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Baron Galdur Vendikon

Altai Iscarni's page

2,909 posts. Alias of Vattnisse.

Profile

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Full Name

Altai Iscarni

Race

Human

Classes/Levels

Wizard 14 (Conjuration school)

Gender

Male

Size

Medium

Age

28

Alignment

NG

Deity

Boccob

Location

Saltmarsh

Occupation

Librarian

Strength 8
Dexterity 16
Constitution 16
Intelligence 30
Wisdom 12
Charisma 11

About Altai Iscarni

Appearance: 6’1", 155 lbs; Tall, reed-thin build with tan skin, pale brown eyes, black hair and goatee. An intricate arcane tattoo covers his chest. Altai dresses dresses in a manner befitting a wizard interested in technology and magical constructs - his deep green Salamander cloak is draped over an illithid-designed black leather trenchcoat, heavy, yet soft, boots and a large number of potion belts, scroll tubes and wand holsters; his darkvision faceplate cover most of his face when he's adventuring. His customised shield guardian Claw is never far away.

XP: 1.260.427 after the efreet troopers

Init: +3

Perception: +11, Darkvision 60'

AC: 20 or 16, touch 13, flat-footed 17 or 13; (+4 Shield, +3 Dex, +1 ring, +2 bracers); Brooch of shielding, Salamander cloak, +2 Dodge bonus to AC if Claw is within arm's reach

HP: 87 (14d6+42 HD), Shield other through Claw, damage:

Saves: Fort +7, Ref +7, Will +10

Speed: 40' (8 squares) with Boots of striding and springing

Melee: Quarterstaff +6/+1 (1d6-1/ 20 x2) or dagger +6/+1 (1d4-1/ 19-20 x2)

Ranged: light crossbow +10/+5 (1d8/ 19-20 x2/ RI 80') or dagger +10/+5 (1d4-1/ 19-20 x2/ RI 10')

Space: 5'; Reach 5'

Base Attack: +7

Combat maneuver bonus: +6

Combat maneuver defense: 19

Concentration check bonus: +24, with an additional +4 to cast spells defensively in melee

Combat Gear: Staff of fire, Wand of scorching ray (CL 8) w/29 charges , Wand of Protection from energy w/ 32 charges, Wand of False life w/47 charges, Wand of Protection from evil w/32 charges, bottle of alchemist's fire, bottle of acid x3

Potions: Invisibility x2, Resist elements (fire) x2, Cure light wounds x5, Cure moderate wounds, Reduce person

Scrolls: Detect secret doors, Jump, Silent image(CL 4) x2 and Magic weapon x3, waterproof Flaming sphere x3, waterproof Summon monster II x4, waterproof Scorching ray x2, Dispel magicx4, Darkvision x2, Expeditious retreat x2, Touch of idiocy x2, waterproof Water breathing (CL 6) x6, Summon monster VIII x5

Wizard spells prepared (CL 14; DC 20 + spell level, 21 + spell level for Conjuration (*)); additionally, his arcane object can cast one spell per day:

7th (2+1+1 Conjuration) - Bigby's grasping hand, Mordenkainen's magnificent mansion, Prismatic spray; Plane shift* (B)

6th (3+2+1 Conjuration) - Disintegrate, Empowered Enervation, Form of the dragon I, Greater dispel magic, Sirocco; Wall of iron* (B)

5th (3+2+1 Conjuration)- Cone of cold, Feeblemind¤, Polymorph, Telekinesis; Hungry pit* (B)

4th (4+2+1 Conjuration)- Dimension door, Enervation x, Stoneskin x3; Evard's Black Tentacles* (B)

3rd (4+2+1 Conjuration)- Clairaudience/Clairvoyance, Dispel magic, Fireball, Fly, Lightning bolt, Magic circle against evil; Stinking Cloud* (B)

2nd (4+3+1 Conjuration)- Dust of twilight, Melf's acid arrow* x2, Scorching ray x2, See invisible; Web* (B) + Pearl of power II

1st (4+3+1 Conjuration)- Alarm, Enlarge person x2, Magic missile x3, Shield; Grease* (B)

0th (4)- Detect magic, Prestidigitation, Light, Mage hand

Altai's specialised school is Conjuration. His opposition schools are Enchantment and Illusion. Spells marked with ¤ are from these schools and each take two spell slots.

