Kreighton Shaine, Maste rof Spells

Varian Jeggare's page

628 posts. Organized Play character for Luke_Parry.


Full Name

Varian Jeggare

Race

Elf

Classes/Levels

Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Gender

Male

Size

Medium

Age

54

Alignment

Chaotic Neutral

Languages

Common, Elven, Draconic, Sylvan, Kelish, Osiriani, Varisian, Infernal, Aklo, Abyssal, Terran, Ignan, Auran, Aquan, Necril, Thassilonian, Azlanti, Giant

Strength 7
Dexterity 16
Constitution 12
Intelligence 26
Wisdom 11
Charisma 7

About Varian Jeggare

Initiative: +9 [+3 Dex + 2 Trait + 4 Feat]
Senses: Low-Light Vision, Perception +23
Speed: 30 ft

AC: 13 (10 + 3 Dex)
Touch: 13 (10 + 3 Dex)
Flat-footed: 10 (10)

Hit Points: 42/42
Fort: +6 Ref: +8 Will: +9

Immune to Magic Sleep effects
+2 to saves Vs Enchantment spells or effects

Combat:

Base Atk: +3; CMB: +1; CMD: 14

Melee
Quarterstaff: +1 to hit; Dmg 1d6-2; crit 20/x2; Type B

Ranged
Sling: +6 to hit; Dmg 1d4-2; crit 20/x2; Range 50'; Type B

Skills:

Wizard: 2 (Class) + 8 (Intelligence) + 1 (FC)
Loremaster: 4 (Class) + 8 (Intelligence)
Acrobatics +3
Appraise +14 (+8 Int + 1 rank + 3 class skill + 2 MW Tool)
Bluff -2
Climb -2
Craft(Alchemy) +12 (+8 Int + 1 rank + 3 class skill) *+2 on Day Job checks
Diplomacy -2
Disguise -2
Escape Artist +3
Fly +14 (+3 Dex + 8 ranks + 3 class skill)
Handle Animal +2 (-2 Cha + 1 rank + 3 class skill)
Heal +4 (+0 Wis + 1 rank + 3 class skill)
Intimidate -2
Knowledge(Arcana) +19 (+8 Int + 8 ranks + 3 class skill)
Knowledge(Dungeoneering) +19 (+8 Int + 8 ranks + 3 class skill)
Knowledge(Engineering) +12 (+8 Int + 1 rank + 3 class skill)
Knowledge(Geography) +12 (+8 Int + 1 rank + 3 class skill)
Knowledge(History) +12 (+8 Int + 1 rank + 3 class skill)
Knowledge(Local) +12 (+8 Int + 1 rank + 3 class skill)
Knowledge(Nature) +19 (+8 Int + 8 ranks + 3 class skill)
Knowledge(Nobility) +12 (+8 Int + 1 rank + 3 class skill)
Knowledge(Planes) +22 (+8 Int + 8 ranks + 3 class skill + 3 Feat)
Knowledge(Religion) +19 (+8 Int + 8 ranks + 3 class skill)
Linguistics +19 (+8 Int + 8 ranks + 3 class skill)
Perception +23 (+0 Wis + 8 ranks + 3 class skill + 1 Trait + 2 racial + 2 Alertness + 5 Eyes + 2 Insight)
Perform(Any) -2
Ride +2
Sense Motive +2 (+0 Wis + 2 Alertness)
Spellcraft +19 (+8 Int + 8 ranks + 3 class skill)
Stealth +3
Survival +0
Swim +5
Use Magic Device +9 (-2 Cha + 8 ranks + 3 class skill)

Trait:
Observant:

Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Feats:

1st: Greater Spell Focus: Conjuration
1st (Wizard Bonus): Spell Focus: Conjuration
3rd: Improved Initiative
5th: Skill Focus: Knowledge(Planes)
5th (Wizard Bonus): Empower Spell
7th: Improved Familiar
8th (Loremaster Bonus): Spell Penetration

Racial Abilities:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Class Features:
Arcane Bond - Familiar (Spirit Oni)

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.

Acid Dart (Sp):
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid 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 (0/9 used). This attack ignores spell resistance..

Spells:
Cantrips: Acid Splash, Detect Magic, Prestidigitation, Read Magic
1st level (4+2+1): Grease, Endure Elements, Mage Armor, Magic Missile (1/4 used)
2nd level (3+2+1): Glitterdust (2/4 used), Resist Energy, See Invisibility
3rd level (3+2+1): Dispel Magic, Fireball (0/2 used) Fireball (0/2 used), Spiked Pit
4th level (2+2+1): Black Tentacles, Dimension Door, Summon Monster IV (0/3 used)

Equipment:

Explorer's Outfit
Headband of Vast Intelligence +4 (16000)
Timeworn Veemod Goggles (500)
Eyes of the Eagle (2500)
Cloak of Resistance +3 (9000)
Quarterstaff (-)
Waterskin (1)

Backpack: (2)
Grappling Hook (1)
100' Silk Rope (20)
Wand of CLW [50/50 charges] (2PP)
Wand of Summon Monster I [9/9 charges] (135)
MW Jeweler's Loupe (50gp)
Snowshoes (5gp)
Furs (12gp)
Cleats (5gp)
Flame Fountain Firework (100)
Scroll of Command Undead [4/5] (2PP)
Bottled Lightning (40)

