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Cayden Cailean

Justin Case's page

1,431 posts. Alias of Ragadolf.

Full Name

Justin Case




Wiz 10

About Justin Case

Name: Justin Case aka 'The Human Torch'
Class: Wizard, (Specialist: Evocation) Lvl 10
Next Level:?
PFRPG rules

Current Effects


-Current Spell effects:
Mage Armor +4AC,
Prot Vs Evil +2AC & resist mental control/effects



Male, Human(Medium)
Alignment: NG

Human Stats: +2 to any 1 (20Pt Buy)
STR: 10 (+0)
DEX: 16 (+3)
CON: 14 (+2)
INT: 21 (+5)(19 + Headband Int+2)
WIS: 14 (+2)
CHA: 13 (+1)
+2 (Human Bonus) to Int at 1st level
+1 (4th level) to Dex
+1 (8th level) to Int



Acrobatics: (Dex)(cc) Y +
Appraise: (Int)(C) Y +
Bluff: (Cha)(cc) Y +
Climb: (Str)(cc) Y +
Craft: (Alchemy) (Int)(C) Y +11 (5, C +3, [3r])
Craft: (metalworking?) (Int) (C) Y +13 (5, C +3, [5r Headband])
Diplomacy: (Cha)(cc) Y +
Disable Device: (Int)(cc) N +
Disguise: (Cha)(cc) Y +
Escape Artist: (Dex)(cc) Y +
Fly: (Dex)(C) Y +11 (3, C +3, [5r;Headband])
Handle Animal: (Cha)(cc) N +
Heal: (Wis)(cc) Y +
Intimidate: (Cha)(cc) Y +
Knowledge (Arcana):(C)(Int) Y +18 (5, C +3, [10r])
Knowledge (Dungeoneering):(C) Y +18 (5, C +3, [10r])
Knowledge (Engineering):(C) Y +9 (5, C +3, [1r])
Knowledge (Geography):(C) Y +
Knowledge (History):(C) Y +9 (5, C +3, [1r])
Knowledge (Local):(C) Y +
Knowledge (Nature):(C)(Int) Y +18 (5, C +3, [10r])
Knowledge (Nobility):(C)(Int) Y +
Knowledge (Planes):(C)(Int) Y +18 (5, C +3, [10r])
Knowledge (Religion):(C) Y +18 (5, C +3, [10r])
Linguistics: (Int)(C) N +15 (5, C +3, [7r])
Languages gained:(7)See 'Languages' below
Perception: (Wis)(cc) Y +10 (2, [8r])
Perform: (Cha)(cc) Y +
Profession:(C)(Int) Y +
Ride: (Dex)(cc) Y +
Spellcraft: (C)(Int) Y +18 (5, C +3, [10r])
Stealth:(Dex)(cc) Y +3
Survival: (Wis)(cc) Y +
Swim: (Str)(cc) Y +
Theft: (Dex)(cc) N +
Use Magic Device:(Cha)(cc) N +

1st level: 8 (2, +4 Int, +1 Human, +1 Favored Class)
2nd level: 8 (2, +4 Int, +1 Human, +1 Favored Class)
3rd level: 8 (2, +4 Int, +1 Human, +1 Favored Class)
4th level: 8 (2, +4 Int, +1 Human, +1 Favored Class)
5th level: 8 (2, +4 Int, +1 Human, +1 Favored Class)
6th level: 8 (2, +4 Int, +1 Human, +1 Favored Class)
7th Level: 8 (2, +4 Int, +1 Human, +1 Favored Class)
8th Level: 8 (2, +4 Int, +1 Human, +1 Favored Class)
9th Level: 8 (2, +4 Int, +1 Human, +1 Favored Class)
10th Level: 8 (2, +4 Int, +1 Human, +1 Favored Class)
*Armor Check Penalty
Bold=skill studied (taken)
C=Class Skill (+3 once ranks spent on it)
cc=cross class
F= Affected by Feat
s=Synergy bonus



1st level: 1 (+1 Human)
- Scribe Scroll (Free)
- Spell Focus: Evocation +1 DC to Evocation spells
- Spell Thematics: 'Glowing Fiery Runes'
Your spells have a visual theme, such as ‘sphere’ or ‘lightning’. Spells you cast have special effects based on your theme, such as Summon Monster I manifesting as the creature springing from a thrown sphere.
1. Since your spells look different, Spellcraft checks to identify what spell you are casting are at +4DC.
2. For each of your current and future caster levels, you may designate one spell as a ‘thematic spell’, which is thereafter cast at +1 effective Caster level.
Note: you cannot make your spell invisible & the effects of your spells are not changed in any way.