Altai has used Wish spells to increase his INT by 2.

Arcane bonded object: Amulet of vast intelligence +6 which grants skill ranks in Bluff, Diplomacy and Intimidate.

Conjuration school abilities:
* Summoner's charm: Summoning spells last 50% longer
* Acid dart: Touch attack w/30' range; 1d6+6 damage, 13/day
* Dimensional steps: Teleport self up to 420' per day

Feats: Scribe Scroll (B), Spell Focus (conjuration), Augment Summoning, Combat Casting, Craft Wondrous Item, Nexus Method (spontaneously convert memorised spells to Summon monster)(B), Craft Magic Arms And Armour, Beckon The Frozen (summoned creatures may be Cold subtype and do 1d6 extra cold damage w/natural attacks), Craft Construct, Empower Spell

Languages: Common, Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Druidic, Elven, Giant, Gnomish, Goblin, Ignan, Infernal, Orcish, Sylvan, Terran, Undercommon

Skills: Acrobatics +11 (3 r, +5 item bonus), Appraise +21 (8 r, class skill), Bluff +14 (14 r*), Craft (alchemy) +19 (6 r, class skill), Craft (armour) +15 (2 ranks, class skill), Craft (blacksmithing) +15 (2 ranks, class skill), Craft (sculpture) +15 (2 r, class skill), Diplomacy +14 (14 r*), Fly +12 (6 r, class skill), Intimidate +14 (14 r*), Knowledge (arcana) +27 (14 r, class skill), Knowledge (engineering) +15 (2 r, class skill), Knowledge (geography) +15 (2 r, class skill), Knowledge (history) +16 (2 r, class skill, +1 trait bonus), Knowledge (local: Great Kingdom) +15 (2 r, class skill), Knowledge (local: Keoland) +15 (2 r, class skill), Knowledge (nature) +17 (4 r, class skill), Knowledge (planes) +29 (14 r, class skill, +1 trait bonus), Knowledge (religion) +15 (2 r, class skill), Linguistics +27 (14 r, class skill), Perception +12 (11 r), Spellcraft +29 (14 r, class skill, +2 trait bonus), Stealth +14 (11 r), Swim +0 (1r)

Altai has taken +1 skill point per level of his favoured class (wizard). The skills marked with (*) are associated with his Amulet of vast intelligence +6.

Traits:
* Scholar of the great beyond: You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks.
* Theoretical magician: You gain a +2 trait bonus on Spellcraft checks.

Clothing: Traveller's outfit (6 lbs.), Salamander cloak, Resilient bracers, Boots of striding and springing, Goggles of night;
Weapons: Staff of fire, Quarterstaff (4 lbs.), dagger (1 lbs), light crossbow w/30 bolts (7 lbs);
Possessions: (30/26 lbs. - medium load; however, Altai can drop his backpack as a standard action and return to Light load) clothing, weapons and combat gear (17 lbs.), Amulet of intellect +6 (increased Int included above), Brooch of shielding, Ring of protection +1, Ring of the beast, Pearl of power II plus backpack containing spellbook, a bedroll, flint and steel, 3 torches, 3 days' worth of trail rations and a waterskin (13 lbs.); nice spidersilk clothes made by the Weavers, a belt pouch containing 23635 gold, 11 silver and 9 copper pieces, Dancing Dryad platinium coin

Other stuff: Alchemical lab equipment (from both the mad alchemist, the hags and the cabal devils), research tomes on alchemy, resarch tomes on green men and Saarm, Granny's knitted nightmare

Spellbook:

