worshipful Order of the Squared Circle.
Personality: Mercurial, excitable and eccentric. Melvor Vim is strong-willed, powerful, and creative, but he has a short temper and little patience for elaborate protocol and etiquette, especially concerning topics that are not within the scope of his usual spheres of interest.