3rd level: 1
- Varisian Tattoo: Evocation- +1 CL to Evocation spells,
Cast Dancing Lights #/day = Con mod (2)

5th level: 2 (1 level, 1 Bonus Wiz)
- Intensify Spell (+1) Spells Dmg Max is +5 Lvls
- Fiery Burst: (Reserve, 1d6 dmg/lvl of unused fire spell, 30' range, 5' Radius, Ref save for 1/2 dmg, +1 CL to fire spells)

7th Level: 1
-Metamagic School Focus: 3/day, reduce by 1 lvl cost of metamagic feat applied to spell in specialized school/school focus (Evocation)(KEEP?)

9th Level: 1
-Craft Wondrous Items

10th Level: 1 Bonus (Wiz)

Feat choices: Metamagic: Selective, Toppling, Quicken, Extend, Empower, Elemental, Burning



Common, Elvish, Draconic, Abyssmal, Angelic, Fey, Dwarvish, Orkish, Gnomish, Halfling, Sylvan



AC:15 ; Touch AC:15 ; Flat Footed:12 ;
(Includes Ring of Force Shield)
(17/17/14 w/+4 Mage Armor)(W/ MA & Ring: 19/19/16)
*+2 Dodge bonus to AC when Fighting Defensively (-4 to att)
*+4 Dodge bonus to AC when using the Total Defense Standard Action

HP: 66
Current HP: 66
BAB: +5
Initiative: +3
Speed: 30'
CMB: +5
CMD: 18

Fort: +5 (+3, +2 Con)
Ref: +6 (+3, +3 Dex)
Will: +9 (+7, +2 Wis)

+1 Longsword: +6 (Dmg: 1d8+1 19-20/x2, 3lb, Slashing)
Longsword: (Masterwork, Cold Iron) +4 (Dmg: 1d8 19-20/x2, 3lb, Slashing)(332GP)
Dagger: (Masterwork, Silver) +5/+8 thrown (Dmg:1d4, 19-20/×2, 10 ft., 1 lb, Piercing or slashing) (322GP)
Morningstar: (Masterwork, Cold Iron) +5 (Dmg: 1d8, 20/x2, 6lb, Blunt & Piercing)(316GP)
Force Missile: (Auto hit) Dmg: 1d4+2 ; Usable 8/day (3 + Int bonus)
(as Magic Missile, 1d4 + bonus from Intense Spells Power,
Ranged Touch Spells: +7 to hit (+4 BAB, +3 Dex)

Human Stats


Human Racial Traits
+2 to one ability score: Human characters get a +2 bonus
on one ability score of their choice at creation, to represent
their varied nature.
Medium: Humans are Medium creatures, and have no
bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first
level and one additional rank whenever they gain a level.
Weapon Training: Humans are proficient with any one
martial weapon of their choice, in addition to those granted
by class proficiencies. This weapon must be chosen at 1st
level and cannot be changed. (Longsword)
Languages: Humans begin play speaking Common.
Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as
Favored Class: Humans can choose any one class as
their favored class at 1st level. Once made, this choice
cannot be changed. (Wizard)

Wizard Magic Info:


Specialist: Evocation- (Opposition Schools: Necromancy, Illusion)

Caster Level: 10
CL: 11 for Evocation Spells, CL: 12 for Evocation + Thematic Spells, CL: 13 for Evocation + Thematic + Fiery Burst, CL:14 for Evoc + Theme + Fiery Burst + Ring of Mystic Fire (+2CL for 1st lvl spells with gloves)

