The Divine Wizard
| Jerym Katomis
|Abilities: Str 8, Dex 12, Con 14, Int 16, Wis 14, Cha 10|
|Initiative: +1||Speed: 30 ft. (6 squares)|
|Hit Dice: 1d4+2 (6 hp)|
|AC/tch/ff: 14/10/14 (+4 Mage Armor)|
|Saves: Fort +2, Ref +3, Will +4|
|BAB/Grapple: +0/-1||Space/Reach: 5 ft./5 ft.|
|Attack: Quarterstaff -1 (1d6-1×2)
|Range Attack: Light Crossbow +1 (1d8 19-20)
|Special Attacks: none|
|Special Qualities: Summon Familiar (Weasel)|
|Skills: Appraise +4, Knowledge Arcana +6, Knowledge Dungeoneering +7, Knowledge Religion +7, Knowledge History +7, Knowledge Planes +6, Knowledge Nature +4, Spellcraft +7|
|Feats: Scribe Scroll, Precocious Apprentice, Collegiate Wizard|
|Spell Book 1st: Lesser Orb of Cold, Magic Missile, Mage Armor, Grease, Identify, Comprehend Languages, Color Spray, Disguise Self, Enlarge Person, Fist of Stone, Minor Image, Charm Person|
|Banned Wizard School: Abjuration|
|Languages: Common, Undercommon, Draconic, Aboleth|
|Gear: Spell Component Pouch, Quarterstaff, Light Crossbow|
Profession: Jerym Katomis is not just a researcher, he is a philosopher. He has no true job however, instead seeking chances to explore the world to see the eldritch subjects of his research in person. Thankfully, adventuring tends to be a lucrative profession, so along with the priceless experiences of exploration, Jerym has the money he needs so badly to research new esoteric spells for his prayer book.
Beliefs: As a devoted worshiper of Boccob, Jerym is both a divine caster and an arcane caster. He wishes to be what many would call a “Divine Wizard.” Jerym believes in always being prepared ahead of time. He therefore specializes in Divination and prepares many situational spells, so as not to miss the perfect opportunities to use them.
“The quotidian worshiper of Boccob fails to attain the potentiality that the God of All Magic has to offer. When you worship such an Arcane being as it, do not forget the divine energy commanded by The Uncaring One as well! Evocations of arcane energy and the deistic abilities of divine energy are both manifestable in the same body! I endeavor to receive the knowledge of all magic instead of simply learning half.”
He believes that in order to achieve true happiness, one must be truly neutral in all facets of life. He’s still young however, and has truly only begun his spiritual journey. Jerym sees the light in things that many see as dark, and the dark in many that others see as light. He is a strong believer in the duality of things.
“We are not divided into Saints and Devils. We are simply people. I’ve seen acts of love and compassion from beings who others would consider Evil. I’ve seen acts of hatred and cruelty from those who many would consider virtuous.”
“In the Farspawned creature there is a pulchritude not held by most beneath their grotesque flailing tentacles and oculus. Their incomprehensible forms and ability to take on such horrific states can be nothing but fascinatingly alluring, for they are ever mysterious.”
Jerym is not foolish however, though he finds great fascination and interest in an aberration, he knows it is an abomination and must be slain. As a human, the horrors from beyond will always be at odds with him and his fellow kind. As he destroys these aberrations however, his eyes are filled with respect for their horrific forms. Aberrant creatures are not the only things that fascinate Jerym. Outsiders, Magical Beasts, Undead, and most manner of strange beings hold great interest to him as well. Unlike many explorer’s of the world, Jerym also holds a great fascination of History, and occasionally even knows a few things or two about the dungeon they are spelunking. Jerym enjoys the companies of friends, but those who do not show knowledge the proper respect will find themselves scorned. To Jerym, the creation of Undead is nothing to be looked down upon, as an undead creature can be a valuable tool. He plans to create a few creatures of his own someday, though his power to create them is rather limited. When Undead Creatures are used to attack innocent bystanders who have nothing to do with the conflict at hand however, it has gone too far. Jerym hopes that one day, the followers of all deities can put aside their qualms of each other (which Jerym views as petty) and accept their positions as different facets of Neutrality. On that day peace will reign.
History: Born of the Katomis Family, Jerym is a natural scholar. The family has long since been predisposed to becoming wizards, archivists, and their like. Their family has never shied away from the immoral, and many have lost their sanity through their endeavors. This has not tempered Jerym’s thirst for knowledge however. Often, as old age threatens to bring about the end of a Katomis’s search for knowledge, they find forbidden ways to continue their lifespan. Many family ancestors of Jerym have become Necropolitans or Liches, some have even refrained from falling to evil through such an action. Some. Jerym’s was raised in a university that doubled as a Temple to Boccob, as was only natural for one of his lineage. It was here that he realized his fascination for Arcane Magic, but felt it to be a bit too detached from his god. After all, any arcane caster can weave magic out of the mystic energy in the ether, but where does that energy come from? According to the teachings of the church, Boccob. Therefore, Jerym decided to fuse his worship of Boccob with his fascination of arcane magic to become a Divine Wizard, channeling the arcane energy of his God instead of weaving his own.
Goals: Simplified, Jerym Katomis wishes to experience the world and learn information. He can be often found in areas where scrolls are traded as he searches for new spells to learn. If not there, Jerym is probably reading through some tome of forbidden subject or meditating. The more he learns of Demons, Mystical Creatures, and the like the more powerful his dark knowledge becomes. Ancient and new tomes alike speak of the “Cerulean Sign”, an ancient rune that channels the raw force of the natural. It can be invoked to appear for a short time, but never lasts long. Jerym hopes to create a permanent rune of this Cerulean Sign in order to discovery the great energy he could channel through it, as well as the great protection it could provide to him. Jerym is ready to put down the books however, and experience the world firsthand when opportunity presents itself.
Role in the Party: As an Archivist/Wizard multiclass, Jerym is always prepared. I’ll have arcane damage spells when I need them, but my main focus is having the right card at the right moment. My prepared spell-list will contain many situational spells such as Command Undead, Command Plants, Break Enchantment, Rope Trick, Locate Object, Wall of Ice, Obscuring Mist, Comprehend Languages, Remove Fear, Entangle, Wind Wall, Magic Circle against Evil, Mass Resist Energy, Dispel magic, Death Ward, and Spell Resistance.
As you can probably tell from that list, I don’t have much room for stuff that I use every day. I think that because I have so many spells to prepare (The spells of a 9th level Archivist and a 7th Level Wizard) I should still always have something to do each turn. Since I act so broad, however, I really don’t specialize in any specific part. My scorching rays will stop seeming powerful at a certain point. I will have a lightning bolt and a fireball each day, but those will probably run out fast. I’ll also heal the party between battles with a Wand of Cure Light Wounds.
My main DPS will probably be from my ability to create minions. Animated Dead, Commanded Undead, and Commanded Plants will do a lot of protecting and fighting for me.
My skill ranks should cover almost all facets of Knowledge, except for nature. I will even be taken Knowledge History. Many divination spells should be useful in dungeons. Using Locate Object to find a hidden key or treasure, arcane sight to see all the magical traps, etc. etc.