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Dumah's page

893 posts. Alias of markofbane.

Profile

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Race

Inactive

Strength 10
Dexterity 14
Constitution 14
Intelligence 19
Wisdom 10
Charisma 10

About Dumah

Neutral Male Human Wizard (Evoker) 7
Medium Size (5'9”, 150 pounds, Eyes: Hazel, Hair: Brown)
Age: 18
Move: 30’
Languages: Common, Draconic, Giant, Gnoll, Dwarven, Elven, Infernal, Celestial, Terran, Ignan, Auran, Abyssal.

Strength 10
Dexterity 14
Constitution 14
Intelligence 19
Wisdom 10
Charisma 10

Initiative: +8 (+2 Dexterity, +2 Trait bonus, +4 Feat bonus)
AC: 12 (16 with mage armor or shield, 20 with mage armor and shield, 10 flat footed)
Melee:
+3 Club (d6, x2, 10')
+3 Dagger (d4, 19-20 x2, 10')
Ranged:
CMB: 3
CMD: 15
Fort: +7
Ref: +5
Will: +6
Hit Points: 54 Total. Currently: 54

Feats/Traits

Spoiler:

B1: Scribe Scroll
L1: Combat Casting
BR: Skill Focus (Perception)
L3: Improved Initiative
B5: Craft Magic Arms & Armor
L5: Improved Fortitude
L7: Craft Wondrous Items
T1: Reactionary: +2 trait bonus on Initiative checks
T1: Looking for Haleen: Class at 1st level is favored class and every time you take level in class, you gain +1 hp and skill pt over and above what you normally gain.

Skills
Spoiler:

Skills: 9 per level (2 class, 4 intelligence, 1 favored class, 1 human race, 1 trait)

Appraise 5+3+4+0 = 12
Craft Alchemy 1+3+4 = 8
Fly 1+3+2 = 6
Knowledge Arcana 7+3+4+0 = 14
Knowledge Dungeoneering 3+3+4 = 10
Knowledge Engineering 1+3+4 = 8
Knowledge Geography 2+3+4 = 9
Knowledge History 3+3+4+0 = 10
Knowledge Nature 2+3+4 = 9
Knowledge Nobility 1+3+4 = 8
Knowledge Planes 7+3+4+2 = 15
Knowledge Religion 5+3+4+0 = 12
Linguistics 7+3+4+0 = 14
Perception 7+0+0+3 = 10
Spellcraft 7+3+4 = 14
Stealth 4+0+2 = 6

Favored class Wizard, used for skill points.
Bonus of +2 to Knowledge: Planes due to additional extensive research.

Spells Memorized/Known

Spoiler:

Spell Save Information
Grease (Reflex or fall/drop, DC 15)
Sleep (Will negates, DC ,15)
Burning Hands (Reflex half, DC 15)
Web (Reflex negates, DC 16)
Flaming Sphere (Reflex negates, DC 16)
Magic Missile (no save)
Obscuring Mist (no save)
Charm Person (Will negates, DC 15)
Glitterdust (Will vs. blinding, DC 16)
Scorching Ray (no save)
Lightning Bolt (Reflex half, DC 17)
Elemental Aura (Reflex half, DC 17)
Fireball (Reflex half, DC 17)

Spells/Abilities Used
Ray of Frost: 0 of 11 used.
Force Missiles: 0 of 7 used.
Bonded Item spell: available.

Spells Memorized
0 Level (4): Detect Magic, Light, Ray of Frost, Presdigitation (each usable eleven times daily)
1st Level (5+1): Mage Armor, Shield, Grease, Magic Missile, Magic Missile, Magic Missile*
2nd Level (4+1): Glitterdust, See Invisibility, Cats Grace, Flaming Sphere*, Flaming Sphere*
3rd Level (3+1): Haste, Haste, Lightning Bolt*, Fireball*
4th Level (2+1): Black Tentacles, Black Tentacles, Wall of Ice*

Spell Book Contents
0 Level: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost*, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Presdigitation.
1st Level: Sleep, Burning Hands*, Grease, Mage Armor, Magic Missile, Obscuring Mist, Feather Fall, Charm Person, Expeditious Retreat, Endure Elements, Protection from G/E/L/C, Shield, Mount, Unseen Servant, Enlarge Person, True Strike.
2nd Level: Web, Flaming Sphere*, Scorching Ray*, Glitterdust, See Invisibility, Cat’s Grace, Fox’s Cunning, Resist Energy.
3rd Level: Haste, Lightning Bolt*, Fly, Fireball*, Elemental Aura*.
4th Level: Black Tentacles, Wall of Ice*.