Arcane Bond: Necklace/Medallion-Gift from his parents when he went to the Arcane collegium

Evocation School Powers:
1st- Intense SpellsWhenever 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. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

1st -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. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (Currently 8X/day)

8th -Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

20th -Elemental Power (Su): Creatures affected by your spells only receive 1/2 their energy resistance.
Creatures with energy immunity are instead treated as if they have resistance 20 against that

Bonus Spells-

Spells/Day :
(+2 1st lvl, +1 each lvls 2-5 (Int); +1 Specialist each lvl)
0= 4; 1= 7; 2= 6 (10 w/ ring); 3= 5; 4= 5; 5= 4

Spells Memorized: 0= Prestidigitation, Detect Magic, Message, Resistance
1= Ray of Flames (Intensified/MMSF)&(b/T/E/FB/RMF) X2, XMage Armor, Prot/Evil, Summon Monster 1, Magic Missile, Comprehend Languages,
2= Scorching Ray (b/T/E/FB/RMF) X2, Cat's Grace, Summon Monster 2, Glitterdust, False Life (2 slots), Blur (2 slots), Flaming Sphere
3= Fireball(b/E/T/FB/RMF)&(Intensified,MMSF), Summon Monster 3, Dispel Magic, Haste, Fly
4= Black Tentacles, Resilient Sphere, Stoneskin, Pyrotechnic Eruption(T,E,FB,RMF), Summon Monster IV,
5= Summon Monster V, Angelic Aspect, Fire Snake(T,E,FB,RMF), Icy Prison
(b=Bonus spell, Wiz)
(T=Thematic Spell +1 CL)
(E=Evocation Spell +1CL)
(FB=Fiery Burst +1CL to flame spells)
(RMF=Ring of Mystic Fire +1CL to Fire Spells)
(SC=Spell Compendium)

Spells in Spellbook: ADD +2 SPELLS for 10th Level
0- All (PHB)
1- Ray of Flame(E,T,FB,RMF)(SC), Magic Missile(E,T), Mage Armor, Shield, Prot/Evil, Summon Monster 1, Endure Elements, Comprehend Languages, Expeditious Retreat, Burning Hands(E,FB,RMF), Charm Person, True Strike, Enlarge Person, Identify,
2- Burning Sword(E,T,FB,RMF)(SC), Scorching Ray(E,T,FB,RMF), Summon Monster 2, Alter Self, Flaming Sphere(E,FB,RMF), Blur, Resist Energy, Glitterdust, Locate Object, Cat's Grace, False Life,
3- Fireball(E,T,FB) Summon Monster 3, Dispel Magic, Haste(T), Prot/Energy, Tongues, Fly,
4- Black Tentacles, Stoneskin(T), Fire Shield(T,E,FB,RMF), Resilient Sphere, Summon Monster IV, Pyrotechnic Eruption(T,E,FB,RMF),
5- Summon Monster V, Teleport, Angelic Aspect, Fire Snake(T,E,FB,RMF), Icy Prison(T,E)

Save DC's for spells cast: 0= 15; 1= 16; 2= 17; 3= 18; 4= 19; 5= 20
Save DC's for Evocation Spells: 0= 16; 1= 17; 2=18; 3= 19; 4= 20; 5= 21

Wizard Class Info:


Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells, which are drawn from the sorcerer/wizard spell list. A wizard must chooseand prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table4–5. In addition, he receives bonus spells per day if he has a
high Intelligence score. Unlike a bard or sorcerer, a wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Su): At 1st level, wizards forge a powerful bond with an object or creature. This bond can take one of two forms: The first is a familiar, following the standard rules for such creatures (see Familiars) and the second is a bond with an object, using it to cast spells and enchanting
it with even greater powers. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a Spellcraft check or lose the spell. The DC for this check is equal to 20 + the spell’s level. A bonded object can be used once per day to cast any one spell that the wizard knows, just as if the wizard had cast it. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s prohibited schools. A wizard can enchant his bonded object as if he had the required feats. Any powers added to his bonded object are done so at half the normal cost. If the bonded object is a wand, it loses its enchantment when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the subject of an arcane bond is lost or destroyed, it can be replaced after 1 week’s time in a special ritual that costs 200 gp per wizard level. This ritual takes 8 hours to complete.
Cantrips (Sp): Wizards can prepare a number of cantrips, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of cantrips a wizard can prepare each day is noted in Table 4–5 under spells per day. Cantrips are treated like any other spell cast by the wizard in terms of duration and other variables based on level.
School Powers: At first level, a wizard may choose one school of magic to focus on, and two other schools of magic to ignore (called prohibited schools). Wizards who do not choose a school of focus instead gain the powers listed for the universal school and do not need to choose any prohibited schools. Wizards may prepare and cast spells from their prohibited schools, but they do not gain the
specialist bonus ability of their chosen school for that day if they do so.
Each arcane school grants a number of school powers dependent upon the level of the wizard. In addition, each arcane school (except the universal school) also grants a specialist bonus power so long as the wizard does not have any spells prepared from his prohibited schools. See the Spells and Magic chapter for more information.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Powers) plus three 1st level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook.
At any time, a wizard can also add spells found in other wizards’ spellbooks to his own.

Arcane Spells and Armor
Armor restricts the complicated gestures that a wizard or sorcerer must make while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are
bound or if he is grappling (although Spellcraft checks still apply normally). Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

Spellbook (Spells listed here for easy reference)


Read Magic
Level: Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 0 min./level

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.
Focus- A clear crystal or mineral prism.

Ray of Frost
Evocation [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close(25 ft. + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. (Dazed creature can take no actions, but suffers no penalty to AC.)
Material Component-A pinch of wool or similar substance.

Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Focus- A piece of cured leather.

Ray of Flame:
{Evocation (Flame)}
Level: Sor/Wiz 1
Components: V,S,F
Casting Time: 1 Standard Action
Range: CLose (25' +5'/2 lvls)
Effect: Ray
Duration: Instantaneous
Save Throw: See Text
Spell Resistance: Yes

You must succeed on a ranged touch attack to strike a target. The ray deals 1d6 points of fire dmg per 2 caster levels (Max 5d6). The target must also make a Reflex save or catch fire, taking 1d6 fire dmg each round until the flames are put out. (Requiring a DC 15 reflex save, see Catching on Fire, DMG 303)
Focus: a small polished glass lens.
NOTES: at CL 5, +1CL for Evocation, +1CL for Thematic, +1CL for Fiery Burst, +1CL for Ring of Mystic Fire, +2CL for use of Caster Gloves = CL11 :) 5d6 dmg, Empower with Amulet/Spellshard: Ray of Flame for +50% dmg. Add Split Ray Metamagic for 3rd lvl spell for 2 rays. (2nd lvl spell with reduced metamagic)

Scorching Ray:
School: evocation [fire];
Level: sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: one or more rays
Duration: instantaneous
Saving Throw: none;
Spell Resistance: yes

You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

NOTE: CL 9 + 1CL Evocation, +1CL Thematic, +1CL Fiery Burst, +1CL Ring Mystic Fire = 13CL
Currently 3 rays, empower with Amulet/Spellshard:Scorching Ray for +50% dmg. Mem with Split Ray as 4th lvl spell (3rd with reduced metamagic) for extra ray.



Weapons: +1 Longsword, Masterwork Cold Iron Longsword, Masterwork Silver Dagger, Masterwork Morningstar,

Gear: Backpack, Bedroll, Blanket, Traveler's Clothes , 50' hemp rope, grappling hook, waterskin, 7 days trail rations, 6 candles, flint/steel, 6 sheets parchment, 2 charcoal sticks, 5 pieces Chalk, Sack(Empty),

2 Sunrods, 1 Acid(Flask), 2 Tindertwigs, wolfsbane(1 sprig), 1 vial Holy Water, Hooded Lantern, 3 flasks oil, Whetstone, 2 torches, 1Everburning Torch (Wand with Continual Light cast on it),

