Male Human (Tian-Shu) Wizard (Transmuter) 2
N Medium Humanoid (human)
Deity Ancestor worship
Initiative +1 Senses perception +2
AC 11 Touch AC 11 Flat-Footed AC 10
6 (lvl 1) + 3 (lvl 2) + 4 (CON x 2 lvls) + 1 (favored class x1)
Current hp 14
Fort +2 Ref +1 Will +5
Melee quarterstaff +2 1d6+1
Melee or ranged dagger +2 1d4+1 / 19-20
Melee or ranged touch spell +2
Str 12 Dex 12 Con 14 Int 18 Wis 14 Cha 7
Current Statistics Str 13 (Physical Enhancement ability)
Base Atk +1 CMB +2 CMD 13
==FEATS & TRAITS==
• Bloatmage Initiate (1st Level Bonus Human): Your introduction to the ways of the bloatmage allows you to use elaborate rituals and gruesome rites to increase the amount of blood and lymph in your body, expanding your reserves of magical energy.
Prerequisite: Spell Focus (any school).
Benefit: You learn the basics of the ancient art of hemotheurgy. Pick one school of magic in which you possess the Spell Focus feat—you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus. Unfortunately, the bloating side effects increase your girth to such a point that you are constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).
• Scribe Scroll [Item Creation] (1st Level Wizard Bonus): You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
• Spell Focus (Transmutation) (1st Level): Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
• Exchange Agent: Although you’re a relative newcomer to Magnimar, you’re not some naive stranger. You’ve been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain’s disposal. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see The Inner Sea World Guide). Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you. (Knowledge geography)
• Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
• +2 to One Ability Score (Intelligence): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• 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.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
• Favored Class: wizard (Favored Class Bonuses: +1 hp, +1 skill point)
• Arcane Bond [Ex or Su]: bonded object (ring)
• Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. [7/day; used:0]
• 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.
School Specialization: Transmutation (Enhancement subschool)
Opposition Schools: Enchantment, Illusion
Caster Level: 2nd (3rd for Transmutation spells)
Spell DCs: 14 + spell level (15 + spell level for transmutation)
Spells per Day: 0 - 4 (at will)
1st level – 4
0 Level – acid splash, detect magic, light, mage hand
1st level – break, ray of enfeeblement, shocking grasp, touch of gracelessness
Spellbook (pages used 36):
0 Level – acid splash, arcane mark, bleed, dancing lights, detect magic, detect poison, disrupt undead, flare, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
1st Level – break, burning hands, chill touch, comprehend languages, enlarge person, expeditious retreat, feather fall, grease, identify, mage armor, magic missile, magic weapon, protection from evil, ray of enfeeblement, ray of sickening, shield, shocking grasp, touch of gracelessness
Combat Gear: quarterstaff, dagger, scroll of mage armor x2, scroll of magic weapon, scroll of comprehend languages, scroll of enlarge person Other Gear: spellbook, spell component pouch, scroll case, belt pouch, backpack, waterskin, trail rations (2 days), artisan’s tools (paints, brushes, canvas), bedroll, blanket, caltrops, ink, pen, rice paper (10 sheets), antitoxin
Carries – 31 lbs
Light load: < 50 lbs
Medium load: 51-100 lbs
Heavy load: 101-150 lbs
Height: 5’ 8” Weight: 304 lbs
Eyes: Brown Hair: Shaved bald (black/gray)
Yangzhun Chen is a bit taller than average than most Tian expatriates who find their way to Avistan, which is a good thing considering his considerable girth. Like most bloatmages, he is quite obese, although considering he is a vegetarian and eats sparingly, it’s obvious it stems completely from the arcane rituals he subjects his body to. A Tian-Shu, he has a dusky complexion, but a paler than typical due to the little amount of time he spends in the sun. His eyes are brown, and he keeps his body almost totally shaved of hair (as it’s at least 50% gray now when he lets it grow in).
Yang is quiet and generally unfriendly; most folks would consider him “grouchy” or “curmudgeonly”. He’s haunted by his past, and often spends long periods of time staring into empty space. His only real escape is when he paints, and is actually quite skilled in watercolors.
Yangzhun Chen originally hails from the Tian Xia nation of Lingshen, one of the successor states of the former Imperial Lung Wa. Only son of a mid-level advisor (and sorcerer), Yang was being groomed for the same function. Unfortunately, while sorcerous ability was commonplace in his family, Yang was born with no ability in that area whatsoever. He turned to wizardly study instead, something he showed a talent for, but became obsessed with trying to discover the link between arcane magic and the blood.
Yang’s experiments on animals (and, some whispered, people) brought great shame to his family, and after a few mysterious deaths of elders in the village, he was forced to flee for his life. After making the acquaintance of an Avistani Pathfinder in the city of Goka, he eventually made his way over the Crown of the World to Varisia. The study of hemotheurgy naturally brought him to Kaer Maga, where he has lived these past few years. He studies under the bloatmage Hruukal, a half-orc who is the closest thing to a friend Yang has. Recently, Yang has spent time with the priests of Pharasma in an effort to learn their practice of embalming and study the effects of replacing a body’s fluids with poisons and chemicals. After a short excursion into the Ossuary, Yang found his way to Magnimar with some other compatriots.