Atum Shane's page

150 posts. Organized Play character for Kirill.Storm.

Full Name

Atum 'Fateless' Shane


Core Diviner 7 | Init +8 | HP=37 | AC=17/14/13 | CMD=14 |Fort=2, Ref=4, Will=4 (+2 vs enchantment, sleep immunity) | Perception +11 (low-light), SensM +2


---- Familiar Doru Div (usually invisible) => constant Detect Magic and Detect Good | See in Darkness| Perception +11 -----

Diviners Fortune:


Male Elf










Basic: Common, Elven, Celestial, Draconic, Gnoll, Gnome, Sylvan. Linguistics: Ancient Osiriani, Osirion, Azlant, Jistkan, Aklo, First Speech, Cyclops


Arcanamirium, another library or academy

Strength 7
Dexterity 16
Constitution 12
Intelligence 25
Wisdom 10
Charisma 10

About Atum Shane

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 hi 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.

Atum ( 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.

Atum is following by invisible being - doru Div named Veshtagz, who prefer to be nearby stealthy. Doru is evil, but at the same time loyal to divine master and lore seeker.

Atum Shane
Male elf Diviner 7
N Medium humanoid (elf)
Init +8 (always act in Surprise); Senses low-light vision; Perception +11

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 mage armor)
hp= 37 (7 HD; 7d6+7)
Fort +3, Ref +5, Will +5; +2 vs. enchantments
Immune sleep

Speed 30 ft.
Melee: Quarterstaff +2 (1d6-2)
Ranged Light crossbow +6 (1d6/19-20)

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 (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (9/ day).
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 (minimum +1) (+3 Current). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Main school Divination

Spells Prepared (CL 7th; concentration +15)
__ 4 lvl: Summon Monster IV, Dimension Door, +Arcane eye
__ 3 lvl: Aqueous Orb, Dispel Magic, Haste, +Arcane Sight
__ 2 lvl: Acid Arrow (x2), Create Pit (x2), Glitterdust, See invisibility, Pyrotechnics, +Locate Object
__ 1 lvl: Disguise Self; Grease (No somatic); Enlarge Person; Mage Armor; Shock Shield; Vanish; +Identify
__ 0 lvl (at will): Read Magic, Detect magic, Mending, Prestidigitation, Open/lock
Opposite schools Evocation and Illusion


Str 7, Dex 16, Con 12/10, Int 25/21, Wis 10, Cha 10
Base Atk +3; CMB +1; CMD +14
Alertnes, Spell Focus (Conjuration), Skill focus (knowledge Arcane), Still spell, Extended spell, Silent spell, Improved Familiar

Traits Reactionary: +2 Initiative, Magical Lineage => Grese spell

Skills Acrobatics +3, Apprise +10, Climb -2, Craft (scrolls) +16, Disable Device +6, Fly +7, Knowledge (arcana) +19, Knowledge (dungeoneering, engeneering, geography, nature, nobility, Religion) +10, Knowledge (history) +12, Knowledge (local) +16, Knowledge (planes) +13, Linguistics +16, Perception +11, Ride +3, Spellcraft +16 (+elven and diviners features), Stealth +3, Use Magic Device +7;
Class/Racial Modifiers +2 Spellcraft to identify magic item properties, +2 Perception

Languages Aklo, Celestial, Common, Cyclops, Draconic, Elven, First Speech, Gnoll, Gnome, Sylvan, Osirion, Ancient Osiriani, Ancient Azlanti, Jistkan.
SQ Elven magic, Forewarned (Su),

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.
Other Racial abilities
Weapon Familiarity, Elven Immunities, Keen Senses, Low-Light Vision

Wands of...
Resist Energy 0/6 (expanded)
Burning Hands 7/8 (CL=3)
Cure Moderate Wounds 2/5
Cure light wounds (need to check through chronicles)
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
Lesser Elemental Metamagic Rod
Spellguard Bracers
Bookmark of Deception
Headband of intellegence (UMD) +2
Belt of Coonstitution +2
Liquid Chaos (like liquid blade, but form Maelstorm Rift)
Drow Poison 3/4

Explorers outfit
Saddle, pack
Thieves tool MWK

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,
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)
Opposition Schools: Divination, necromancy

Value 4,555 gp (6,355 gp with the preparation ritual)

6th—getaway, planar bindingS, summon monster VI, wall of iron
5th—life bubble, contact other plane, overland flight, teleport
4th—acid pit, black tentacles, dimensional anchor, lesser geas, phantasmal killer, solid fog
3rd—gaseous form, greater magic weapon, magic circle against evil, sepia snake sigil, spiked pit, stinking cloud, tiny hut
2nd—accelerate poison, alter self, arrow eruption, daze monster, dust of twilight, glitterdust, shatter, stone call
1st—comprehend languages, disguise self, jump, mage armor, magic aura, mount, sleep, stumble gap, unseen servant

Preparation Ritual
Sturdy Summoning (Su) A creature you summon gains augmented defenses for a short time. Spend this boon effect as a free action when you cast a conjuration (summoning) wizard spell. The creature you summon with that spell gains a number of temporary hit points equal to your caster level, and as long as the summoned creature has at least 1 of these hit points, it gains a +2 circumstance bonus on saving throws.

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


AC 22, touch 15, flat-footed 19 (+3 Dex, +3 +4 natural, +2 size)
hp 18 (37/2)
Fort +2, Ref +5, Will +6
DR 10/cold iron or good; Immune fire, poison; Resist acid 10, electricity 10; SR 13

Speed 20 ft., fly 40 ft. (perfect)
Melee bite +9 (1d4–1 plus poison)

(Ex) Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Wis; cure 2 consecutive saves

Space 2-1/2 ft., Reach 0 ft.
Spell-Like Abilities (CL 6th; concentration +8)
Constant—detect good, detect magic
At will—invisibility (self only)
3/day—charm person (DC 13), minor image (DC 14)
1/day—suggestion (DC 15)
1/week—commune (CL 12th, 6 questions)

Str 8, Dex 17, Con 10, Int 10/9, Wis 12, Cha 14
Base Atk +3; CMB +4; CMD 13 (can’t be tripped)
Feats Weapon Finesse, Weapon Focus (bite)
Skills Bluff +8, Fly +15, Knowledge (arcana) +11, Knowledge (dungeoneering, engeneering, geography, nature, nobility, Religion) +2, Knowledge (history) +3, Knowledge (local) +6, Knowledge (planes) +7, Perception +11, Spellcraft +11, Stealth +17
Languages Abyssal, Celestial, Infernal; telepathy 100 ft.