About Chaise ZikaldiruA restless traveler whose wanderlust and longing for freedom drives him to experience everything the world has to offer. For his familiar, see Isme. Session:
Wizard Lightning Flash 8/8 Prepared Spells:
--- Bard Lore Master 0/1
Spells left:
--- Items Crossbow Bolt 8/10
Crunch:
Chaise Zikaldiru Male Human Air Elementalist (Wizard) 2 / Archivist (Bard) 2 CN Medium Humanoid (Varisian Human) Init +2; Senses Perception +5 (+7 with familiar near) -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (Dex +1) hp 20 (1d8+1d8+3+2+2) Fort +1, Ref +4, Will +3; Special -------------------- Offense -------------------- Spd 30 ft. Melee Dagger +0 (1d4-1, 19-20/x2); Whip +0 (1d3-1, 15 ft., x2); Scorpion Whip +0 (1d4-1, 15 ft., x2) Ranged light crossbow +2 (1d8, 19-20/x2) Space 5 ft.; Reach 5 ft. Special Lightning Flash +1d6 elec (dazzle 1d4) Spells Wizard (CL 2nd, touch +0, ranged touch +2, concentration +7); 0th Jolt, Mage Hand, Message, Spark, X 1st Feather Fall, Sleep, Silent Image, Mage Armor, X Bard (CL 2nd, touch +0, ranged touch +2, concentration +5); 0th Dancing Lights, Detect Magic, Ghost Sound, Prestidigitation, Read Magic 1st Cure Light Wounds, Hideous Laughter, Saving Finale -------------------- Statistics -------------------- Str 8 (-1), Dex 13 (+1), Con 12 (+1), Int 20 (+5), Wis 10 (+0), Cha 16 (+3) Base Atk +1; CMB +0; CMD 11 Traits Harrow Born, Scholar of the Ancients, Tattooed Wanderer Feats Alertness (when familiar is within 5 feet), Cypher Magic, Scribe Scroll, Toughness Skills Appraise +12, Craft (Calligraphy) +9, Disable Device +2, Fly +3, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +10, Knowledge (Engineering) +10, Knowledge (Geography) +10, Knowledge (Local) +10, Knowledge (History) +11, Knowledge (Nature) +10, Knowledge (Nobility) +10, Knowledge (Planes) +10, Knowledge (Religion) +10, Linguistics +10, Perception +5 (+6 when familiar near), Perform (Oratory) +7, Perform (Wind Instruments) +8 [+10 using MW flute], Profession (Cook) +5, Sense Motive +0 (+2 when familiar near), Spellcraft +10, Survival +1, Use Magic Device +8 Languages Common, Auran, Draconic, Dwarven, Elven, Gnome, Goblin, Thassilonian, Varisian SQ arcane bond (raven familiar) -------------------- Special Abilities -------------------- Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20. Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. List of performances: Countersong, Distraction, Fascinate, Naturalist Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Lore Master (Ex): At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd. He becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. Magic Lore (Ex): At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind.
Stats:
Ability Scores Strength 8 (-1) Dexterity 13 (+1) Constitution 12 (+1) Intelligence 20 (+5) Wisdom 10 (+0) Charisma 16 (+3) Saving Throws
AC: 11 = 10 + 1 [dex]
BAB: +1 = 1 [base]
Base Speed: 30 ft. = 30 [base]
Favored Class Bonus: +2 HP
Spells:
Wizard Spell Save DC - Level - Spells Per Day - Bonus Spells 15 - 0th - 4+1 - N/A 16 - 1st - 2+1 - 2 Known Spells: --------------------
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Bard
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Feats, Traits, Abilities:
Traits Harrow Born [+1 init] Scholar of the Ancients [+1 arcana, +1 history, thassilonian] Tattooed Wanderer [+1 Perform (wind instruments)] Feats
Air Elementalist (Wizard)
Archivist (Bard)
Countersong
Skills:
Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier Acrobatics`: 1 = 1 + 0 + 0
*trained only
Items:
Money: 53 gp 1 sp --------------------
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Light Load: <=30 lbs.
Appearance:
A young man with a lithe physique and spindly fingers. He has dark brown eyes and long black hair. He's usually wearing baggy robes, disliking constricting clothes, and has a fondness for the color blue. He has tan skin and his hands are calloused. Background History:
Born in Galduria to a single mother, Chaise was born weak and prone to illness. His mother, a Varisian traveler, was forced to stay in the town to take care of him. Chaise was forced to stay indoors most of the time and felt imprisoned. His mother, in an effort to console him, told him of the things she had seen while traveling and the stories she had picked up. Chaise was instantly enchanted. His mother needed to work in the day so she bought Chaise what books she could find, regardless of their content. He read fantastic stories and tales of adventure along with more dry accounts of historical legends and ancient ruins. His body was weak and couldn't go outside, but his mind and imagination was more than willing to pick up the slack. Wizards enrolled in the nearby Twilight Academy displayed regular feats of magic and Chaise happened to see one of them flying by his window. Ever since, he has dreamed of flight. As he grew, Chaise's body grew stronger but his mother's health worsened. He started supporting his mother by working as a cook at a nearby tavern and busking the streets using the flute skills his mother taught him once, long ago. Somehow, he made ends meet. Chaise's dream of flight never left him but learning magic at the academy was never an option. Between the lack of money and his mother's help, he had no time for formal schooling. He instead turned to the old hand-me-downs students in the academy threw away or sold, taking whatever scraps of information he could find in his spare time and asking some students to help him every now and then in exchange for food at the tavern. He felt restless, wanting to travel but stayed to take care of his mother as her health worsened. Finally, she died, and on her deathbed told him to finally travel now that there was nothing stopping him. Days later, after resigning from his job at the tavern, he packed up his things and went out to seek adventure and enjoy the freedom he so longed for and which his mother gave up for him.
Player Notes:
Burning Gaze for Isme! Evolved Familiar for Isme! Skilled (Disable Device/Perception) or Scent? Cyphermage eventually for Chaise, replacing Bard. Take Explosive Runes and make propaganda leaflets for Isme to distribute. Use Shrink Item on large objects for Isme to drop. Optional muleback cords for Isme to carry, like, 15 pounds. At 7th level, improve Isme using Improved Familiar into Psychopomp, Nosoi. Old:
A restless human wizard from Galduria who feels an urge to learn and travel. [spoil=Session]
Prepared Spells
[/spoil] [spoil=Crunch]
Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. [/spoil]
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. (+2 perception, +2 sense motive) Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Stat Modifiers:
Saving Throws:
AC: 11 = 10 base + 1 dex
Usual Prepared Spells:
Known Spells: --------------------
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Feats
Class
Acrobatics: 1 = 1 + 0 + 0
*trained only
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Light Load: <38 lbs.
[/spoil]
Personality: Laid-back but a bit of a thrill-seeker, Chaise alternates his days between relaxation and dangerous stunts. Friendly but altogether unremarkable, he values those close to him. Curiosity is the main thing that drives him and freedom is important to him.
He instead turned to the old hand-me-downs students in the academy threw away or sold, taking whatever scraps of information he could find. He helped support his mother by working as a cook at a nearby tavern. In his spare time, he researched whatever caught his attention. Recently, he's felt restless. His mother urged him to travel, because she understands, and assured him that she'd be alright. Packing up his things, he headed to Sandover to see the cliffs and shorelines.
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