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Lucid*'s page

552 posts. Alias of Skorn.

Full Name

Lucid Roundhouse




Wizard 4 AC 18/14, Touch 14, FF 11/15 / HP 15/26 / F +4 R +5 W +7; +2 vs. fear / Init. +7 / Perc. +9







Special Abilities

Teleportation subcollege of Conjuration




Diamond Lake


Abyssal, Aklo, Common, Draconic, Elven, Goblin, Halfling, Infernal



Strength 8
Dexterity 16
Constitution 14
Intelligence 19
Wisdom 14
Charisma 10

About Lucid*


Just because I am small does not mean I am good at digging in tight places! The dirt goes down my back, and gets under my fingernails, and then smears up the pages. That's no good at all. And besides, I am not good at it. Me Pa's a miner sure. And his Pa. And they tried teachin me. But its not for me. What is for me then? Ah, glad ya asked. I like books! And I like magic! I been practicin you know. I hear tell that the city of Greyhawk, just 3 day's ride, has such libraries... Someday I am gonna go there and join up, or get a pass, or do whatever you gotta do to get inside them libraries. Then I am gonna learn magic proper.

Its not that I don't like my family. I just don't fit in here no more. I don't go to the taverns or bars for drink and I am too shy to even think about tryin one o' the bordellos, and well the religion here, its not for me either. I got me a plan. I am gonna try to sign on with one of them venturing crews that goes out and looks into the burial cairns tween here and Greyhawk. I got me some magics and ain't scared of no skeletons or zombies or such. MIght be easy gold just waiting to get picked up out there. If only me Pa would let me give it a go.

Defining Characteristics::

Lucid is driven to learn. He likes all subjects, and favors only Magic. He has learned most of what he can here inn Diamond lake under the roof of his father and needs to strike out on his own. He has a good heart, and can't help but help people. Sometimes he gets taken advantage of, but he would rather help those who don;t deserve it than to be mistaken and not help those who do. He has a hard time tolerating anything he sees as evil and strives to have the power to set things right. With his stature, he sees magic is the method to gain that power. Lucid will never be comfortable in the face of evil and will risk his life where he thinks he can defeat it to do so. But he will not dash his life out against odds he has no hope of overcoming.


Lucid comes from a long line of halfling miners from Diamond Lake. His Pa has darkvision, but it did not manifest itself in him; a sure sign to him that he was not meant to work the mines. Two older brothers, also gifted with darkvision, and much stronger than Lucid, work the mine with Pa. They lost Ma a few years back. Its said it was the bad air and bad water in town that caused it. Seems wrong that the mine owners and mess up the air and water like that.

Leaving Diamond Lake::

Turned down by Allustan as an apprentice, Lucid is driven to leave to pursue his love of learning. He thinks that if he does not get out soon he will be trapped here to work the mines he hates the rest of his life. If that happens he will never gain the power to make a difference in Diamond Lake, or the larger world.

Why Age of Worms?::

Greyhawk was my first RP setting and is still my favorite. I played 7 years of Living Greyhawk and learned that world setting well. But now its been long enough I am not sure how much I recall. I think much of it will come back to me.

Age of Worms represents the chance to both play in the setting I love, and to play a long running campaign where I get to play a heroic character that rises up from nothing to maybe save the world as he knows it. And in this AP I expect to make good friends with the other players over months and even years of play.

Halfling Wizard 4
CG Small Humanoid (halfling)
Init +7; Senses Perception +9

AC 14/18, touch 14, flat-footed 11/15 (+3 Dex, +1 size)/Mage Armor
hp 26/26 (6d6+8)
Fort +4, Ref +5, Will +7

Speed 20 ft., Shift (10') (7/day)
Melee Club +2 (1d4-1/x2) and
Dagger +2 (1d3-1/19-20/x2) and
Quarterstaff +2 (1d4-1/x2)
Crossbow +6 (1d8/19-20x2)
Wizard Spells Prepared (CL 3):
2 (2/day) Create Pit (16) Flaming Sphere (DC 16), Glitterdust (16), Glitterdust(16)
1 (3/day) Magic MissileX3, Mage Armor, Grease (DC 15)
0 (at will) Acid Splash, Detect Magic, Dancing Lights, Message

Spells Used: Magic Missile X2. Create Pit, Glitterdust, Flaming Sphere

Found Spellbook1:

0th - detect magic, disguise self, disrupt undead, ray of frost, read magic, touch of fatigue
1st - cause fear, chill touch, identify, mage armour, magic missle, ray of enfeeblement
2nd - command undead, Flaming Sphere, Glitterdust, magic mouth, scare, spectral hand, touch of idiocy

Found Spellbook2:

1st chill tough, expeditious retreat, identify, ray of enfeeblement
2nd touch of idiocy
3rd fireball, halt undead.

[spoiler=Spells Learned from Allustan] Also learned Disguise Self from Pavo
Mirror Image
Scorching ray
See Invisibility

Str 8, Dex 16, Con 14, Int 19, Wis 14, Cha 10

Base Atk +2; CMB -0; CMD 13

Feats: Improved Initiative, Scribe Scroll, Wizard Weapon Proficiencies, Craft Wondrous Item
Trait : Gifted Adept, Magic Missile

Skills Acrobatics +6, Appraise +8, Climb -2, Craft (alchemy) +8, Escape Artist +0, Fly +9, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +10, Perception +9, Ride +0, Spellcraft +11, Stealth +4, Swim -4
Languages Abyssal, Aklo, Auran, Common, Draconic, Elven, Goblin, Halfling

SQ Bonded Object (Ring) (1/day), Earplugs, Enchantment, Fearless, Necromancy, Summoner's Charm (+1 rds), Teleportation

Combat Gear: Club, Dagger, Quarterstaff; Other Gear Alchemist Flask (1), Acid Flask (2), Backpack (28 @ 27 lbs), Bedroll, Blanket, winter, Candle, Case, map or scroll (empty), Chalk, 1 piece, Earplugs, Fishhook (4), Flask, Flint and steel, Inkpen, Scroll Inks, Parchment (sheet) (10), Pick, miner's, Pouch, belt (6 @ 3.56 lbs), Rations, trail (per day)
(5), Ring, Rope, silk (50 ft.), Sack (empty), Sack (empty), String (50') (4), Crossbow and 10 bolts, Sunrod, Vial, ink or potion, Waterskin, +1 Pearl of Power, Wand of Shatter(7), Wand of Unseen Servant Servant (16), Wand of Shield (14), Wand of Magic Missile (20), Cloak of Resistance +1, Lesser Metamagic Rod of Extend, Bracers of Armor

Scrolls: Obscuring Mist, Comprehend Language, Protection from Evil, Mage Armor, Shield, Air Bubble

Gold = 51.5 - 25 for scroll scribing.

Combat Heading
Round x, Init Y
hp 26/26; AC 18/14T/15FF; CMD 13

Spells Active: Mage Armor,


Special Abilities
Bonded Object (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Fearless +2 morale bonus vs Fear saves.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shift (10') (7/day) (Sp) Short-range teleport
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

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