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Artemis Entreri

Kajetan Armann's page

394 posts. Alias of All DMs are evil.

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About Kajetan Armann

This is a character for the Age of Darkness .

Spoilers are there only to save space, feel free to go clicking.

RP personality key words:
+ Reserved, shy around women, book worm, seeker of knowledge.
- May go to extremes to get or protect knowledge, obsessive.

Male, Human, Wizard (Specialist Diviner)
Level 4
Chaotic Good
Medium, Speed - 30ft (20ft Medium Load)
5'8", 160lbs

Ability Attributes

Spoiler:

Str. : 9 (-1)
Dex. : 12 (+1)
Con. : 10 (+0)
Int. : 20 (+5)
Wis. : 13 (+1)
Cha. : 15 (+2)

Saves

Spoiler:

Fort: +1(class) +0(con) = +1
Ref: +1(class) +1(dex) = +2
Will: +4(class) +1(wis) = +5

Armour Class & Hit Points

Spoiler:

AC: 11, Touch: 11, FF, 10
(Dexterity +1)

HD: 4d6+0 (Rolls: 6,4,5,6)
Max HP: 21
Current HP: 21

Combat

Spoiler:

Base Attack: +2
CMB: +1
CMD: 12
Initiative: +1(dex)+2(half level) =+3 Always can act in surprise round!

Melee
Dagger
Melee - +1 Attack / 1d4-1 Damage, Critical 19-20 X2, Type P or S
Ranged - +3 Attack / 1d4-1 Damage, Critical 19-20 X2, Type P, Range 10 ft.
Light Crossbow
+3 Attack / 1d8 Damage, Critical 19-20 X2, Type P, Range 80 ft.
Currently holding 12 Bolts

Skills

Spoiler:

*Class Skill
# Skill with max ranks
~Only 1 rank (effectively add one rank 1 skill per level)
Based on 9 Skill Points per level
Skill points per level: 9 (+1 Human, +5 Int, +2 Class, +1 favoured class bonus)

SKILLS ARE AT LEVEL 4
Acrobatics:
*Appraise: +5 (+5 Int)
Balance: -2 (+1 Dex, -3 Check Penalty for Medium Load)
*#Bluff: +12 (+2 Chr, 4 ranks, +2 Deceitful, +3 class skill, +1 fast talker)
Climb: -4 (-1 Str, -3 Check Penalty for Medium Load)
*Craft:
Diplomacy: +2 (+2 Chr)
Disable Device:
Disguise: +4 (+2 Chr, +2 Deceitful)
Escape Artist: -2 (+1 Dex, -3 Check Penalty for Medium Load)
*Fly:
Handle Animal:
Heal: +1 (+1 Wis)
Intimidate: +2 (+2 Chr)
*#Knowledge (Arcana): +15 (+5 Int, 4 ranks, +3 class skill, +3 Skill Focus Feat)
*#Knowledge (Dungeoneering) : +12 (+5 Int, 4 rank, +3 class skill)
*~Knowledge (Architecture and Engineering) : +9 (+5 Int, 1 rank, +3 class skill)
*#Knowledge (Geography) : +12 (+5 Int, 4 ranks, +3 class skill)
*#Knowledge (History) : +12 (+5 Int, 4 ranks, +3 class skill)
*~Knowledge (Local) : +9 (+5 Int, 1 rank, +3 class skill)
*~Knowledge (Nature) : +9 (+5 Int, 1 rank, +3 class skill)
*~Knowledge (Nobility and Royalty) : +9 (+5 Int, 1 ranks, +3 class skill)
*#Knowledge (Planes) : +12 (+5 Int, 4 ranks, +3 class skill)
*#Knowledge (Religion) : +12 (+5 Int, 4 ranks, +3 class skill)
*Linguistics:
Perception:
Perform:
*Profession:
Ride: +1 (+1 Dex)
Sense Motive: +1 (+1 Wis)
Slight of Hand:
*# Spellcraft: +12 (+5 Int, 4 ranks, +3 class skill)
Stealth:
Survival: +1 (+1 Wis)
Swim: -4 (-1 Str, -3 Check Penalty for Medium Load)
Use Magic Device:

Racial, Class, Traits and Feats

Spoiler:

Racial - HUMAN
+2 to One Ability Score: Intelligence.
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.
Class
Proficient with Club, Dagger, Heavy and Light Crossbow and Quarter Staff
Proficient with no armours
Arcane Bond (Ex or Sp): Wand At 1st level, wizards form a powerful bond with an object. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots
Divination School
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Opposition Schools: Evocation and Abjuration.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Scrying Adept (Su): At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.

Feats
Bonus Trait 1:Focused Mind: Your childhood was either dominated by lessons that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Bonus Trait 2: Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Human: Skill Focus - Knowledge: Arcana
1st Wizard: Scribe Scroll
1st level: Eschew Materials
3rd level: Deceitful
Ability increases:
4th level = +1 Intelligence

Equipment

Spoiler:

armour
N/A

Weapons
Dagger (1lbs )
Light Crossbow (4lbs )
Quiver + Bolts 12 (1.2lbs )

Adventuring gear
BONDED ITEM- wand of cat’s grace at Caster Level 5 with 23 charges Backpack (2lbs)
Scroll Case - containing make-shift map
1 oz vial ink
Belt Pouch
3 Days Trail Rations (3lbs)
Water Skin (4lbs)
Spell Component Pouch
Flint & Steel
Travellers Outfit (5lbs)
Bedroll (5lbs)
Winter Blanket (3lbs)
Ink Pen
4 Sheets Parchment
Sack (0.5lbs)
Pound of Soap (1lbs)
Jirkin's Tome: (3lbs)
LVL0: Detect Magic, Read Magic, Ray of Frost, Ghost Sound, Light, Disrupt Undead, Resistance
LVL1: Magic Missile, Silent Image, Shocking Grasp, Disguise Self, Ray of Enfeeblement, Colour Spray.
Goblin's Tome: (3lbs)
[Smaller]LVL0: Daze, detect poison(d), detect magic(d), mage hand, mending, read magic(d)
LVL1: Alarm, obscuring mist, ray of enfeeblement, sleep, summon monster I
LVL2: Blur, Spectral Hand, Summon Monster II, Hideous Laughter.