Belt pouch, 1 Caltrops bag,
Spell Component Pouch, Wooden Holy Symbol, (Both worn on sash/belt)
Traveling Spellbook (Contains all spells known)

Magic Items:
-2 Potion CLW
-2 Potion CMW X
-1 Healing Tile
-1 'Water Globe Bomb'
-Arcanist's Gloves: 2/day (swift Action) +2 CL to 1st lvl spell cast (500GP)
-Boots of Landing: Always land on feet, -2 dice of dmg from fall (NO dmg 20' or less) (500GP)
-Brooch of Shielding (1,500GP) (Auto-absorbs 100pts of Magic Missile)
-Armor Crystal: Iron Ward:Least DR1/- (500GP)
-Chronocharm: Uncaring Archmage: 1/Day, cast 3rd or lower spell of Full Round time as Standard action instead (500GP)
-Ring of Force Shield: +2 to AC, disc of force, free action to turn on/off, no armor encumbrance
-Ring of Mystic Fire: When casting spells with the fire descriptor, gain a +1 competence bonus to caster level. Also, the ring has three charges per day renewed each day at dawn. Spend charges to increase damage of next fire spell. (1: +2d6, 2: +3d6. 3: +4d6)
-Vibrant Purple Ioun Stone-Prism (able to store 3 levels of spell energy, as Minor Ring of Spell Storing)
-Figurine of Wondrous Power: Bronze Griffon
-Wand of Lightning (?Dice?, ?charges?)
-Melesarn,'Love Stone' (+1 CHA Stone) (Needs to be set in jewelry)
-Headband of Vast Intelligence +2 (Skills: Fly,Craft[metalworking])
-Ring of Wizardry II

Scrolls: 1st lvl spells: Identify, True Strike, Charm Person, Expeditious Retreat, Endure Elements, Prot/Evil, Summon Monster I, Burning Hands, Enlarge Person,
Scrolls: 2nd lvl spells: - Scorching Ray, Flaming Sphere, Locate Object, Blur, Resist Energy, Glitterdust
Scrolls: 3rd lvl spells: - Fireball, Summon Monster 3, Dispel Magic, Fly,
Scrolls: 4th Lvl Spells: - Summon Monster IV, Fire Shield,

Bound Item: Amulet: Enchanted as:
1) Empowered Spellshard: (1st lvl: Ray of Flames) 3/Day, The caster can Empower (As Feat) the spell the shard is attuned to when he casts it. (1,500GP to buy, costs 750 to make, costs half for bound item=375GP)
2) Empowered Spellshard: (2nd level: Scorching Ray) 3/Day, The caster can Empower (as Feat) the spell the shard is attuned to when he casts it. (3000GP to buy, 1,500 to make, costs half for bound item-750GP)

GP: 1
SP: 7
CP: 10

Stuff collected-Chitin from giant beetle, bones from Leaf ghost, 2X Porcelain Mask from Demon-Ghost (Wrapped in silk with holy symbols embroidered in it with gold and silver thread), Bandages from Giant Mummy w/ 'natural' necromatic aura.



Appearance & Mannerisms


Justin Case is a tall, thin man who always looks like he is on the verge of being very hungry. And he usually is. He dresses in heavy traveling clothes, as his chosen job tends to be hard on his wardrobe. He avoids the typical wizards' robes as impractical, (Unless he is working in his tiny lab, which is underground and therefore usually cold and clammy. He is convinced that this is the reason Wizards starting wearing robes to begin with.) He normally wears the typical Travelers heavy boots, pants and shirt, all in dark, earthy tones and colors. He almost always wears his long, heavy leather coat with hood, no matter the weather. He keeps his black hair trimmed to shoulder length, and his goatee trimmed neatly. When he thinks about it.

