Allustan

Asopus Seekerstone's page

81 posts. Alias of Void Dragon.


Full Name

Asopus Seekerstone

Race

Human

Classes/Levels

Wizard 1

Gender

Male

Size

Medium

Age

23

Alignment

True Neutral

Deity

Hecate

Languages

Trade Tounge, Ankeshelian, Caelmaran, Draconic, Elemental, Morphoi

Occupation

Clerk

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About Asopus Seekerstone

Male Human Wizard 1
N Humanoid

Status 5 (Guild Apprentice, journeyman, militia member, dwarf)
Hero Points 2/3

Deity Hecate
Initiative +4 (+2 DEX +2 Reactionary)
Senses
Concentration +5
Perception +0

XP

==Defense==
AC 12 Touch AC 12 Flat-Footed AC 10
HP 8
Current HP 8/8
Fort +2, Ref +2, Will +2
Status 5

==Offense==

Speed 30ft
Melee Dagger Attack +0 (19-20x2) Damage 1d4 Type P or S
Melee
Melee
Melee
Melee
Ranged Sling Attack +2 x2 Damage 1d4 Type B Range 50ft Ammunition bullets (10)

Spells Known and Spells Per Day:

Spells Known
0: all
1st: 7 (3 starting +4 from INT)
Alarm, Grease, Summon Monster I, Magic Missile, Ventriloquism, Screaming Ray, Floating Disk

Spells Per Day
0:3
Detect Magic, Read Magic, Prestidigitation

1: 2 (1 +1 from bonus to INT)
Magic Missile (Used today)
Grease (Unused)

==Stats==
Str10 Dex14 Con14 Int18 Wis10 Cha10

Current Stats:

Str10 Dex14 Con14 Int18 Wis10 Cha10

BAB +0 CMB +0 CMD 12

Feats & Traits:

Feats
Wiz 1: Scribe Scroll
lvl 1: Spell Focus (Conjuration)
HBF: Augment Summoning
Traits
Human Traits
+2 to one ability score
Medium Sized
Normal Speed
Bonus Feat
Skilled
Taken Traits
Corrupted Summoner- Your summoned creatures are devolved and profane. Creatures you summon with spells such as summon monster and planar ally that would normally apply the celestial or fiendish simple template gain the waste-warped simple template (see the "Waste-Warped Simple Template" sidebar in Chapter 7)(p.184) instead.

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. You gain a +2 trait bonus on Initiative checks.

Skills & Languages:

Skills
Ranks: ( Class + Favored Class + Skilled)
Appraise* +8
Knowledge (arcana)* +8
Knowledge (dungeoneering)* +
Knowledge (engineering)* +
Knowledge (geography)* +
Knowledge (history)* +
Knowledge (local)* +
Knowledge (nature)* +
Knowledge (nobility)* +8
Knowledge (planes)* +8
Knowledge (religion)* +8
Linguistics* +8
Profession* (Clerk) +4
Spellcraft* +8
*Class Skill
Languages
Trade Tounge, Ankeshelian, Caelmaran, Draconic, Elemental, Morphoi

Class Abilities:

Arcane Bond Bonded Object: Ring (used on goblin when turn)
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).

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 the Craft Magic Arms and Armor feat in Feats). 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.

Hand of the Apprentice You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. 7/day

Equipment:

Item Price Weight
Spellbook 0(first one is free correct?) 3 lbs
Scholar's Outfit 0 (get one outfit for free?) 6 lbs
Spell Component Pouch 5gp 2 lbs
Backpack 2gp 2 lbs
Bedroll 1 sp 5 lbs
Flint and Steel 1gp - lbs
Pouch (belt) 1gp 1/2 lbs
Waterskin 1gp 4 lbs
Parchment, Sheets (5) 1 gp (for all) - lbs
Mirror, Small Steel 10 gp 1/2 lbs
Vial of Ink 1gp - lbs
Soap (2 lbs) 1gp (for all) 2 lbs
Inkpen 1 sp - lbs
Dagger 2gp 1 lbs
Sling - gp - lbs
Bullets (10) 1sp 5 lbs
Vial of red stuff 0 -lbs
Shocking Baton (6 charges) 0 ?lbs
CP SP 7 GP 44

Weight Load and Current Weight:

Weight Load
Light Load 33
Medium Load 66
Heavey Load 100
Lift Over Head 100
Lift Off Ground 200
Drag or Push 500
Current Weight
32 lbs

==Description=&=Background==

Description
Age:23
Height: 6'0 Weight: 190 lbs
Eyes: Blue
Hair: Black

Background:

-When Asopus was a child he was always running away from everybody until his 7th birthday when he was found and taken in by a kindly old wizard known as Haros.

-The next years of Asopus's life were filled with learning and mastering spells, but he only began to hunger for more knowledge and understanding of how the world worked.

-Asopus's first spell wasn't a cantrip, but a 1st lvl summon monster spell. His delight at using such a spell so early was slightly tempered by the fact that the town he was staying in was partially destroyed by his out of control warped fire beetle. Haros strictly scolded Asopus for this then congratulated him on becoming a wizard and in his own words "Who needs a town that big anyway?"

-Asopus also always found some time to play some jokes on other people. Nobody every knew where that sound was coming from or why that light had suddenly appeared. While Asopus got himself and his master kicked out of many different towns Haros never seemed to mind and actually encouraged some of it always saying that "Great wizards practice the best when they have to practice on the run!"

-Asopus was 20 when a strange storm of red lightning and red rain came, and his master disappeared that same night. The only thing he remembered of that night was that some strange crablike creature came, but he couldn't remember anything after that.

-After that night Asopus didn't have anywhere else to go so he packed up his master's things in case he came back, wrote a note detailing where he went, and took his old masters ring which had apparently been left behind for some reason.

-The next years of Asopus's life weren't very hard or trying he simply learned that the best way to deal with people was to stay quiet, and just try to only offer information if it was truly needed, or to avoid any fights.

-Asopus made most of his livings off of writing letters and books for those who couldn't. His payment was usually only a place to eat,a place to sleep, and a copy of whatever he wrote so he could read some in his travels.

-He continued to travel around the land searching for new knowledge and any clues to his master's disappearance, but the years have already tired out this scholar and he is almost sure that is master is dead and he should simply begin to just look for new knowledge.

-On Asopus's 23rd birthday he received a strange note from his master telling him that he was about to go on an adventure to learn some of the greatest knowledge ever.