Class/Race Abilities
Spoiler:

Human Abilities:
Bonus feat, bonus skill and +2 to one attribute (intelligence).
Class Abilities:
Proficiencies: Select weapons, no armor or shields.
Arcane Bond: Ring.
Arcane School: Evocation (Illusion/Necromancy restricted)
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell.
Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. Seven times per day.
Cantrips.
Bonus Feat: Scribe Scroll
Other Special Abilities
+2 to Knowledge (Planes) checks due to intensive studies.


Background
Spoiler:
Dumah’s first memory is of Haleen asking him if he was okay. If he had a place to go. Any family. Most of what Dumah knows of this time of his life comes from Haleen recounting it for him. She found him wandering the streets at the edge of town, covered in sand and fresh scars from burns and blades. The only clue she had to his identity was the battered tome that he clutched to his chest. She took him to her friend, a wizard in the town, to try and identify the book. Though it was mostly ruined, he was able to determine that it was a spell book containing only the most minor of spells, and it was of no use to try and identify the boy. Haleen stayed with Dumah for days until he could speak and act again, slowly recovering from the trauma that had befallen him. When he was feeling better, she left him in the care of her wizard friend, but returning with great frequency to visit him. The kind wizard took him as a pupil, and found him quick to pick up the techniques and master the skills. It wasn’t long before Dumah had read all the books that the wizard had collected, as well as those he could borrow through his connections.

Dumah began to regard Haleen as the older, wiser sister. She always made him laugh and smile when no one else could, and she took great care with him to make sure he was safe and comfortable.

One night, Dumah sneaked from his room and found Haleen and the wizard talking. He listened without revealing his presence and discovered that she was leaving again. Dumah didn’t catch where she was going, but the wizard seemed deeply concerned about her choice to go. She reassured him of her competence and left. That was the last time Dumah or the wizard saw her. Since then, a steady string of acquaintances came and went from the wizard’s home. Some shared the wizard’s concerns about her uncertain fate, and others shared news and rumors about her whereabouts.

Dumah couldn’t remain idle. Reflecting on all he had heard, he decided he would try to find her himself. He would leave toward Kelmarane, perhaps finding others who might aid him in his search, either knowingly or unwittingly. He didn’t have a lot to go off of other than her tendency to fall into danger, but he would search. He had to. And he would brave and conquer whatever dangers may stand in the way for the woman who rescued him at his most vulnerable.


Description
Spoiler:
Dumah has the dusky skin and dark brown hair that are common to this region, right down to the narrow mustache and beard. His hazel eyes are a little lighter than most, but overall not much about him stands out. He is of average height and build. He wears a fine burgundy robe with intricate golden thread work, and underneath that he wears stylish, sturdy boots, a silken shirt and breeches. At his waist he wears a narrow belt with numerous pockets of various size along its length. He walks with a stout acacia walking stick. Whether moving or stationary, he regularly scans his surroundings and just as often lost in thought.

Equipment
Spoiler:

Worn/Carried
Courtier’s Outfit
Club, 3#
Cloak of Resistance +1, 1#
Ring of the Ram, 0 ch
Ring, Bonded Object
False Jewelry, Signet Ring, with pearl mounted inside.
Dagger, 1#
En-Nebi, 1#
Backpack
Backpack, 2#
Bedroll, 5#
Rations, 6 days, 6#
Waterskins, 2, 8#
Waterproof Bag, ½#
Spellbook, 3#, in bag
Book from monastery, 3#
Pouch
Spell Component Pouch, 2#
Spell Components
295 gp, 2 sp
1st Scroll Case, ½#
Scroll, Continual Flame
Scroll, Mount x 5
Ruby Powder, 100 gp worth
2nd Scroll Case, ½#
Ink and 2 inkpens
3rd Scroll Case, ½#
Paper, 10 sheets
Ink: Cont Flame to spellbook



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