8th - Giant form II, Horrid wilting, Incendiary cloud, Protection from spells, Summon monster VIII, Sunburst
7th - Bigby's grasping hand, Mordenkainen's magnificent mansion, Phase door, Plane shift, Prismatic spray, Summon monster VII, Teleport object, Vision
6th - Acid fog, Beast shape IV, Chain lightning, Contingency, Disintegrate, Form of the dragon I, Greater heroism, Planar binding, Sirocco (APG), Summon monster VI, Wall of iron
5th - Animal growth, Break enchantment, Cloudkill, Cone of cold, Dismissal, Elemental body II, Feeblemind, Hungry pit (APG), Polymorph, Summon monster V, Teleport, Telekinesis
4th - Animate dead, Charm monster, Confusion, Detect scrying, Dimension door, Elemental body I, Evard's black tentacles, Enervation, Firefall (APG), Greater invisibility, Leomund's Secure Shelter, Lesser globe of invulnerability, Locate creature, Phantasmal killer, Scrying, Stoneskin, Summon monster IV
3rd - Clairaudience/Clairvoyance, Dispel magic, Displacement, Fly, Fireball, Gentle repose, Greater mage armor, Haste, Lightning bolt, Magic circle against evil, Stinking cloud, Summon monster III, Water breathing
2nd - Alter self, Darkvision, Dust of twilight (APG), Electric vengeance, Flaming sphere, Gust of wind, Invisibility, Melf's acid arrow, Protection from arrows, Repair moderate damage, Scorching ray, See invisible, Summon monster II, Summon swarm, Web
1st - Alarm, Burning hands, Charm person, Enlarge person, Expeditious retrat, Grease, Identify, Lesser orb of electricity, Mage armor, Magic missile, Obscuring mist, Protection from evil, Ray of enfeeblement, Reduce person, Repair light damage, Shield, Shocking grasp, Summon Monster I, Tenser's floating disc
0th - All

Background:

Altai Iscarni was born in Rauxes, the capital of the Great Kingdom of Aerdy, as the youngest child of a family of merchants and minor nobles. During his youth, Overking Ivid V became more and more insane, and his father and uncles became more and more worried the more time they spent at court. Eventually, Altai's father sent his favourite sons to Rel Astra to manage his business; Altai, on the other hand, had never shown any aptitude for, or interest in, business and was sent to university in Kalstrand instead. Just as Altai was completing his studies, Rauxes was consumed by a magical cataclysm, and his graduate school application was denied once the stipend from his family dried up. Always uncomfortable with the Aerdian rulers and now also nervous that the agents of the new Overking of Ahlissa would come looking for anyone with even a tenuous link to the old regime, he decided to leave the Great Kingdom altogether. He spent his last coin securing passage across the Azure Sea, disembarking in Gradsul.

After spending a couple of years wandering the Sheldomar Valley and the Gran March, Altai drifted southwards to Saltmarsh. He currently works as a librarian in the temple of Boccob and spends his free time hanging out at the Lizard's Boat, drinking cheap beer and playing darts. However, even though the job is OK, the pay is terrible, and he is getting ready to do something a little different. Maybe this mercenary job will be the thing he's looking for?

Combat wands:

DC 10 (Type I) or 20 (Type III) Spellcraft skill check to activate, range of 40 or 80 feet. You can add up to your primary casting ability modifier to damage at a rate of +1 for every 3 points you exceed the base Spellcraft check. They hit with a ranged touch attack.

Signature magical items:

Altai has built these magical items:

- Crocodile bone leg, worn by the lizardman chief.
- his Resilient bracers, granting +2 CON and +2 armour bonus
- his Amulet of intelligence +6, which is his bonded object and his shield guardian amulet
- his shield guardian Claw, as well as its weapons and armour

Summoned monsters:

Altai likes conjuring giant insects. He typically call these monsters (his Ring of the beast lets him call up 1d3 critters instead of just one when casting summoning spells):

Summon monster I: Celestial fire beetle
Summon monster II: Celestial giant drone ant
Summon monster III: Celestial giant rhinoceros beetle (use celestial aurochs stats)
Summon monster IV: Celestial giant scorpion (Large size)
Summon monster V: Celestial giant solifugae (use celestial dire lion stats)
Summon monster VI: Celestial giant goliath beetle (use celestial triceratops stats)
Summon monster VII: Celestial giant dragonfly (use celestial roc stats)

