Mask

PC Puppet's page

35 posts. Alias of Xaaon of Xen'Drik.


About PC Puppet

Delwyn Puppet:

Delwyn Mane
Half Elf
Classes/Levels
Wizard 3 / Cleric 3 / Mystic Theurge 1
Gender: Male
Size: 5' 7"
Age: 32
Alignment: Neutral Good
Deity: Nethys
Occupation: Pathfinder

Strength 10
Dexterity 18
Constitution 10
Intelligence 18
Wisdom 16
Charisma 10

Background:
Dewlyn has no idea who his real parents are. He had been laid out in front of a small monastery with a devout follower of Nethys.

He was taken in and raised there, to be a follower of Nethys aswell, but it soon became aparrant that he had other, more mystical powers too.

To the cleric this was a sign of the gods, Delwyn was blessed with innate abilities to learn the divine and arcane arts.

Since the cleric only had his own divine powers, he turned to a friend of his to teach young Delwyn the arcane arts aswell.

This friend was an extraordinary teacher, she stood 2ft tall and had little gossamer wings.

This odd duo of teachers worked very well for Delwyn and before he knew it he as able to draw on both his own as on his gods powers.

However, after a while, he wanted more with his life. To use his powers for the benefit of others. The pixie had told him of the Pathfinder Society and how they are always looking for new members.

Delwyn traveled to the lodge in Absolom and succesfully joined the Society. He was assigned to many missions, mostly because of his special background and ability to use his magic in almsot any situation.

[Description]
A thin wiry half elf, he has no visible weapons on.
Looking at him you can see he would probably have no idea of how to use it.

He's dressed in all covering robes, but as the wind blows past him a bit, the outlining of some sort of armor can be slightly spotted.

He has thin white blond hair coming out from under his hood and his face is devoid of any facial hair, except the eyebrows.

He tries to stay out of combat and let the more physically strong do the fighting. He provides support in any magical way possible (i.e. Buffing everyone with spells ;))

[Traits]
Magical Knack (Wizard casterlevel +2)
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Magic is Life
Your faith in magic allows you to reflexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.

[Transmutation School]
Opposing Schools: Evocation and Enchantment
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.

[Magic Domain]
Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.
Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.

[Protection Domain]
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

[Skills]
1) Spellcraft +17
2) Perception +10
3) Fly +12
4) Linguistics +11
4) Sense Motive +9
5) Knowledge (religion) +14
5) Knowledge (arcana) +14

[Spells Known]
Wizard
Level 1:
Alarm
Protection from X
Mount
True Strike
Color Spray
Silent Image
Ray of Enfeeblement
Unseen Servant
Feather Fall
Obscuring Mist

Level 2:
Alter Self
Glitterdust
Web
Detect Thoughts
See Invisibility
Shatter
Mirror Image
Invisibility
Rope Trick
Invisibility
Bull's Strength
Cat's Grace
Fox's Cunning
Owl's Wisdom
Spider Climb

[Spells Memorized]
Wizard
Cantrips (4)
1) Detect Magic
2) Read Magic
3) Light
4) Prestidigitation

Level 1 (4)
1) Grease
2) Grease
3) Obscuring Mist
4) Ray of Enfeeblement
School) Feather Fall

Level 2 (3)
1) Web
2) Cat's Grace
3) Fox's Cunning
School) Rope Trick

Cleric
Orisons (4)
1) Stabilize
2) Light
3) Mending
4) Resistance

Level 1 (4+1)
1) Bless X
2) Shield of Faith
3) Deathwatch
4) Endure Elements (Every morning after his prayers he casts Endure Elements on himself)
Domain) Sanctuary

Level 2 (3+1)
1) Aid
2) Owl's Wisdom
3) Bull's Strength
Domain) Sanctuary

[Channel Positive Energy]
2d6
5 times/day

[Gear]
Mithral Shirt +1
Headband of Vast Intelligence +2
Belt of incredible dexterity +2
Bag of Holding (Type I)
Helm of Comprehend Languages and Read Magic
Ring of Sustenance
Wand of Shield
Wand of Enlarge Person

[Feats]
Skill Focus(Spellcraft) (+3 Spellcraft / +6 at 10 ranks)
Improved Initiative (+4 bonus to Initiative)
Scribe Scroll (Create scrolls)
Arcane Armor Training (Reduce arcane spell failure by 10%)
Craft Wondrous Item (Craft wonderous magic items)
Metamagic: Extend Spell (The spell lasts twice as long as normal.The spell uses up a spell slot one level.)