Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | Shopping Cart   Shopping Cart | Help/FAQ
  About Paizo     Messageboards     News     Paizo Blog     Help/FAQ  




Pathfinder Society
SEARCH


BROWSE
Vendikon avatar

Altai Iscarni's page

1,648 posts. No reviews. Alias of Vattnisse.

Profile | Recent Posts


Full Name

Altai Iscarni

Race

Human

Classes/Levels

Wizard 9 (Conjuration school)

Gender

Male

Size

Medium

Age

28

Alignment

NG

Deity

Boccob

Location

Saltmarsh

Occupation

Librarian

Strength 8
Dexterity 16
Constitution 16
Intelligence 25
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 quite conservatively, usually in browns and greys. He also tries to keep his magical talents relatively low-profile, and eschews robes, pointy hats and gaudy embroidery.

XP: 65240

Init: +3

Perception: +5, Darkvision 60'

AC: 20 or 16, touch 13, flat-footed 17 or 13; (+4 Shield, +3 Dex, +1 ring, +2 bracers), Brooch of shielding

HP: 53 (9d6+27 HD), damage

Saves: Fort +7, Ref +7, Will +8 (includes Cloak of protection +1)

Speed: 40' (8 squares)

Melee: Quarterstaff +3 (1d6-1/ 20 x2) or dagger +3 (1d4-1/ 19-20 x2)

Ranged: light crossbow +7 (1d8/ 19-20 x2/ RI 80') or dagger +7 (1d4-1/ 19-20 x2/ RI 10')
or Combat wand of fire (type III) +7 ranged touch (1d8+0-3 depending on Concentration check/ 20 x2/ RI 80')
or Combat wand of cold (type I) +7 ranged touch (1d4+0-3 depending on Concentration check/ 20 x2/ RI 40')

Space: 5'; Reach 5'

Base Attack: +4

Combat maneuver bonus: +3

Combat maneuver defense: 16

Concentration check bonus: +16, with an additional +4 to cast spells defensively in melee

Combat Gear: bottle of alchemist's fire, potion of Cure light wounds, potion of cure moderate wounds, potion of Reduce person, scrolls of 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, Arcane turmoil, Darkvision x2, Expeditious retreat x2, Touch of idiocy x2, waterproof Water breathing (CL 6) x6

Wizard spells prepared (CL 9; DC 17 + spell level, 18 + spell level for Conjuration (*)); additionally, his arcane object can cast one spell per day:

5th (2)- Cloudkill*, Telekinesis

4th (3)- Confusion, Enervation, Greater invisibility

3rd (5)- Dispel magic, Fireball, Fly, Haste, Lightning bolt

2nd (6)- Melf's acid arrow*, Protection from arrows, Scorching ray, See invisible, Summon swarm*, Touch of idiocy + Pearl of power II

1st (6)- Enlarge person, Magic misille x2, Protection from evil x2, Shield

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

Arcane bonded object: Amulet of vast intelligence +4 which grants skill ranks in Bluff and Diplomacy

Conjuration school abilities:
* Summoner's charm: Summoning spells last 50% longer
* Acid dart: Touch attack w/30' range; 1d6+4 damage, 10/day
* Dimensional steps: Teleport self up to 270' 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)

Languages: Common, Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Elven, Giant, Ignan, Infernal, Sylvan, Terran

Skills: Acrobatics +8 (0r, +5 item bonus), Appraise +23 (12 r, class skill), Bluff +9 (9r*), Craft (alchemy) +15 (5 r, class skill), Craft (sculpture) +15 (5 r, class skill), Diplomacy +9 (9r*), Fly +8 (2 r, class skill), Knowledge (arcana) +23 (12 r, class skill), Knowledge (engineering) +11 (1 r, class skill), Knowledge (geography) +14 (4 r, class skill), Knowledge (history) +14 (4 r, class skill), Knowledge (local: Great Kingdom) +11 (1 r, class skill), Knowledge (local: Keoland) +11 (1 r, class skill), Knowledge (nature) +14 (4 r, class skill), Knowledge (planes) +23 (12 r, class skill), Knowledge (religion) +11 (1 r, class skill), Linguistics +23 (12 r, class skill), Perception +5 (4 r), Spellcraft +23 (12 r, class skill), Stealth +7 (4 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 +4.

Clothing: Traveller's outfit (6 lbs.), Resilient bracers, Cloak of protection +1, Boots of striding and springing, Goggles of night;
Weapons: 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 +4 (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.); a belt pouch containing 52 gp, 4 sp, 1 cp, Dancing Dryad platinium coin

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

Spellbook:
5th - Cloudkill, Polymorph, Summon monster V, Telekinesis
4th - Charm monster, Confusion, Dimension door, Elemental body I, Evard's black tentacles, Enervation, Greater invisibilty, Lesser globe of invulnerability, Phantasmal killer, Stoneskin, Summon monster IV
3rd - Clairaudience/Clairvoyance, Dispel magic, Fly, Fireball, Greater mage armor, Haste, Lightning bolt, Summon monster III, Water breathing
2nd - Alter self, Arcane turmoil, Darkvision, 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, Touch of idiocy
1st - Burning hands, Charm person, Enlarge person, Expeditious retrat, Identify, Lesser orb of electricity, Mage armor, Magic missile, Obscuring mist, Protection from evil, Ray of enfeeblement, 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) concentration 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 concentration 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 +4, which is his bonded object
- Full plate +1, worn by Stig

Summoned monsters:

Altai likes conjuring giant insects. He typically call these monsters:

Summon monster I: Celestial giant fire beetle
Summon monster II: Celestial monstrous scorpion (medium size)
Summon monster III: Celestial giant rhinoceros beetle (use celestial bison stats)
Summon monster IV: Celestial giant wasp
Summon monster V: Celestial giant stag beetle



©2002–2009 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, the Paizo golem logo, GameMastery, Pathfinder, Planet Stories, and Undefeated are registered trademarks of Paizo Publishing, LLC, and Pathfinder Chronicles, Pathfinder Companion, Pathfinder Modules, Pathfinder Roleplaying Game, Pathfinder Society, PAIZOCON, RPG Superstar, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Amazing Stories is a trademark of, and Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.