Cole Vedic's page

54 posts. Alias of Doomed Hero.

Full Name

Cole Vedic


12/12 HP, 10 AC, +2 Fort, +2 Ref, +2 Will, Fire Jet 8/8, Bonded Item 1/1, Per +1

Special Abilities

Fire resist 5, Fire Jet x8 per day

Strength 14
Dexterity 10
Constitution 14
Intelligence 20
Wisdom 12
Charisma 7

About Cole Vedic

Cole is wrapped in bandages beneath his simple grey tunic and trousers. What little skin is uncovered is burn-scarred and discolored. His clothes are stained with soot and ash and bear a number of patched singe marks. In his hand he grips a torch. Not a regular stick of wood wrapped with paraffin soaked cloth, but an iron-bound fire-cage, the kind you might find adorning a castle wall. It is blackened and battered from use, and fiercely ablaze, just like the man who carries it.

Cole was in the church when hell came knocking. He was researching in the library looking for information about the herbalism of the northern tribes for his master, the sage Deckard Cain.

He thought it was an earthquake at first, and had went into a storage room and ducked beneath a sturdy display case for protection.

He doesn't fully remember the things that happened next. Only the noises, and the fire, and the pain. At some point the display case shattered and the book practically fell into his hands.

He had staggered out the front doors of the church still clutching it, his clothes and most of his skin gone, but practically glowing with arcane might.

He woke up some time later, a bandaged wreck of his former self. His home was nearly destroyed, only a few of the townsfolk survived and stayed. When the corpses crashed through the barricaded church doors and into town bent on killing the few friends he had left, something inside him snapped. Before, he had only ever lit a candle with the power. That night, he blasted three corpses back to death.

It was as if he understood the flames. They came naturally now. He knew they would not be enough, but for everything else, well, now he had the book.

Male Human Fire Specialist Wizard 3

HP: 12 (6, +2 con, +3 feat, +1 favored class)

Init: +0



10 AC

CMD 10

+2 Fort (+2 con)
+2 Ref (+0 dex, +2 feat)
+2 Will (+2 class)



BaB +0

CMB +0

Torch (Heavy Mace) +2, 1d8+2

=====Traits and Feats=====


Two-World Magic (create water)
Heirloom Weapon (heavy mace proficiency)

Scribe Scroll
Lightning Reflexes



Skill Points: (2-wizard, 5 int, 1 race), 8 total

+9 Appraise (1 rank, +5 int, +3 cleass)
+9 Linguistics (1 ranks, +5 int, +3 class)
+9 Knowledge: Planes (1 ranks, +5 int, +3 class)
+9 Knowledge: Arcana (1 ranks, +5 int, +3 class)
+9 Knowledge: Engineering (1 ranks, +5 int, +3 class)
+9 Craft: Alchemy (1 ranks, +5 int, +3 class)
+1 Perception (1 rank, +1 wis)
+9 Spellcraft (1 ranks, +5 int, +3 class)


DC 15+ spell level



x - Indicates memorized

4 per day, at will

Create Water x
Daze x
Detect Magic
Read magic
Dancing Lights
Ray of Frost
Acid Orb
Spark x
Mage Hand
Mending Message
Arcane Mark
Prestidigitation x

-1st- 3 per day, +1 fire, DC 16
Color Spray x
Burning Hands x x
Unseen Servant
Feather Fall


=====Class Abilities=====


Bonded Item: If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Fire Supremacy (Su) You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.

Fire Jet (Su) As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.