Karzoug the Claimer

Cyric Dusklord's page

No posts. Organized Play character for PatheticWretch.


Full Name

Cyric Dusklord

Race

Human

Classes/Levels

Wizard 1 | HP 9/9 | AC 13; Tch 12; FF 13 | F +2; R +2; W +0 | CMB-2; CMD 10 | Speed 30 ft | Init +4 | Quarterstaff: -2 (1d6-2) | Perc +1

About Cyric Dusklord

Dusklord
Male Wizard 1 (Thassilonian Specialist)
LN Medium Humanoid (Human)
Init +4 (Familiar); Senses Perception +1 (Alertness)
Languages Common, Auran, Draconic, Ignan, Thassilonian

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DEFENSE
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AC 13, touch 12, flat-footed 13
    (+2 Dex, +1 armor)
hp 9 (1d6, +2 Con, +1 favored)
Fort +2, Ref +2, Will +0
Defensive Abilities
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OFFENSE
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Speed 30 ft. (6 squares)
Melee -2 Quarterstaff (1d6-2/x2)
Ranged +2 Sling (1d4-2/x2)
Base Atk +0; CMB -2; CMD 10
Special Attacks Power over Undead (DC 12 Will; 5 HD)
Specialist School Necromancy (Undead) Prohibited Schools Aburation, Enchantment
Prepared Spell List: Wizard (CL 1, Concentration +5): ˢSpecialist School
    1st - burning hands, cause fear (DC 16)ˢ, cause fear (DC 16)ˢ, grease
    0th - dancing lights, detect magic, prestidigitation
Spells per Day: (3+1/0/0/0/0/0/0/0/0/ DC:14 + spell level)
Scrolls none
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STATISTICS
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Abilities STR 7, DEX 14, CON 14, INT 19, WIS 7, CHA 14
Feats Scribe Scroll, Command Undeadᴯ, Spell Focus (Necromancy), Undead Master
Traits Magical Lineage (glitterdust), Wayang Spellhunter (chill touch)
Skills Acrobatics +2, Appraise +4, Bluff +2, Climb -2, Diplomacy +2, Disguise +2, Escape Artist +2, Fly +2, Heal -2, Intimidate +2, Knowledge (Arcana, History, Planes) +8, Linguistics +8, Perception +1, Ride +2, Sense Motive +0, Spellcraft +8, Stealth +2, Survival -2, Swim -2, Use Magic Device +3
SQ Channel Energy (7/day), Bolster (7/day), Bonus Feat
Combat Gear acid flask (x3) Other Gear haramaki, quarterstaff, dagger (cold iron), sling, bullets (10), spellbook, spell components pouch (x2), scroll case (x3), mwk backpack, bandolier, bedroll, rations (trail/per day)(x3), rope (silk/50 ft.), bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), smoked goggles, earplugs, spring-loaded wrist sheath (x2, loaded with dagger[/i]), 150 gp

Spellbook:
     Level 1: burning hands, cause fear, grease, mage armor, magic missile, shocking grasp, vanish
    Level 0: acid splash, arcane mark, bleed, dancing lights, detect magic, detect poison, disrupt undead, flare, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, spark, touch of fatigue

FAMILIAR:

Vermithrax (alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master)
Rhamphorhynchus
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +6

DEFENSE
AC 19, touch 16, flat-footed 16 (+3 Dex, +3 natural, +2 size, +1 deflection) (shield companion)
hp 25 (6d8)
Fort +5, Ref +7 (improved evasion), Will +4

OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee bite +2 (1d3–2)
Space 2-1/2 ft.; Reach 2 1/2 ft.
Special Attacks sudden swoop

STATISTICS
Str 6, Dex 17, Con 11, Int 8, Wis 14, Cha 11
Base Atk +2; CMB +3; CMD 11
Feats Lightning Reflexes
Skills: Fly +11, Perception +6, Stealth +11, Use master's skill ranks, but familiar's ability modifier.

Sudden Swoop (Ex): If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

SPECIAL ABILITIES:

Abjuration Prohibited School: A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.
Arcane Bond (Su): You have selected to establish a powerful arcane bond with a creature.
Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a + 1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. These bonuses last for 1 rounds. The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability 7 times per day.
Bonus Feat: Humans select one extra feat at 1st level.
Cantrips: You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Enchantment Prohibited School: A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.
Familiar: A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Necromancy School: You have chosen to specialize in necromancy spells.
Power Over Undead (Command Undead) (Su): You can channel energy 7 times per day to command undead. You can command up to 1 hit dice of undead. The will save DC of your command undead attempts is 12.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Thassilonian Specialist: Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in. Restrictions: A Thassilonian specialist does not get to customize his choice for opposition schools—that choice is selected for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.