Justin Case believes in confronting a problem directly, preferably with an overabundance of flame spells. He is blunt, obnoxious, and offensive to his opponents. But this is usually on purpose to get people off their guard and get them to reveal something or do something stupid. He is brash, wise-cracking and hard-headed. He is nevertheless attractive to, and attracted TO, the ladies. He could probably be a real lady-killer if he tried. Unfortunately (or fortunately) he is usually too busy trying to pay his rent and keep the bad guys off his back to ever have more than short-term relationships. He is easily one of the smartest men you'll ever meet, but he knows this, and it makes him a little arrogant and a lot over-confident. He is unfortunately not quite as clever as he thinks he is.

The are many reasons that James specialized in Evocation spells. One is that he has a natural talent for it. He claims that he can feel the magic when he is casting, the fire in his blood singing. The reason that Necromancy is one of his opposition schools is that he cannot in good conscience cast a necromancy spell. You have to believe in what you are doing to work magic, and Justin feels that magic is the source of life, not death. The reason that Illusion is his other opposition school is that he basically stinks at it. Something about needing calmness and patience to craft a good illusion. Not Justin's strong suites.

Justin's Bound Item is a medallion, a necklace that was given to him by his parents when he went off to school. It is all he has left of his old world, and life.

Justin's usual plan when confronted with a problem, or villain, is to blast it until it stops moving. If the creature is immune to his spells, or to magic in general, (which seems to happen with disturbing regularity), Then he does his best to get to safety, usually summoning a creature to cover his escape, and figure out how to deal with it later. If given time to plan, he can be quite imaginative. And his plans usually involve at least 3 steps to them. 2 more than his opponents usually give him credit for.

Basic combat strategy is to cast defensive spells, (Mage Armor, Prot/Evil) time permitting. Test an opponent for possible weakness with a variety of Energy Rays, also time permitting. Then unleash a devastating barrage of his most powerful spells. If it's still standing, run. Fast. Conjuring a critter to cover his escape, time permitting. ;) He is clever enough to use the environment to his advantage when possible. (If the enemy is immune to his spells, the building he's standing in usually isn't.) His one major weakness is his concern and dedication to protecting the innocent. He has willingly walked headlong into many traps that he was aware of, simply because it was the only way he could think of to protect innocent lives.

Justin has defeated several opponents who were more powerful than him. But only after having time to study them for possible weaknesses and devise a strategy. And he always had the help of friends. And he is usually lucky.



Justin Case was a wizard in training in one of the most prestigious Wizards Universities on his home world. He was intelligent, good looking, and had potential. He was more than reasonably well-off from a respected family, and his career looked good, which attracted all sorts of 'friends'. In short he had everything that he thought he could want.
HE had two primary mentors at the University. Caldric was gruff, wizened older Wizard who tried to steer Justin right. He taught Justin that magic was the life-blood of the universe, that just like everything else there was a right and wrong way to use it. And that just because he COULD do something with magic didn't mean that he SHOULD. Caldric also hinted that the universe was far larger than Justin suspected, and tried to get him to investigate everything that he saw.
Althor was Justin's favorite teacher though. He was a powerful Sorcerer, and younger than most of the other instructors of the University. He had political aspirations and the contacts to help him reach his goals. He found a willing protege' in Justin, who had visions of wielding the power of politics in one hand and his spells in the other, all while living the good life easily provided to him by both.
But Power and politics don't mix, and Althor was no exception. He had dreams of power far greater than anyone suspected, and he had Charmed and Geased Justin and a few other students into helping him with a working of dark magics long forbidden. But Caldric was a former agent of the realm. He had long suspected Althor's diabolical leanings, and it was he who interrupted the ceremony and broke the Geas on the still-surviving students. From there it quickly degenerated into a firefight between a powerful but aging Wizard, and a powerful and angry Sorcerer, with a darkly swirling Gate to who-knew-where for a backdrop. Justin came to, his mind freed from Althor's enchantments, just in time to see Caldric's defenses crumble. With a cry of pain and rage, Justin unleashed his own spells upon Althor in a powerful barrage that no one had known Justin was capable of. Althor fell backwards in the unexpected assault, but this was the final straw for the unsupervised Gate, and it exploded into rainbows, noise and darkness.

