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About Justin CaseName: Justin Case aka 'The Human Torch'
Current Effects
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-hit by Isaac 19 pts dmg -hit by spook 8 pts dmg Current HP 25 Stats
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Male, Human(Medium) Alignment: NG Human Stats: +2 to any 1 (20Pt Buy)
Skills
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Acrobatics: (Dex)(cc) Y + Appraise: (Int)(C) Y + Bluff: (Cha)(cc) Y + Climb: (Str)(cc) Y + Craft: (Alchemy) (Int)(C) Y +9 (4, C +3, [2r]) Diplomacy: (Cha)(cc) Y + Disable Device: (Int)(cc) N + Disguise: (Cha)(cc) Y + Escape Artist: (Dex)(cc) Y + Fly: (Dex)(C) N + Handle Animal: (Cha)(cc) N + Heal: (Wis)(cc) Y + Intimidate: (Cha)(cc) Y + Knowledge (Arcana):(C)(Int) Y +16 (5, C +3, [8r]) Knowledge (Dungeoneering):(C) Y +16 (5, C +3, [8r]) Knowledge (Engineering):(C) Y + Knowledge (Geography):(C) Y + Knowledge (History):(C) Y + Knowledge (Local):(C) Y + Knowledge (Nature):(C)(Int) Y +16 (5, C +3, [8r]) Knowledge (Nobility):(C)(Int) Y + Knowledge (Planes):(C)(Int) Y +16 (5, C +3, [8r]) Knowledge (Religion):(C) Y +16 (5, C +3, [8r]) Linguistics: (Int)(C) N +15 (5, C +3, [7r]) Languages gained:(6)See 'Languages' below Perception: (Wis)(cc) Y +9 (2, [7r]) Perform: (Cha)(cc) Y + Profession:(C)(Int) Y + Ride: (Dex)(cc) Y + Spellcraft: (C)(Int) Y +16 (5, C +3, [8r]) 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)
Feats
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1st level: 1 (+1 Human) - Scribe Scroll (Free) - Spell Focus: Evocation +1 DC to Evocation spells - Spell Thematics: Glowing 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
5th level: 2 (1 level, 1 Bonus Wiz)
7th Level: 1
Languages:
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Common, Elvish, Draconic, Abyssmal, Angelic, Fey, Dwarvish, Orkish, Gnomish, Halfling, Sylvan Combat
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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: 52
Saves:
+1 Longsword: +5 (Dmg: 1d8+1 19-20/x2, 3lb, Slashing)
Human Stats
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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 Druidic). 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:
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Specialist: Evocation- (Prohibited Schools: Necromancy, Illusion) Caster Level: 8
Arcane Bond: Necklace/Medallion-Gift from his parents when he went to the Arcane collegium Evocation School Powers:
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 7X/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.
Bonus Spells- Spells/Day :
Spells Memorized: 0= Prestidigitation, Detect Magic, Message, Resistance
(b=Bonus spell, Wiz)
Spells in Spellbook:
Save DC's for spells cast: 0= 15; 1= 16; 2= 17; 3= 18; 4= 19
Wizard Class Info:
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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
Spellbook (Spells listed here for easy reference)
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Read Magic
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.
Ray of Frost
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. Prestidigitation
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. Daze
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.)
Mage Armor
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.
Ray of Flame:
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)
Scorching Ray:
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 5 + 1CL Evocation, +1CL Thematic, +1CL Fiery Burst, +1CL Ring Mystic Fire = 9CL
Inventory
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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,
Magic Items:
Scrolls: 1st lvl spells: Identify, True Strike, Charm Person, XExpeditious Retreat, Endure Elements, Prot/Evil, Summon Monster I, Burning Hands, Enlarge Person,
Bound Item: Amulet: Enchanted as:
Money:
Stuff collected-Chitin from giant beetle, arm bone from Leaf ghost, Familiar:
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Appearance & Mannerisms
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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. Background
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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.
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. NPC's/Contacts:
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Murphenrietta 'Murphy' Cherrywood- Female Halfling Fighter (Paladin?) with the police force.
Thomas Saunders - Human (?) (Emotional Vampire) Half-brother of Justin.
Martin 'Hardcase' Hardisson - Human Paladin of (?)
Marconious Antonius - Kobold Crime Lord (Actual class unknown)
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