Sunlord Thalachos

Blaze Carbide's page

77 posts. Alias of Trevor86.


Full Name

Blaze Carbide

Race

Lavasoul ifrit

Classes/Levels

Foresight Diviner Wizard 2. AC 15/FF15/T11. HP 16/17. CMB: +0, CMD 11. Init +10, perc. +2. Darkvision 60 ft. Conditions: Mage armor 1 hour.

Gender

M

Size

m

Age

103

Special Abilities

Darkvision 60 FT.

Alignment

Neutral

Deity

Nethys

Location

Riddleport

Languages

Common, Ignan, Aquan, Auran, Terran, Elven, ancient thassilonean

Occupation

Croupier, Wizard

Strength 8
Dexterity 12
Constitution 16
Intelligence 18
Wisdom 10
Charisma 12

About Blaze Carbide

Backstory:

Born as the first of four elementalkin children to a human family in a Varisian village shortly after the death of Aroden, Blaze had always had lot of eyes on him. From a young age, he possessed a minor ability to see events in the near future. This was viewed as an Omen in the age of lost Omens, and from then on the villagers started to rely on his predictions for what to do more and more, leading to larger and larger responsibility and expectactions thrust upon him.

...Despite huis protests, as he continued to insist they weren't always accurate. Still, this worked for a time as he studied divination under a Cyphermage from nearby Riddleport. Like his friends, he matured only slowly and travelled around Varisia and even surrounding countries on occasion, though further than that in a tumultuous period of history was something he'd never dared. Money for these trips was provided by the mayor, who had been semi-hiring but mostly blackmailing him into making predictions on gambling card games he was involved in.

Eventually, this went wrong when the Mayor betted funds from the village on such a prediction and lost. Fearing for his own but mostly the lives of his friends, he then fled and never returned. Partly out of fear, partly out of anger, he then used what he knew of the arcane to make a pact with an entity, which changed his gift to be more accurate and focused on the immediate future... despite the side effects.

After this, he settled into Riddleport in an attempt to continue his studies under the famed cyphermages. To get the funds for this, he took a job under a local crimelord Saul as a croupier in his betting hall, which he hoped also gave him some form of additional protection.

When news of River looking for him reached him, he met up with him/her and decided to join in Crystal's 100th birthday celebration...

secrets:

-He had a crush on River's female form while growing up, but never acted on this since all his attempts to read her possible futures failed. The only other person he couldn't read was himself, and as a diviner this made him very uneasy/insecure on this subject.

-He's made a pact with an otherworldly entity. However, he can't remember the name of this entity, nor can he remember what he promised this entity in return for that power. All he knows is that he has a pact and that the entity is somehow related to time and/or fate.

Goals:

-Protect his friends.
-Join the cyphermages and use their knowledge to become a better wizard.
-Figure out what he promised when making his pact and how to hold to fulfill this bargain.
-Succesfully court River's female form? Find a solution to the constant gender swapping thing she and her brother/sister had going on?

Crunch:

Blaze Scaldris
Human diviner 1
Medium humanoid (Lavasoul Ifrit)
Init + 10; Senses Perception +3, Darkvision
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d6+3)
Fort +3, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
Diviner Spells Prepared (CL 1st; concentration +5)
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 16, Int 18, Wis 10, Cha 12
Base Atk +0; CMB +0; CMD 11
Feats Scribe Scroll
Skills Bluff +7/+9, Diplomacy +6, linguistics +8, knowledge: local +8, Nature +8, dungeoneering +8, nobility +8, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +8, Knowledge (religion) +8, Spellcraft +9.

Background skills: Knowledge: history, Knowledge: geography.

Languages Common
SQ arcane bond (Arcane Familiar, rhamphorhynchus), forewarned
Other Gear dagger, light crossbow, blaze's tome of foresight, 83 gp.
-25: adds detect secret doors to spells.
-45: Wand of mage armor, 3 charges.
= 23 gp left.

Spellbook:
Level 0: 4/day (currently: Daze, acid touch, Prestidigitation, Message.
Level 1: Break, hydraulic push, mage armor, grease, Detect secret doors.

Also known: heightened awareness, thunderstomp.

--------------------
Spells:
Level 0: Daze, Prestidigitation, Message, ghost sound.
Level 1: Thunderstomp, grease, detect secret doors. Can spontaneous cast to: Ventriloquism.

-------------------
Familiar stats: For now, always passive. Adds +4 initiative and the alertness feat.
--------------------
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 (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Associated School: Divination.

Replacement Powers: The following school powers replace the diviner’s fortune and scrying adept powers of the divination school.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Enchantment You must spend 2 slots to cast spells from the Enchantment school.

Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.

Forewarned 1 (Su) Can always act in surprise rounds.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.

Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

-----------
Pact Wizard Features:
Effortless Magic (Ex)
Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute.
This alters the wizard’s spellcasting.

Patron Spells
At 1st level, a pact wizard must select a patron (selected patron=time, meaning a time-related entity). This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar.

In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower.

This ability replaces scribe scroll.

Great Power, Greater Expense (Ex)
As a pact wizard grows in power, his choice of patron begins to affect his physical body.

At 5th level, the pact wizard chooses one oracle curse, using 1/2 his character level as his effective oracle level when determining the effects of this curse.

If an oracle curse would add spells to the oracle’s list of spells known, the pact wizard instead add those spells to the wizard’s spell list as well as to his spellbook.

At 10th level, the pact wizard can invoke his patron’s power to roll twice and take the better result when attempting any caster level check, concentration check, initiative check, or saving throw. He can activate this ability as a free action before attempting the check, even if it isn’t his turn. He can use this ability a number of times per day equal to 3 + 1/2 his Intelligence modifier.

At 15th level, when the pact wizard invokes his patron’s power to roll twice on a check, he adds his Intelligence bonus to the result as an insight bonus. When he applies metamagic feats to any spells he learned via his patron or curse, he treats that spell’s final effective level as 1 lower (to a minimum level equal to the spell’s original level).

At 20th level, whenever the pact wizard invokes his patron’s power to roll twice on a check and his result is a natural 20, he automatically succeeds, regardless of whether or not a check of that type would normally allow an automatic success.

This ability replaces the bonus feats a wizard gains at 5th, 10th, 15th, and 20th level.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.