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About Atum ShaneAtum looks as a relatively moderate elf ( picture ), wears simple but convenient adventurers/explorers clothes and sometimes blindfold so that nothing could distract him from divination. His blond elven hair need a good barber or at least more regular washing. Description and back:
Atum thinks, Kreighton Shane is his grandpa, or grand uncle. Atum does not sure but it occures to him to become a wizard. One of good wizards. As he respects Aram Zey and see him as a guru. Moreover, Atum is ambitious about secrets, magic and knowledge presevations and almost doesnot care about other parts of life.
But still he is a good Pathfinder.
Familiar Doru Div :
Veshtahz
-Picture- NE Tiny outsider (div, evil, extraplanar) Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +11 _______
Atum Shane
Main school Divination Spells Prepared (CL 8th; Concentration +16), Base DC=18+Spell level +1 Conjuration
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Traits Reactionary: +2 Initiative, Magical Lineage => Grese spell Skills Acrobatics +3, Apprise +12, Climb -2, Craft (scrolls) +19, Disable Device +6, Fly +14, Knowledge (arcana) +22, Knowledge (dungeoneering, engeneering, geography, nature, nobility, Religion) +12, Knowledge (history) +17, Knowledge (local) +19, Knowledge (planes) +21, Linguistics +19, Perception +12, Ride +3, Spellcraft +19 (+elven and diviners features), Stealth +3, Use Magic Device +8. Languages Aklo, Abyssal, Celestial, Common, Cyclops, Draconic, Elven, First Speech, Gnoll, Gnome, Sylvan, Polygolt, Osirion, Ancient Osiriani, Ancient Azlanti, Jistkan Special abilities --------------------
Forewarned (Su):
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (+4). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. 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. Diveners Fortune (SP):
When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (4) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (11/ day). Other Racial abilities: Weapon Familiarity, Elven Immunities, Keen Senses, Low-Light Vision ------------------ Gear:
Wands of... Resist Energy 0/6 (expanded) Burning Hands 7/8 (CL=3) Cure Moderate Wounds 2/5 Cure light wounds (33/50) Protection From Evil 9/10 Share memory 5/5 Magic Missle 2/8 (CL=5) Mage Armor (-2 PP) 43/50 Summon Monster (Horse ^_ - 2 PP ) 47/50 Feather Tokens Whip, Fan, Bird Other Gear
Explorers outfit
Wizards Kit:
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one. Spellbook x2:
Level 0 => Acid Splash; Arcane Mark; Daze; Detect Magic; Detect Poison; Ghost Sound; Mage Hand; Mending; Message; Open/Close; Prestidigitation; Read Magic; Dancing lights, Flare, Haunted fey aspect, Resistance; Level 1 => Animate Rope; Burning Hands; Charm Person; Color Spray; Comprehend Languages; Detect Secret Doors; Disguise Self; Endure Elements; Enlarge Person, Alarm, Expeditious Retreat; Grease; Identify; Mage Armor; Magic Missile; Mount; Obscuring Mist; Shield; Shock Shield; Shocking Grasp; Sleep; Vanish; Corrosive Touch, Gravity Bow, Crafters Fortune, True Strike Level 2 => Acid Arrow; Create Pit; Eagle's Splendor; Ghoul touch; Glitterdust; Invisibility; Locate Object; Pyrotechnics; See Invisibility; Sonic Scream; Resist energy, Mirror Image, Make Whole, Bulls Strength, Fog Cloud, Summon monster II, Level 3 => Aqueous Orb; Arcane Sight; Clairaudience/Clairvoyance; Daylight; Dispel Magic; Gaseous Form; Gentle Repose; Haste; Heroism; Protection from Energy; Blood biography, Cloak of Winds, Sepia Snake Sigil; Sleet Storm; Slow; Stinking Cloud; Vampiric Touch; Level 4 => Arcane Eye; Dimension Door; Scrying$ Summon Monster IV; Level 5 => Acidic Spray Insights of Far-Seeing Taernis (Level 12 Conjurer Spellbook):
These two books are part of a set held together with a leather strap. The covers are of a shimmering and unearthly blue leather, and the spines are built of silver and iron. The books are chilly to the touch, and staring at them induces minor vertigo. Protection: Sepia snake sigil (Reflex DC 16)
Value 4,555 gp (6,355 gp with the preparation ritual) Spells
Preparation Ritual
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