Justin woke to find himself in Sigil, the city of doors. He has no idea if Althor and Caldric are dead, or alive, in Sigil like him, or whatever. No one he talked to seems to know anything about his home town, or country, or world. But they all assure him that if there is a way back, it is in Sigil.

Justin quickly discovered that no one gives anything for free in Sigil, and he arrived woefully unprepared for a journey. And while his marketable talents are undeniable, he unfortunately has a conscience, and casters seem to be a dime a dozen in this accursed city. He has managed to set himself up with a little shop where he peddles his talents as a Wizard for hire. He helps clients out with problems, from mystic guard duty to investigating strange robberies to helping find missing persons. He uses his meager income and his traveling jobs to explore this new world, and try to find a portal back to his home world.

On one of his extra-planar jobs, he took time for a side trip to rescue a damsel in distress and return her to her people. (A tribe of semi-nomadic dark skinned people who called themselves 'Varesians'.) The girls father was so grateful to Justin that he convinced the tribe to honor him with a tribal tattoo, which Justin reluctantly accepted. He has since gleefully discovered that it increases his already formidable evocation spells.

At this moment Justin is 'between jobs'. Which is a polite way of saying that his rent is due and his cupboard is bare. The (relatively) nice barkeep at his local pub has allowed Justin to stretch his credit about as far as he is going to. Justin wouldn't classify himself as 'Desperate', but he' s definitely looking for an opportunity to make a little money.



Murphenrietta 'Murphy' Cherrywood- Female Halfling Fighter (Paladin?) with the police force.
Murphy is a Sergeant assigned to (Basically) the same run-down area where Justin hangs his hat. Her squad gets all the 'weird' calls, (And for Sigil, THAT'S saying something!) She calls him in occasionally as a 'free-lance consultant' on a few cases when she can. And calls on him even more often when she can't. Justin always ends up helping her out. But according to his tally sheet, she owes him a lot more favors than he does her. She has never displayed any overtly Paladin-esque powers or abilities, but Justin once caught a glimpse of her with a true seeing spell active. She appeared as a tall, angelic being dressed in pure white bearing a blazing sword.
She is a shorter than average, but perfectly-proportioned attractive specimen of Halfling womanhood. She is blond, feisty and determined, and got to where she is by perseverance, hard work, and guts. She is VERY sensitive about her height, and brooks no wise-cracking about it. She is a good-natured soul, but is surrounded by constant strife and turmoil, and so seems to lack the general Hobbity happy-go-lucky attitude at first glance. She is bound and determined to do her duty and protect the persons of her neighborhood from danger. And goes to great lengths to fulfill what she sees as her duty. Both to her job and to her friends. Whether an intelligent person would or not.

Thomas Saunders - Human (?) (Emotional Vampire) Half-brother of Justin.
It turns out that Justin's father knew all about the Multiverse, and apparently Sigil, since that is where Justin found his shorter, and more attractive, but otherwise almost identical half-brother. Thomas was born into a family of 'emotional vampires' care of a seduction (possibly not entirely unwilling) of Justin's father. Children born of these unions do not always become vampires themselves, but Thomas did. The emotional vampires are not as physically strong and powerful as their more blood-thirsty cousins. (but can make themselves much faster and stronger than a normal humanoids for short periods of time), So they make up for this 'weakness' by being the masters of subtlety, trickery and charm. And they are not 'technically' undead. Although they share many of the same weaknesses, (holy symbols) but not all. They are not affected by sunlight, for example. They gain energy from draining their victims energy thru intimate contact. Usually (but necessarily) sexual. It is easier for an emotional vampire to avoid leaving victims if they are careful, since they leave no marks like the sucking of blood does, but they are just as capable of draining and killing their victims all the same.
Thomas is trying very hard to NOT kill anybody, because he has a girlfriend whom he truly loves, but he has to eat. And his helping of his half-brother out of tight spots usually puts a drain in his reserves, which makes him hungry,... He has already been kicked out of his family (officially, there is a lot of tricky, sneaky stuff going on) by his sister who now runs the 'family business'. And he has set himself up in a swanky neighborhood as a,...
Hair stylist. This allows him to engage in (mostly) safe intimate contact with willing females, providing both a steady diet, and a steady income of return customers who always come back because "NO one makes me feel like YOU do Thomas!"