BACKGROUND:

Dusklord is a repentant evil villain. Once upon a time, Dusklord dreamed of controlling vast armies of undead and marching through civilized lands. However, his dreams were cut short by the paladin Ethendril h'Caramore, who thwarted Dusklord's plans when Dusklord commenced a lengthy monologue about his evil plans. Ah, ruined by the cursed monologue...again! In exchange for his life, Dusklord promised to change his wicked ways...and he has.

Dusklord is now Professor Dusklord, a professor of necromatic academia. He is completely reformed...yes he is. He no longer has any desires to raise armies of undead minions who will heed his every command...nope. He is completely content to teach wet-behind-the-ears apprentice wizards who understand nothing of the importance of necromancy...right?

Appearance

Personality

1. Background
    a. Conflict
    b. Challenges
    c. Mystery
    d. Passion
    e. Birthplace
    f. Family
    g. Professions and Crafts
    h. Significant Past Events
        i. Family-related events
        ii. Personal events
        iii. Notable individuals
    i. Mysteries
    j. Existing Conflicts
    k. What triggered adventuring?
    l. Initial possessions
    m. Bound duties
    n. Quests
2. Primary Motivators - Understanding and Enslavement
3. Emotion and Core Traits
    a. Emotional Disposition and Moodiness - Contemptuous, Phlegmatic
    b. Core Traits
        i. Outlook: Pessimistic
        ii. Integrity: Unscrupulous
        iii. Impulsiveness: Controlled
        iv. Boldness: Cautious
        v. Agreeableness: Disagreeable
        vi. Interactivity: Reserved
        vii. Conformity: Conventional
4. Secondary Personality Traits
    a. Sense of Humor: Dry
    b. Favorite Topics of Conversation: righteousness, necromancy, learning, obscure literature
    c. Group Affiliations
    d. Religion and Spirituality
    e. Quirks, Habits, and Oddities
    f. Hobbies and Enjoyments
    g. Mental Disorders
    h. Barks

Level Progression:

Level 1:
Class Taken: Wizard
Class Feature Gained: arcane bond, arcane school, cantrips, spell focus: necromancy
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2+4 Int +1 human): knowledge (arcana)(1), knowledge (history)(1), knowledge (planes)(1), linguistics (1), perception (1), spellcraft (1), use magic device (1)
Feats: Command Undead*, Undead Master, Improved Channel

Dice:

[dice=knowledge (arcana/religion)]1d20+14[/dice] [ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc

[dice=knowledge (dungeoneering/local/nature/planes)]1d20+11[/dice] [ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc

[dice=ranged touch attack]1d20+5[/dice]

Power Over Undead: DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier +2 Improved Channel

HD Cap: You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level +4 (Undead Master).

Channel Negative Energy: You can channel energy a number of times per day equal to 3 + your Intelligence modifier

https://paizo.com/threads/rzs2um12?MinMax-SundayHighest-spell-DC

*weapon: dueling
*armor:
*shield: darkwood or mithral buckler, enhancements?
*belt:
*body:
*chest: Unfettered Shirt or Quick Runner's Shirt
*eyes: Eyes of the Eagle
*feet: Boots of Striding and Springing, Spiderclimb Slippers
*hands: Glove of elvenkind
*head:
*headband:
*neck: amulet of natural armor,
*ring: Ring of Protection
*ring: Ring of Invisibility, Ring of Freedom of Movement
*shoulders: Cloak of Resistance, Cloak of Displacement, Minor
*wrists: Sleeves of Many Garments, Bone Beads, longarm bracers
*slotless: caster's tattoo, rod of metamagic (persistent, quicken, extend, threnodic, logical), wayfinder, Dusty Rose Prism (Ioun Stone) (+1 Init), Dusty Rose Prism Ioun Stone (+1 AC), Handy Haversack, Cracked Incandescent Blue Sphere (+1 Perc), Cracked Magenta Prism (+2 any skill), Dweomer's Essence, Blessed Book, Ioun stone of +1 CL