Race |
| HP: 69/69 | AC: 25 (26 with Shield) | F: +11 R: +15 W: +13, Resist Neg 1| Focus: 1 |
Classes/Levels |
| Exploration: Detect Magic | Drain Bonded: 4 3 1 | Hero Points: 0 | Status: Tailwind, Alarm, Wounded 1, Shield |
Gender |
Male ysoki wizard 7| 35’ | Perc +11 Low-Light, Scent (imprecise, 30') |
About Brekovi
Brekovi
Male Ysoki Wizard (School of Unified Magical Theory) 7
Small humanoid (ratfolk)
Senses Perception +11 T; low-light vision, scent (imprecise, 30’)
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Defense
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HP 69 (6+42 level +14 Con +7 Toughness)
AC 25 (10 +4 Dex +2 Trained +7 Level +1 Leather +1 Item Armor Potency)
Speed 25’ (35’ with Tailwind)
Fort +11 T Reflex +15 E Will +13 E
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Offense
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Arcane DC 25 Expert
Arcane Spell Attack +15 Expert
Wizard Class DC 23
Melee
Staff +9 (d4 B) Two-handed d8
Dagger +13 (d4 P) Agile, Finesse, Thrown 10’, Versatile S
Ranged
Hand Crossbow +13 (d6 P) Range 60’, Reload 1
Reactions
Typical Spells:
0: Detect Magic, Tangle Vine, Shield, Electric Arc, Telekinetic Projectile
1: Force Barrage, Alarm, Sure Strike
2: Acid Arrow, Resist Energy, Floating Flame
3: Aqueous Orb, Dispel Magic, Fireball
4: Hydraulic Torrent, Sliding Blocks
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Statistics
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Str +0 Dex +4 Con +2 Int +4.5 Wis +2 Cha +0
Skills
Acrobatics +13 T
Arcana +18 M item Hat of the Magi
Athletics +9 T
Crafting +13 T
Diplomacy +9 T
Lore Desert +13 T
Lore Pathfinder Society +13 T
Lore Undead +17 M
Lore Ysoki (aka Ratfolk) +13 T
Medicine +11 T
Nature +11 T
Perform +9 T
Society +13 T
Stealth +13 T
Survival +14 E item Coyote Cloak Assurance 20
Languages: Common, Ysoki, Osiriani, Draconic, Gnomish, Mwangi, Undercommon
Bonus Languages from Off-Hours Study: Sylvan
Background: Scout
Patron Deity: Sarenrae
Home Region: Pashow, Thuvia
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Gear
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+1 Leather Armor
Staff
Healer’s Toolkit
Explorer’s Clothing
Writing Set
Dagger
Adventurer’s Pack
Cold Weather Clothing
Hand Crossbow
20 bolts
Wayfinder
Hat of the Magi
Coyote Cloak
Wand of 2nd rank Tailwind
Two weeks rations
Warhorse
Tack
Saddlebags
Minor Healing Potion x2
Lesser Healing Potion
Feather Token, Ladder
Climbing Bolt
Climbing Bolt
Scroll of Ghostly Weapon
Scroll of See the Unseen
Scroll of Quench
Invested items:
Wayfinder + Pearly White Spindle Aeon Stone
Coyote Cloak
Hat of the Magi
+1 Explorer’s Clothing
Picked up along the way:
2x moderate healing potion (Pathfinder provision)
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Spellbook
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0: Bullhorn (SoM), Caustic Blast, Detect Magic, Electric Arc, Frostbite, Ignition, Light, Prestidigitation, Read Aura, Tangle Vine, Telekinetic Hand, Telekinetic Projectile, Shield, Sigil
1: Alarm, Create Water, Enfeeble, Floating Disk (CRB), Gentle Landing, Grim Tendrils, Mystic Armor, Force Barrage, Mending, Mud Pit (SoM), Runic Weapon, Tailwind, Summon Construct, Sure Strike
2: Acid Arrow (CRB), Dispel Magic, Everlight, Floating Flame, Laughing Fit, Resist Energy, Translate, Water Breathing
3: Aqueous Orb, Earthbind, Fireball, Ghostly Weapon, Gravity Well (SoM), Haste, Slow, Wall of Water (SoM)
4: Hydraulic Torrent, Sliding Blocks
Spells need to retry, failed Learn a Spell:
2:
3:
Spells wanted:
0:
1:
2:
3:
4: Confusion, Fly, Mountain Resilience, Planar Tether, Unfettered Movement, Weapon Storm, Zephyr Slip
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Focus Spells
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Hand of the Apprentice [one-action] Focus 1
Uncommon Attack Focus Manipulate Wizard
Range 500 feet; Targets 1 creature Defense AC
You take advantage of one of the most fundamental lessons of magic to levitate and propel your weapon. You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but add your spellcasting attribute modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.
