Dexinis

Varian's page

377 posts. Alias of JAF0.


Full Name

Varian

Race

half-elf investigator/1 wizard 1

Classes/Levels

skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Gender

AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1

Size

M 5'7" 140lbs.

Age

32

Alignment

NG

Deity

Arshea

Languages

common, elven, undercommon, abyssal, varisian, goblin,

Strength 12
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 13
Charisma 10

About Varian

half elf racial features:

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen SensesHalf-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Blended View (2 RP) Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.

traits:

Pathfinder's Focus Benefit: You can select a magnetic compass for your arcane bond class feature; this compass is non-magical, but you can later spend 250 gp to upgrade it into a wayfinder. Choosing this trait allows you to upgrade this wayfinder to a variant or unique wayfinder per the normal rules for improving magic items. A bonded wayfinder must be held in your hand to grant the benefits of being a bonded object.

Student of Philosophy You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Nervous Living under constant threat of death or worse from your oppressive family, your nerves have frayed terribly. Effect: Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.

Arcane Graduate You graduated from a famous arcane academy, and the rigorous program of study has honed your mind. Benefit: You gain a +2 trait bonus on concentration checks when casting arcane spells.

feats:

Skill focus: craft: alchemy (bonus feat)

Believer's Boon: Prerequisite(s): Wis 13, alignment must be within one step of your deity's. Benefit: When you take this feat, choose one domain granted by your deity. You can use the 1st-level domain ability that clerics of that domain can use a number of times or rounds per day, but you can use it only once per day or 1 round per day, whichever is appropriate. Your effective cleric level in regard to this ability is 1st level. If the domain has a 1st-level ability that does not meet this specification, you cannot use it.
... domain: Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

investigator class features:

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

extracts known:

Adhesive Spittle
Ant Haul
Endure Elements
Monkey Fish
Shield
Touch of the Sea

extracts for the day:

shield
adhesive spittle

wizard class features:

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 interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Arcane Bond (Ex or Sp) At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

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 below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School

A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

CONJURATION/TELEPORTATION

Summoner's Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Teleportation Associated School: Conjuration.
Replacement Power: The following school power replaces the acid dart power of the conjuration school.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (7)

Dimensional Steps (Sp) At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

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 his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Adding Spells to a Wizard's Spellbook:

Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).

Spells Gained at a New Level:

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another Spellbook or Scroll:

A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.

spell book:

lvl 1 burning hands, mage armor, adhesive spittle, infernal healing, windy escape, magic missile, color spray

spells memorized:

lvl 0, dc 14 3/day acid splash, det magic, message
lvl 1, dc 15 2/day mage armor, adhesive spittle

equipment:

clothing
belt pouch
flint and steel
alchemy crafting kit
mess kit
silk rope 50'
soap
trail rations 10 days
waterskin
composite shortbow +1 str
18 normal arrows
20 cold iron arrows
10 ghost salt blanched arrows
10 silver blanched arrows
3 quivers
dagger
thieves tools
alch fire x2
cracked mulberry pentacle ioun stone +1 diplo and +1 bluff inside:
wayfinder
127gp 8sp 9cp

background:

Varian, was born deep in the underdark, a shameful secret to his family as the secret lovechild of his drow mother and half-elf slave father. His mother, Carizel, was the daughter of the head of her House, and so the birth of the unwanted child had to be kept secret from prying eyes outside the household. He was given to underlings to raise, a low level drow priestess and her mate, a wizard of some skill. His grandmother had his father executed as soon as she was sure who he was.

Still his mother loved him and visited him often, and he grew up knowing he was not the son of those who were raising him. He learned magic from his foster father and religion from his mother, but he had an affinity only for the magic, and studied hard. He knew he would become a wizard when he grew up even as a young lad. But his studies branched out as he aged, and he became a voracious reader. He consumed everything he could learn on every subject he encountered, and this merely fueled a thirst for more knowledge. His true mother indulged him by bringing him volumes from her House library and he read them all avidly.