Martin 'Hardcase' Hardisson - Human Paladin of (?)
Martin is a paladin with a special quest. Besides always doing good deeds, etc., etc., He is tasked with tracking down and recovering 30 cursed coins of his deities' vile opposite. His task is made more difficult in that these coins grant their bearers great and diverse powers. They are each individually inhabited by a outer planar being who grants the bearer great powers if they grant the being 'just a little more' control. Some are very attractive and sneakily manipulative, others are more bestial and tear down and destroy the minds of their bearers in order to have complete control. All are dangerous. In order to help with his quest he carries a magical holy sword that whose blade is created from a holy artifact of his faith. He usually works with 2 other paladins carrying similar swords. Paladins of their faith have been trying to complete this quest for decades. But every time it seems like it might finally be fulfilled, some dipstick takes out a captured coin 'Just to see if it can be used for good, how hard can it be?' And releases some of the captured coins back into the multiverse.
Martin is a devout and religious man with deep and great faith. He is always calm, even in the face of adversity, (sometimes he seems to be calmer as the situation worsens,) and sees every challenge as a chance to prove his faith in his deity well-placed. He is very preachy, always proclaiming the glory and joy of his deity, but never forceful or pushy about it. (He is very "If you live long enough, you will see that I am right, and you will thank me for telling you about it" as opposed to "If you do not agree with me you are DOOMED!") He met Justin entirely by accident during a battle with a coin-wielder, it happened to take place on the same block where Justin was having an 'intense negotiation' (A negotiation involving Evocation spells,) with representatives of a formidable crime boss. (See below) Martin helped Justin, Justin helped Martin, the two decided they had almost nothing in common, and have been fast friends ever since. When Martin wants help with the mystical side of a coin-wielder he calls Justin, and Justin calls his large, big-hearted friend when he needs a little muscle or a calmer head.

Marconious Antonius - Kobold Crime Lord (Actual class unknown)
'Marconi' is a short, stocky bad-@$$ who has managed to carve out a little niche of his own in the seamy underside of Sigil. Unlike most of his shorter brethren, he is extremely driven and focused. He is also deadly calm. Always. No matter what. If you ever see him lose his temper, something has gone very, VERY wrong, and it would probably be safer for you on another plane. ANY other plane. He does not like for his affairs to be brought to the attention of the authorities. He likes to take care of his business himself. Many people who have caused problems, either for him, or the locals or authorities have disappeared, never to be seen again. He met Justin when he asked Justin how much it would cost to hire him to NOT assist 'Murphy' in the solving of a particularly brutal killing, when one of the victims happened to work for 'Marconi'. Justin told him he couldn't afford him. Since then they have been back and forth, never friends, but having developed a grudging admiration and respect for each other. Despite the fact that whenever they cross paths, something of Marconi's suddenly becomes flammable,...
'Marconi' is driven by something, but no one knows what. While he is a despicable character, who promotes all of the worse vices you can imagine for the sake of making money, he is (apparently) not heartless. Many people who have fallen victim to the violence which accompanied his rise to power have found themselves the recipient of monetary gifts from strangers, or having difficulties with home or finances suddenly cleared of obstacles. In fact, the violent crime rate in his turf has actually decreased dramatically since he took over, as safe, prosperous citizens can more easily avail themselves of the entertainments he would rather be making money off of.
‘Marconi’ always dresses in suits that cost more than Justin could make in a month. A GOOD month. And he is always accompanied by various hirees and thugs (‘bodyguards’) But the one constant is his primary enforcer/bodyguard Horace.
Horace is a gargoyle that looks like he was carved from a statue of an ape. And acts about as smart. But he is unflinchingly loyal to the little kobold, obeys him without question, and would willingly sacrifice his life for his boss. Horace is usually dressed in similar style to his boss. But no matter how well-made or customized the suit is, it always looks just a size too small on the gargoyle.

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