Montlarion Jeggare

Angus the Cyphermage's page

18 posts. Alias of hopeless.


Full Name

Angus

Race

Dwarf

Classes/Levels

Wizard

Gender

Male

Size

4'2"

Age

60

Special Abilities

Stonecunning, darkvision, keen senses, hearty, greed, racial weapon prof, defensive training, stability, Wizard weapon profs, Arcane Bond, Cantrips, School Power (Telekinetic Fist)

Alignment

Lawful Neutral

Deity

Irori

Location

Riddleport

Languages

Common (Taldane), Draconic, Dwarven, Elven, Kesh and Undercommon

Occupation

Travelling Scholar

Strength 10
Dexterity 12
Constitution 15
Intelligence 17
Wisdom 14
Charisma 9

About Angus the Cyphermage

HD: 1d6+2 (8hp)
AC: (Dex) 11
Saves (F/R/W): +2/+2/+4

Attacks:
Battle Axe +0 to hit doing 1d8 damage, Critical: x3
Dagger +0 to hit and +1 when thrown doing 1d4 damage, Critical: 19-20/x2

Skills of Note: (Skill Ranks+Ability Modifier+ Class Training or Bonus*)
Appraise/Non-magical goods with Precious metals or Gemstones (Int) 0+3+0= +3, Knowledge/History (Int)1+3+3= +7, /Local (Int) 1+3+3= +7, /Nobility (Int) 0+3+1= +4,/Religion (Int) 0+3+1= +4, Linguistics (Int) 1+3+3= +7, Perception/Stonework (Wis) 0+2+2= +4, /Taste & Touch (Wis) 0+2+2= +4, Profession/Scholar (Wis) 1+2+3= +6, Profession/Stonework (Wis) 0+2+0= +2, Spellcraft (Int) 1+3+3= +7

Feats:
Arcane Duelist((Page 51 of the Pathfinder Chronicles Campaign Setting Hardback) Instead of gaining Scribe Scroll like a normal Wizard he gains this instead allows him to either increase a Spell's DC by +1 or add +2 to the level check for spell resistance or a +2 morale bonus to attack rolls made the spell cast however can only use this as many times per day as his Intelligence bonus as a swift action),
Cypher Script ((Page 27 of Pathfinder Companion for Second Darkness book) Any spell scribed in spellbook costs half as much and takes up half the room it normally would and in addition it only takes 12 hours to add a new spell to his spellbook)

Racial Abilities:
Slow & Steady: Have a base speed of 20' but their speed is never modified by any type of armour nor encumberance

Darkvision 60': Meant he was usually part of the nightly detail at the temple when growing up which is why they demanded conjuration and ecnhantment magic were his forbidden schools believing this would prevent him falling into evil practices.

Stonecunning: Treat any profession skill relating to stone as a class skill they also gain +2 bonus to Perception skill checks to notice unusual stonework such as traps and hidden doors they gain such a check even when not actively looking as long as they pass within 10' of said stonework.

Keen Senses: Gain +2 bonus to all taste and touch based Perception checks.

Greed: Can use Appraise as a bonus class skill when determining the price of nonmagical goods that contain precious metals and gemstones.

Hearty: Gain a +2 to saving throws versus poisons, spells or spell-like abilities.

Weapon Familiarity: Proficient with Battleaxes, Heavy Picks, Warhammers and treat any weapon with dwarven in its name as a martial weapon.

Hatred: Receives a +1 bonus to attack rolls against humanoids of the orc and goblin subtypes.

Defensive Training: Gain +4 dodge bonus to his AC against monsters of the giant type.

Stability: Gain +4 as a combat maneuver bonus when resisting a bull rush or trip attempts whilst standing on the ground.

Favoured Class: Fighter
Special Note: Raised in a temple of Irori so picked up Kesh from monk PC rest are as standard dwarf picks for languages

Traits:
Child in the Temple* (+1 bonus to Knowledge/Nobility and /Religion skill checks as noted above and are always class skills) and Into Enemy Territory (Gains a +1 to Reflex saves).

Class Abilities:
Weapon and Armour Proficiency: Can wield club, dagger, heavy & light crossbows and quarterstaves.

Spells: Can cast arcane spells by means of memorising them from a spellbook

Bonus Language; Replaces a bonus language choice with Draconic

Arcane Bond: Has the choice of either a standard familiar or bonding with an item either an amulet, ring, staff, wand or weapon which must be masterwork in quality and must either be worn or wielded to be useable.

Chosen Speciality: Transmutation
Forbidden Schools: Conjuration and Enchantment

School Power: Ability Boost Dexterity+1 (included), Telekinetic Fist (Standard Action: 30' ranged attack doing 1d4 +1 per 2 caster levels of bludgeoning damage)

Spellbook: (3x0th, 2x1st)
Known Spells (*Spells memorised)
0th- Arcane Mark, Bleed, Dancing Lights, Detect Magic*, Detect Poison, Disrupt Undead*, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic*, Resistance, Touch of Fatigue
1st- Color Spray*, Comprehend Languages, Detect Secret Doors, Magic Missile, Magic Weapon*, Shield

Equipment:
Battle Axe, Dagger, Scholar's Outfit, Spellbook, Backpack, 5 days Rations, Spell Component Pouch, Scroll Case, Waterskin, Whetstone, Wooden Holy Symbol of Irori, Vial of Ink, 2 Inkpens, 2 sheets of Parchment, 2 spell scrolls (True Strike and Reduce Person), Pouch Belt, 9gp, 4sp and 8cp.

Angus was raised in a church of Irori where his seemingly unremarkable physique was highlighted as he grew up, he took up training as a wizard specialising as a transmuter but unwittingly gave up conjuration and enchantment magic in the process a price that was used by the temple trying to make him face his limitations.

This backfired because in Vudrani a person's name consist of three names the first is his given name, the second his father's name and the third his family name.

Angus doesn't know either of his parents' names nor their family name which is why he chose to accompany a friend to Riddleport and has been beset by fear ever since coming into sight of the town where he was born and where he was passed into the hands of the Church of Irori.

He originally clad himself in leather armour but chose to relinquish this for the clothing of a scholar his preferred profession partly due to his wizard training which was somewhat different as he was taught arcane dueling by his instructor to help overcome the misperceived physical handicaps his life in a temple of Irori had imposed upon his personality.

Strangely he has become less interested in his past than by the growing sense of dread he feels ever since coming into sight of Riddleport, he agreed to go to the opening of the Golden Goblin in the hopes he could persuade his friends to leave the town before it was too late and looks upon the evening as being quite probably the last night he'll spend in the town...