Bonus Class Skill (Survival), Favor +1, Summon Familiar (Brighteyes the Hawk), Arcane Focus (Illusion), prohibited Necromancy/Enchantment greater than 3rd Level, Item of Power (Charm of Animal Transformation), Moon Magic (Lunitari), Tower Resources, Arcane Research +2, Order Secrets (Magic of Deception 2/day, Magic of Mystery), Nature Sense, Wild Empathy +11, Resist Nature's Lure, Woodland Stride, Trackless Step, Sylvan Rites (Rite of Beast-Speech, Rite of Leaf-Speech, Rite of Life-Speech 3/day).
Appraise +10, Bluff +10, Concentration +17, Craft (alchemy) +7, Decipher Script +7, Diplomacy +11, Disguise +3 (+2 to act in character), Handle Animal +15, Heal +7, Intimidate +10, Knowledge (arcana) +23, Knowledge (geography) +14, Knowledge (nature) +27, Listen +15, Profession (herbalist) +8, Ride +7, Sense Motive +8, Sleight of Hand +5, Spellcraft +21 (+23 illusion, +16 necromancy/enchantment), Spot +11 (+14 in bright light), Survival +17 (+19 to keep from getting lost and avoiding hazards, additional +2 in aboveground natural enviroments).
Alertness, Animal Affinity, Craft Wand, Scribe Scroll, Self-Sufficient, Silent Spell, Skill Focus (Knowledge: nature), Spell Focus (illusion), Still Spell, Track.
Elven, Ergot, Ergothian (Dead Language), Magius, Sylvan, Trade Tongue.
Wizard Spells Prepared: (caster level 13th): 0-ghost sound, detect magic, dancing lights, prestidigitation, read magic; 1-ventriloquism, entangle*, disguise self, calm animals*, alarm, endure elements, feather fall, true strike**; 2-hypnotic pattern, glitterdust, hideous laughter, fox's cunning, darkvision, summon swarm**; 3-major image, detect dragon, dragonwise (Silent), charm person (Silent Still), shape of the beasts, zone of air**; 4-giant's guise, awaken the mind, command plants*, summon nature's ally iv*, storm wall; 5-mirage arcana, stirge swarm, wall of thorns*, hidden lodge, baleful polymorph; 6-veil, phantasmal killer (Silent Still), drown, move earth**, greater dispel magic**; 7-animate plants*, mislead (Still)
*spells from the Plant & Animal domain learnable by sylvan mages
Spellbooks: 1-disguise self, ventriloquism, silent image, alarm, endure elements, mount, obscuring mist, unseen servant, comprehend languages, identify, detect undead, detect familiar, charm person, sleep, feather fall, hypnotism, true strike, entangle*, calm animals*; 2-hypnotic pattern, invisibility, magic mouth, dragonwise, resist energy, glitterdust, summon swarm, hideous laughter, gust of wind, shocking spark, fox's cunning, darkvision, eagle's splendor, owl's wisdom, pyrotechnics, whispering wind, barkskin*, hold animal*; 3-major image, displacement, plant growth*, nondetection, sleet storm, detect dragon, tongues, deep slumber, greed, gentle repose, shape of the beasts, zone of air, water breathing; 4-giant's guise, rainbow pattern, command plants*, dimension door, solid fog, locate creature, storm wall, greater invisibility, hallucinatory terrain, awaken the mind, polymorph, phantasmal killer, summon nature's ally iv*; 5-seeming, mirage arcana, wall of thorns*, dream, break enchantment, hidden lodge, stirge swarm, teleport, sending, baleful polymorph; 6-mislead, veil, drown, legend lore, move earth, true seeing, greater dispel magic; 7-project image, animate plants*, greater arcane staff.
masterwork quarterstaff +9/+4 melee (1d6+1); also serves as focus for greater arcane staff
Charm of Animal Transformation, Ring of Whispers, Wand of Rainbow Pattern (caster level 7th, 2 charges), Wand of Shocking Spark (caster level 6th, 13 charges), Wand of Sleet Storm (caster level 5th, 35 charges), 2 Potions of Resist Energy (acid), Potion of Cure Serious Wounds (3d8+5), Scrolls of True Seeing, Teleport, Sending, Break Enchantment, masterwork quarterstaff, spellbooks, spell component pouches, red robes, diary.
Born to a minor noble family, Bram diThon eventually became the man that walks here and there among the wilds of Krynn, as unseen and elusive as the fey folk he has befriended. Though a member in good standing with the Orders of High Sorcery, he rarely visits the Tower, though he is sometimes called upon by the Conclave to act as an emissary to the fey-folk of Krynn. Bram started his spellcasting endeavors as a generalist wizard, but upon passing his Test, he began specialization in the school of Illusion, forever abandoning the higher level Enchantment and Necromancy spells of the Black Robes. Instead of spending much of his time at the Tower studying endless volumes of tomes, he spends most of his time learning what secrets he can unlock from the sprites and dryads of Krynn, crafting wands from exotic woods, and aiding the fey in defending the wilds from migrating bands of goblinoids and forest-dwelling green dragons.
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