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Class Feats and Abilities
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Arcane Thesis: Spell Substitution
You don't accept the fact that once spells are prepared, they can't be changed until your next daily preparations, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared.
You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.
Arcane Bond
You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.
DRAIN BONDED ITEM [free-action]
Frequency once per day (per level of spell you can cast)
Requirements Your bonded item is on your person.
You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.
Note: Frequency adjusted because of School of Unified Magical Theory.
School of Unified Magical Theory
You don't have curriculum spells and can't benefit from abilities that specifically affect them. Instead, you gain an additional 1st-level wizard class feat, and you add one 1st-rank spell of your choice to your spellbook to represent your diverse studies.
School Spells initial: hand of the apprentice; advanced: interdisciplinary incantation
Hand of the Apprentice [one-action] Focus 1
Uncommon Attack Focus Manipulate Wizard
Range 500 feet; Targets 1 creature
Defense AC
You take advantage of one of the most fundamental lessons of magic to levitate and propel your weapon. You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but add your spellcasting attribute modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.
Nonlethal Spell [one-action] Feat 1
Manipulate Spellshape Wizard
You can alter offensive spells to be less deadly. If your next action is to Cast a Spell that deals damage and doesn't have the death or void trait, that spell gains the nonlethal trait (page 407).
Reach Spell [one-action] Feat 1
Concentrate Spellshape Wizard
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Spell Protection Array [one-action] Feat 4
Arcane Manipulate Wizard
You inscribe a circle of arcane runes that dampen enemies' magic. You create a glowing magic circle in a 5-foot burst within 30 feet. Creatures in the circle gain a +1 status bonus to saving throws against magic. The circle lasts until the end of your next turn, and you can Sustain it, to a maximum duration of 1 minute.
Irresistible Magic Feat 6
Wizard
You've studied ways of overcoming the innate defenses against magic that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.
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Ancestry Feats
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RATFOLK LORE
Ratfolk
Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Ratfolk Lore.
WARREN NAVIGATOR
Ratfolk
You're particularly good at solving mazes and navigating twists and turns. You gain the trained proficiency rank in Survival. If you would automatically become trained in Survival (from your background or class, for example), you become trained in another skill of your choice. When you Sense Direction or attempt a roll against a maze spell, you get a result one degree of success better than you rolled. You don't take a penalty to Sense Direction when you lack a compass.
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General and Skill Feats
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TOUGHNESS Feat 1
General
Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 411).
Armor Proficiency Feat 1
General
You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. Special You can select this feat more than once. Each time, you become trained in the next type of armor above.
Forager
General, Skill
Prerequisites trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living. Increase the number of additional creatures you feed on a success to eight if you're an expert in Survival, 16 if you're a master, and 32 if you're legendary
Assurance (Survival)
Fortune, General, Skill
Prerequisites trained in at least one skill
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.
Experienced Tracker
General Skill
Prerequisites trained in Survival
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you're a master in Survival, you don't take the –5 penalty. If you're legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
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Background
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Studied at the Scrollspire in Pashow.
Plans:
Quick Identification
Academia Lore?
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Character Creation
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Str +0 A-A
Dex +4 ABF5
Con +2 F5
Int +4.5 ABCF5
Wis +2 F5
Cha +0
Ancestry: Ratfolk (Longsnout)
Ratfolk Lore, Warren Navigator
Background: Scout
Desert Lore, Forager
Class: Wizard
Arcane Bond
Arcane Thesis: Spell Substitution
School of Unified Magical Theory
Hand of the Apprentice
Reach Spell (from School)
Non-lethal Spell, Spell Protection Array, Irresistible Magic
Skill: Assurance (Survival), Experienced Tracker, Additional Lore (Undead)
General: Toughness, Armor Proficiency