Belt Pouch: (1)
Flint and Steel (1)
Glass Bottle (2)
Filth Fever Tonic x4 (20)
Blackfingers Paste (50)
Harrow Deck (100)
Timeworn Flashlight (15)

Coins: 14,101gp, 0sp, 0cp

Spellbook:
1st level: Air Bubble, Alarm, Animate Rope, Blurred Movement, Burning Hands, Cause Fear, Charm Person, Chill Touch, Color Spray, Comprehend Languages, Corrosive Touch, Detect Secret Doors, Detect Undead, Disguise Self, Ear-Piercing Scream, Endure Elements, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Floating Disc, Grease, Hold Portal, Hypnotism, Identify, Jump, Mage Armor, Magic Aura, Magic Missile, Magic Weapon, Monkey Fish, Mount, Obscuring Mist, Polypurpose Panacea, Protection From Evil, Ray of Enfeeblement, Reduce Person, Shield, Shocking Grasp, Shock Shield, Silent Image, Sleep, Stumble Gap, Summon Monster I, Technomancy, True Strike, Unseen Servant, Vanish, Ventriloquism, Vocal Alteration

2nd level: Acid Arrow, Alter Self, Bear's Endurance, Blindness/Deafness, Blur, Bull's Strength, Cat's Grace, Command Undead, Continual Flame, Darkness, Darkvision, False Life, Fire Breath, Flaming Sphere, Fox's Cunning, Ghoul Touch, Glitterdust, Gust of Wind, Haunting Mists, Hideous Laughter, Invisibility, Knock, Levitate, Minor Image, Mirror Image, Pyrotechnics, Resist Energy, Rope Trick, Scorching Ray, See Invisibility, Shatter, Spectral Hand, Spider Climb, Summon Monster II, Web

3rd level: Beast Shape I, Blood Biography, Daylight, Deep Slumber, Discharge, Dispel Magic, Displacement, Fireball, Fly, Gaseous Form, Haste, Heroism, Hold Person, Irradiate, Lightning Bolt, Phantom Steed, Protection From Energy, Recharge, Seek Thoughts, Spiked Pit, Stinking Cloud, Suggestion, Summon Monster III, Tongues

4th level: Black Tentacles, Dimension Door, Greater Invisibility, Greater Make Whole, Secure Shelter, Summon Monster IV

Tanbaru, Spirit Oni Familiar:

LE Tiny Outsider (Native, Oni)
Init +8; Senses Darkvision 60 ft., Detect Magic; Perception +12
Defense:
AC 17, touch 16, flat-footed 13 (+4 Dex, +5 natural, +2 size)
HP 19 (3d10+3); fast healing 2
Fort +3, Ref +7, Will +6
Offense:
Speed 10 ft., fly 30 ft. (good)
Melee bite +9 (1d4–2), gore +9 (1d4–2 plus poison)
Special Attacks Poison
Spell-Like Abilities (CL 6th; concentration +8)
Constant—Detect Magic
At will—Invisibility (self only), Mage Hand
1/day—Command (DC 13), Sleep (DC 13)
1/week—Commune (CL 12th, 6 questions)
Statistics:
Str 6, Dex 19, Con 12, Int 13, Wis 12, Cha 15
Base Atk +3; CMB +5; CMD 13 (can’t be tripped)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Appraise +2, Bluff +8, Craft(Alchemy) +2, Fly +23, Handle Animal +3, Heal +2, Knowledge (Arcana) +12, Knowledge(Dungeoneering) +9, Knowledge(Engineering) +2, Knowledge(Geography) +2, Knowledge(History) +2, Knowledge(Local) +2, Knowledge(Nature) +9, Knowledge(Nobility) +2, Knowledge(Planes) +12, Knowledge(Religion) +9, Linguistics +9, Perception +12, Sense Motive +7, Spellcraft +9, Stealth +17, Use Magic Device +10
Languages Common, Hallit, Minkaian, Polyglot, Shoanti, Skald, Tien, Vudrani, Nidalese
SQ Mask Symbiosis, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master
Special Abilities:
Mask Symbiosis (Ex) A spirit oni can be worn as a mask by a willing Small or Medium creature. While worn in this way, the wearer can see through the oni’s eyes and speak through its mouth, although the wearer retains its own senses and voice. The spirit oni remains a separate creature, and must detach from its host’s face (as a move action) if it wishes to take any action of its own (including attacking or using a spell-like ability). While a spirit oni is worn as a mask, it grants a +2 insight bonus on its host’s Perception checks.

Poison (Ex) Gore—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Cha; cure 2 consecutive saves.

Chronicles:
The Prince of Augustana
Among the Living
Among the Dead
The Icebound Outpost
Master of the Fallen Fortress
The Segang Expedition
From Under Ice
The City of Strangers, Part I: The Shadow Gambit
The City of Strangers, Part II: The Twofold Demise
Hall of the Flesh Eaters
Portent's Peril
The Sanos Abduction
Treacherous Waves
Tapestry's Toil
The Golemworks Incident
Bones of Biting Ants
The Jarlsblood Witch Saga
The Dragon's Demand, Part III
Fires of Karamoss
Siege of Gallowspire
The Sky Key Solution