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Raistlin

Jordan Andosano's page

199 posts. Alias of Chainmail.


Full Name

Jordan Andosano

Race

Elf [hp = 12/12; AC12/T12/ff10; F +0; R+2; W+3 CMD 12]

Classes/Levels

Wizard 2 (Sin Mage/sloth)

About Jordan Andosano

Jordan Andesano
Male Elf
Ability Scores: Str 9, Dex 14, Con 10, Int 19, Wis 12, Cha 12
Wizard (Conjurer/Thassilonian Sin Specialist=Sloth) 2
CN Medium
Move = 30'
6' 2" and 192#
Init: +4(+8 w/ familiar), Perception: +3 (+5 w/ familiar)
Languages: Common, Thassilonian, Elvish, Draconic, Abyssal, Aklo, Undercommon, Terran
Favoured Class: Wizard
Favoured Class Bonus
1st - HP;

appearance:

Most elves look graceful, and Jordan is no exception. But instead of being slim, wiry, and lithe, he is quite bulky. Though he moves with grace, it is a lazy grace where every movement is calculated to expend the minimum amount of energy.
Jordan's face reveals he has tasted the finer things life has to offer. His eyes and cheeks are somewhat red; he has small fat rolls on his neck and cheeks. His fingers are stained with tobacco stains and he smells faintly of expensive pipe tobacco.
His eyes even open just enough to look through the lids. His gait is heavy footed for an elf. Although he probably could lighten his footfalls, he does what seems to be easy, a clomping gate in his reinforced, expensive riding boots.

ministats:

hp = 12/12
AC12/T12/ff10
F +0; R+2; W+4 CMD 12

OFFENSE
Dagger 0, d4, x2 19-20
Base Atk: +1, CMB: 0
DEFENSE
AC 12, touch 12, flat-footed 10 CMD12
hp 12 (2d6+2)
Fort +0, Ref +2, Will +4

Spells
Opposition Schools: Evocation, Illusion
Known Wizard Spells/Spellbook (CL 1st):
0 - All.
1st - Read Magic/Summon Mon I/Sleep/Charm Person/Grease/Enlarge Person/Identify/Protection from Evil/Mount

Memorized Spells 3 0 lvl/3+specialist 1st lvl:
X=used
0 DC 15 Message/Detect Magic/Daze/Prestidigitation
1 DC 16 XGrease/XGreases(DC16)/XEnlarge Person/XSummon Mon I/XSummon Mon I

Elven racial abilities and traits
Standard Racial Traits
•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Elves are Humanoids with the elf subtype.
•Base Speed: Elves have a base speed of 30 feet.
•Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
•Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
•Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits
•Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Offense Racial Traits
•Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Senses Racial Traits
•Low-Light Vision: Elves can see twice as far as humans in conditions of dim light[/spoiler]

Conjurer abilities(teleportation subschool)

The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Sin Mages
Only wizards can truly follow the ancient philosophies governing Sin magic. The choice to specialize in Sin magic must be made when a character first becomes a wizard. Once the choice to do so is made, it cannot be changed.

Benefits: A Sin mage receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard's school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.

Restrictions: A Sin mage does not get to customize his choice for opposition schools—his opposition schools are determined for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Sin mage can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

Sloth (Conjuration)
Sin mages who follow the path of Sloth enlist agents and minions to perform their tasks, or create what is needed as it is needed.
Prohibited Schools: evocation, illusion.

Nemesis (Story Feat):

A past enemy seeks your ruin.

Prerequisite: You must have at least one enemy who wishes to cause you great harm. If you have multiple enemies, the GM may keep the specific nemesis secret, or have many of your enemies work together against you. If your nemesis is not already a challenging foe, it either advances in strength to become a challenging foe or allies with others to achieve a higher challenge rating.

Benefit: Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available.

Goal: Slay your nemesis. Causing your nemesis's death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn't count.

Completion Benefit: You gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat.

Special: Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down.