Linkboy's spellbook:

Spoiler:

incendiary cloud
protection from spells
summon monster 8
summon monster 7
prismatic spray
dispel magic greater
repulsion
disintegrate
cloudkill
teleport
cone of cold
mage's private sanctum
Horse-eater's spellbook:[spoiler]

6: Permanent image, Mislead, Greater heroism, Planar binding, Summon monster VI, Fluid form

5: Hungry pit, Magic jar, Dream, Wall of stone

4: Stoneskin, Dimension door, Scrying, Greater invisibility, Phantasmal killer, Enervation

3: Fly, Haste, Protection from energy, Displacement, Fireball, Dispel magic, Blood biography

2: Blur, Bulls strength, False life, Mirror image, Scorching ray

1st level......I don't know, but magic missile isn't in there.

Salamander cloak:

Spoiler:
price 6,000(10th)
body slot shoulders
cast lvl 7th
aura moderate; (dc 18) evocation
activ immediate command
wt 1 lb.

This cloak is made from the scales of a reptilian and feels warm. When donned, it erupts in flame, which dances continuously over the surface.

Does damage to those who strike you with natural or nonreach weapons. Flames that cover it do not harm you or objects you touch.

When activated, those that strike you with such weapons take 1d6+7 points of fire damage. This lasts til beginning of your next turn; usable 3x daily.

Prereq: craft wondrous item, fire shield.
cost create: 3000 gp, 6 days.

Gjetost:

Spoiler:
Gjetost, Celestial stone giant (CN Large Humanoid (Outsider))
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

Defense
AC 33, touch 10, flat-footed 32 (+1 Dex, +11 natural (race), +2 natural (amulet), +10 platemail, –1 size)
Hp 144 (12d8+84)
Fort +15, Ref +6, Will +7
Defensive Abilities: Improved rock catching, DR 10/evil, Resist Cold, Acid, and Electricity 15, SR 14

Offense
Speed 40 ft.
Melee Large keen no-dachi +2 +21/+16 (2d8+18/ 15-20 x2)
or Huge morningstar +1 +20/+15 (3d8+17)
or 2 slams +19 (1d8+11)
Ranged rock +11/+6 (1d8+16)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

Statistics
Str 32, Dex 14, Con 24, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +19; CMD 31

Feats: Iron Will, Martial Weapon Proficiency (greatclub), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills: Climb +13, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages: Celestial, Common, Giant

Equipment: Full plate +1, Huge morningstar +1, Amulet of natural armor +2

Special Abilities:
Improved Rock Catching (Ex) A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.

Jolly Green Giant:

Spoiler:

Jolly Green Giant (CR 10):
N Large plant
Init +3; Senses Tremorsense 60’, darkvision 60’, low-light vision; Perception: +12

Defense:
AC 29, touch 12, flat-footed 26 (+3 Dex, +17 natural, –1 size)
HP 150 (12d8+96)
Fort +16, Ref +7, Will +7
Defensive Abilities: Improved rock catching, Resist cold and electricity 10, DR 10/magic and slashing; Fast healing 3

Offense:
Speed 40 ft.
Melee: greatclub +21/+15 (2d8+21) or 2 slams +21 (1d8+14)
Ranged: rock +12/+7 (1d8+21)
Space 10 ft.; Reach 10 ft.
Special Attacks: rock throwing (180 ft.)

Statistics:
Str 37, Dex 17, Con 27, Int 10, Wis 12, Cha 14
Base Atk +9; CMB +24; CMD 36
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills Climb +17, Intimidate +12, Perception +12, Stealth +5; Racial Modifiers +8 Stealth in rocky terrain, +16 Stealth in forested terrain
Languages Common, Giant

Special Abilities
Improved Rock Catching (Ex) A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.
Spell-like abilities (Su) at will - entangle, pass without trace, speak with plants. 1/day - wall of thorns

Stig.



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