Mystic Theurge

Adrian Crane's page

No posts. Alias of Josh.Ingle.


Full Name

Adrian Crane

Race

Human

Classes/Levels

Thassilonian Specialist Wizard 1

Gender

Male

Size

Medium

Age

22

Alignment

NG

Deity

Nethys

Location

Sandpoint

Languages

Common, Draconic, Varisian, Elven, Thassilonian

Strength 10
Dexterity 13
Constitution 13
Intelligence 17
Wisdom 12
Charisma 10

About Adrian Crane

Feats and Traits:
Campaign Trait (Scholar of the Ancients): Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Magic Trait (Arcane Temper): You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Level 1 Feat (Spell Focus: Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the Conjuration school of magic.

Human Bonus Feat (Augment Summoning): Each creature you conjure with any Summon spell gains a +4 Enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Class Features (Wizard):
Wizard Archetype (Thassilonian Specialist): Replaces Opposition Schools with Prohibited Schools, modifies Arcane School.

Thassilonian School of Sloth: Focuses on calling agents and minions to perform your deeds for you, or creating what you need as you need it. Gain 2 spell slots of each level you can cast that must both be used to prepare the same Conjuration spell. Prohibited: Wrath (Evocation) and Pride (Illusion).

Prohibited Schools: Spells from a Prohibited school are not Wizard spells for you. They cannot be learned, scribed into your spell book, cast, or used to activate spell trigger or spell completion items. They are, for all intents and purposes, not on your spell list.

Subschool (Teleportation): Replaces Acid Dart with Shift.

Shift (Supernatural): 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.

Summoner's Charm (Supernatural): Whenever you cast a Conjuration (Summoning) spell, increase the duration by a number of rounds equal to 1/2 your Wizard level.

Cantrips: 0 Level spells, called Cantrips, are not consumed when cast.

Arcane Bond (Familiar): Gain a Familiar.

Raven Familiar:
Name: Tremaine
Language: Varisian
HP: 1/2 Master's HP
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 Natural)
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Speed: 10 ft., fly 40 ft. (average)
Melee: bite +4 (1d3–4)
Feats: Weapon Finesse
Skills: Fly +6, Perception +3

Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.