FEATS: Spell Focus (Conjuration); Scribe Scroll (Class); Alertness(from familiar)

SKILLS: 7pts/level (+1/level story feat)

Acrobatics +2 (+2 Dex)
Appraise +4 (+4 Int)
Climb -1 (-1 Str)
Concentration +8 (+2 lv1, +4 Int, +2 trait)
Diplomacy 0
Handle Animal +7 (+2 Rank, +3 Class, +1 Cha, +1 trait)
Heal +1 (+1 Wis)
Knowledge (Arcana) +9 (+2 Ranks, +3 Class, +4 Int)
Knowledge (Religon) N (+0 Ranks, +3 Class, +4 Int)
Knowledge (Nature) +8 (+1 Ranks, +3 Class, +4 Int)
Knowledge (History) +8 (+1 Ranks, +3 Class, +4 Int)
Knowledge (Dungeoneering) +8 (+1 Ranks, +3 Class, +4 Int)
Knowledge (Local) +9 (+1 Ranks, +3 Class, +4 Int +1 blue book)
Knowledge (Engineering) +8 (+1 Ranks, +3 Class, +4 Int)
Knowledge (Nobility) +8 (+1 Ranks, +3 Class, +4 Int)
Knowledge (Planes) +8 (+1 Ranks, +3 Class, +4 Int)
Linguistics +9 (+2 Ranks +3 Class, +4 Int)
Perception +3[+5] (+1 Wis +2racial) [+2 w/familiar]
Sense Motive +1[+3] (+1 Wis) [+2 w/familiar]
Spellcraft +9 (+2 Ranks, +3 Class, +4 Int)

TRAITS:
Reactionary (+2 init)
Exchange Agent (Language=Thassilonian / Skill= Handle Animal)
Shrouded Casting (Eschew materials for conjuration school spells)
Drawback: Power-Hungry
You’re addicted to power.
Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power

Dinosaur, Compsognathus familiar
This small reptile has a snake-like neck and head, a bird-like body with strong legs for running, and a whip-like tail.

Compsognathus CR 1/2

XP 200 N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d8+2)
Fort +4, Ref +4, Will +0

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
Skills Perception +4, Swim +10

SPECIAL ABILITIES
Familiar
The master of a compsognathus familiar gains a +4 bonus on Initiative checks.

Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Pet Dog--Guard Dog
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Offense
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
Statistics
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Background:

Jordan Andosano was the youngest and fifth-born son that came to rich, magical couple late in their years. He had four older sisters, and in a magical elven family, they aided in his magical tutelage. Sequestered and sheltered, they attempted to make him ambitious, studious, and diligent. They succeeded greatly in the first two, but failed spectacularly on the last. Enamored with magic, Jordan is attracted to the power and allure of magic, but does not wish to put in hard work. He finds books and papers attractive, but is averse to any physical labor or activity. His pale skin has not seen much of the sun. Jordan has went so far as to procure animals to help him. He currently owns two dire rats and a guard dog, and uses them to do things he rather would not. The two rats are each trained to turned the pages in his spell book and other books.
Jordan was excited to find a cult of powerful necromancers that were attracted to the lore, legend, and artifacts of Thassilon, and studied with them for many years. They were obsessed with uncovering clues leading to their school of necromancy and willing to go to great lengths to achieve necromantic knowledge that would extend lives by allowing them to become lichs. He learned some magical abilities from them, but spurned the invitation to join them, and he earned the wrath of some of the other students. He removed and item of power from their magical library, dark tome he has yet to translate. This book was the property of another mage studying there. When the necromancers found out, he joined the Pathfinder Society and requested a transfer to anywhere. Luckily there were opportunities in Magnimar.
Jordan shared the ambitions of the Pathfinder Society to learn secrets and feels they have a hidden agenda. He joined the Society to be part of this organization and learn some of their secrets.
Jordan is enamored with magic and power. He has pursued conjuration magic as a means to avoid having to do work himself. Traveling and physical exertion annoy him, so he has taken to summoning creatures and blinking through space to avoid exerting himself. His laziness and aptitude have allowed him to cast conjuration magic without accessing the materials a mage typically needs. He has hoped the trip to Magnimar will keep his enemies from finding him (hook).

gear:

Scholar's Outfit
Guard dog(25gp)
2 Dire rats(10gp)
Club (3lbs
Blue book (5gp/3lbs.)
Portrait Book(10gp/3lbs.)
Spell Book (3lbs.)
Dark Tome (3lbs.)
•backpack 2 gp 2 lbs*
•bedroll 1 sp 5 lbs*
•1-pint flask 3 cp 1.5 lbs
•3 days' trail rations 1.5 gp 3 lbs*
•hooded lantern 7 gp 2 lb
•2 pints of oil 2 sp 2 lbs
•3x chalk 3 cp
•caltrops 1 gp 2 lbs
5 pieces of parchment and inkpen (2.1gp)
.5 oz of ink (4gp)
5 tanglefoot bags
light crossbow
thieves' tools
smokestick
Wealth 2.14gp Weight=32.1 lbs
Without Pack = light encumbrance


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