When he reached his early 20s, he was already itching to expand his knowledge with firsthand experience. This wanderlust was enough to inspire him to pack his few belongings and leave the only home he'd ever known. He wandered in the underdark for some time, until he finally found a path to the surface world, which he yearned to visit, both to escape the xenophobic drow culture and to learn more about his father's people. He didn't have any more than a first name, Alaric, and the general knowledge that he said his father was the lord of a storm-tossed coastal region. It wasn't much, but it was enough for the adventurous and optomistic young half-elf.

When he finally reached the surface, and acclimated to the light and day-night cycle of life there, he began to search for his father's folk. He searched for some time, stopping in each place only long enough to research, and then to earn enough money for passage to the next city. Eventually his search took him to the city of Oppara, where he discovered his father's family. They took one look at him and rejected his tale as a falsehood, and sent him away.

Dejected and saddened by their reaction, he continued traveling, vowing to put some distance between himself and the kin who sent him away. He ended up in Bard's Gate where he became one of several young adventurers who have gathered to explore the ruins of Aroden's shrines.

10 minute background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Varian definitely bears the look of his mother's people, with dusky skin, pale hair, but has his father's blue-gray eyes. He can absolutely not pass as a surface elf without SERIOUS make up or a spell.
2) He is outgoing and charismatic, and attempts to keep abreast of all the local gossip and juicy secrets that pass his way, because he believes that knowledge is not only power, but the path to survival.
3) Varian can be brusk and diffident to those he doesn't know well, coming off to strangers as stand-offish and even unlikable. It is not intentional.
4) Saddened by the rejection he received from his father's family, Varian is especially nervous around surface elves, and always assumes they will turn him away.
5) He is not young by half-elven standards, and looks his age. He is touchy about his age though, disappointed that he hasn't achieved much in the way of his goals by now.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) I would like to see Varian come face to face with at least some of his father's family and breach the gap that lies between them... perhaps even befriend them somehow... Even though he himself has kind of given up on them (see background and see secrets below however)
2) Varian would like to find a permanent home somewhere. Even Taldor he thinks is but a temporary stop along his life's path. Someplace truly cosmopolitan where a half-drow can live in peace (like Absalom)

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) Unknown to him, Varian is actually the heir to his father's title, which upon the death of his father, went to a secondary cousin because they thought him dead rather than captured. The cousin wants Varian dead to retain his ill-gotten title.
2) Varian in his many travels along the coasts of Golarion, he has been an agent of the Aspis Consortium, acting as a courier. He is not really aware of their true nature, but knows that his work for them must remain a deep secret, both for their sake and his own, as they will kill him if he talks.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Rhagaer Marchand, the sage, is Varian's mentor and teacher in Oppara and they spend much time together poring over books and discussing what they read for hours on end.
2) Ellyria Marchand is Rhagaer's grandniece and has a crush on Varian. She also lives in Oppara and works at the Mithril Manticore Inn. She makes no attempt to hide her attraction to him, but so far Varian has been oblivious to her advances.
3) Celadrien, Lord of the Half-Elven House of Tiriel hates Varian with a passion, knowing that if Varian can ever prove his claim as the son of the true heir to the house, Celadrien will lose his position. He wants Varian dead and will do whatever he can to facilitate that without getting his own hands dirty.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Varian has many memories of studying magic and lore at under the tutelage of his foster-father, Idril. The man was a taskmaster, harsh, but a good teacher. Varian suffered at his hands but learned at a prodigious rate, mastering several languages as well basics of alchemy and magic.
2) Varian has several snippets of memories of his mother's brief visits to him while he was fostered in the underdark. His main memory though was one of her visit while he was abed with a childhood ailment. She held him and sung to him for a few hours until she had to go... He recalls her scent and the feel of her arms around him.
3) Varian has a tendency to twist and braid his hair with one hand while he ponders over things, either books, or lore, or what to say next... it's a nervous habit that he can't seem to break, and makes it difficult to comb his hair later. It does give him time to consider his words before speaking which is something he usually does.
4) Learning early never to cry, as his foster-parents would not tolerate such behavior and beat him for any show of pain or over-emotion, Varian rarely shows negative emotions. The first time he recalls crying since childhood was on the road from Oppara to Bard's Gate, after rejection by his father's family.

plans:

augment summoning
summon neutral monster
mage's tattoo?