From destroyed book:
Protection from evil.
Four ceramic tablets: arcane scrolls containing the following spells, all cast at CL 7 (one to a ‘scroll’): mage armour, summon monster 2, dispel magic, dimension door
Spell Book: See Spell Section (3lbs)
Light Load: 30 / Medium Load: 31-60 / Heavy Load: 61-90
Lift over Head: 90 / Lift off Ground: 180 / Push or Drag: 450
Current load is about 40lbs.

Kajetan (last appraised at level 4)
* 28 ancient gold coins - worth more to a collector?
* 64 ancient silver coins (tarnished) - worth more to a collector?
* 1 x bracelet / armband - 300 gp each
* large emerald (set in rusted iron sceptre) - maybe fake?
* large silver bowl (carved with animal images) - 500 gp

Magic

Wealth in safe place?
PP
GP:
SP:
CP:

Wealth carried in pouch beneath robes.
PP: 0
GP: 29
SP: 71
CP: 69

Gems: 12 Misshapen Pearls (Est. 10 GP Each)

Spells Prepared

Spoiler:

Languages and Experience

Spoiler:

Languages
Lorin, Atuscan, Halfling, Thuringian, Karandic, Norsk

Experience
Current Experience 17,320
Needed For Next Level: 23,000

Description and Personality

Spoiler:

Kajetan is of medium height with a slight build. He has olive skin and brown hair like other Lorin’s. What stands out are his deep lavender eyes that sparkle when light hits them. He attempts to keep his hair cut short and his face relatively clean shaven, but when he is on a mission of knowledge, his hair can become long and unkempt and his face can show several days of growth. He has no visible scars, and he comes across as very learned and bookish.
His hair is currently on the longer side (just about shoulder length). His face has several days of stubble. Due to the cooler climate, he hides his face under the hood of his cloak, when possible, to help hide his Lorin heritage.
In one word: Self-Absorbed. Kajetan is always on the hunt for knowledge. He would never outright lie or intentionally hurt somebody to gain knowledge, but his obsession for learning has caused some tense situations. Kajetan is also self-absorbed. Coming from an learned environment, Kajetan has never seen battle. While curious and adventurous when it comes to the pursuit of knowledge, his true courage has never been tested.

Back Ground

Spoiler:
Born to a wealthy merchant, Kajetan had some of the finest teachers and access to books and libraries. At a young age, he learned that he was able to do pick up tricks that helped him succeed in his studies. Not realizing that these tricks were magic spells, he kept his ability a secret to not give away his advantage.
He was a voracious reader and study was his hobby. Quite self-absorbed in his work, he did not take notice of creating light when it got dark. He took for granted his ability to understand ancient languages with merely a thought. His favourite ability was to create a sound across the library room to distract the user of a book he sought so he could sneak up and swipe it. His favourite subject was everything and he spent all of his time learning it. Realizing soon enough that not everything could be learned in a book, he sought out different experts in fields of study to also get hands on knowledge of how things worked.
Then one night of study he pulled down a dusty tomb hidden beneath more dusty tombs. When he opened it, the casing was hollow. Inside lay a rolled up piece of parchment. Unfurling the animal skin, he found the document over six feet long written in ancient script. It took him several days to make literal sense of the scroll. When he finished, he found a tiny reference to something called the Tomb of Knowledge .
With a new obsession, Kajetan searched high and low for more information regarding the magical tomb. He found a piece of information here, a bit of documentation there. Eventually, he was able to piece together that the Tomb of Knowledge was an ancient magical text that bestowed great wisdom and knowledge upon the reader. Kajetan found one reference that the last documented user, an Archmage named Calais Amphion , gained such wisdom that he decided that the Tomb of Knowledge was too dangerous to be in the hands of mortals. It was reported that the Archmage chartered a ship with some of his most trusted friends and went to the mainland, current Anzeria, to either hide or destroy the magical tomb. Kajetan found no more documentation regarding Calais Amphion , but he did find journal entries from his companions that were made during the journey. The mention of certain geographical features allowed Kajetan to piece together a make-shift map that he believed could possibly lead him to the Tomb of Knowledge .
His journey took him across the sea to Anzeria. Eventually he found himself in the town of Barg on a morning when the constable and clergy were burning a witch. When they brought the witch out, a flash of light went through his vision. For a moment he saw strange creatures dancing around two pregnant women. Looking closer, one of the women was Kajetan’s mother. Then just as suddenly, it was this witch, Gosia, and Kajetan dancing around the pregnant women. Then the flash ended and only a mere second passed in real time. He felt a certain kinship with her and knew he must do something. Suddenly though, a man spoke up and Kajetan was mesmerized by his speech. Before he could react, the witch was saved and a group of brave adventurers were off to prove the witch’s innocence. Determined to find out more about the so-called witch, Kajetan performed his own investigation and found that a friend of the adventurers had stayed behind. This friend, Troy Kamgul, Kajetan sought out, and they struck up a friendship. Since then, Kajetan has been researching possible geographical parallels explained in the journals to give him an idea of where his make-shift map might start. He has also been spending time learning of Gosia and befriending Troy by picking his brain of any knowledge.



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