Cruel Instructor

Cyril Hastings Alderford's page

27 posts. Alias of inxpitter.

Full Name

Cyril Hastings Alderford




Wizard 8




Medium Humanoid




1st [6/6], 2nd [4/4], 3rd [4/4], 4[3/3]



Strength 8
Dexterity 16
Constitution 14
Intelligence 20
Wisdom 12
Charisma 8

About Cyril Hastings Alderford

Male Human Wizard 8
LG Medium Humanoid (Human)
Init +5; Senses Perception +12, Spell DC 15 + Spell Level

AC 15, touch 13, flat-footed 12 (+2 armor, +3 dex)
hp 86 (d10+ 2 CON +11)
Fort +3 (+2 base, +1 Con), Ref +5 (+2 base, +3 Dex), Will +7 (+6 base, +1 Wis)

Speed 50 ft.



Str 8, Dex 16, Con 14, Int 20, Wis 12, Cha 8
Base Atk +4; CMB +11; CMD 25

Scribe Sroll Class

Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Level Increase: +1 (an extended spell uses up a spell slot one level higher than the spell’s actual level.)

Craft Wand: YYou can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.

Inscribe Magical Tatoo:You can create magical tattoos, magic items inked directly into the flesh of a willing or helpless creature. Both you and the recipient of the tattoo (if the recipient is not yourself) must be present during the entire tattooing process. Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots. A single slot can only hold one magical tattoo (non-magical tattoos and tattoos acquired from the tattooed sorcerer archetype do not count against this limit). Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed on armor, eye, headband, or shield slots.

Magical tattoos are difficult to destroy, though they count as magic items for the purposes of dispel magic. The spell erase can permanently destroy a magical tattoo, but the bearer of the tattoo can resist the spell with a Will save, in addition to the caster needing to make a successful caster level check to erase the tattoo. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it as well. Doing so is a full-round action that not only requires the target to be willing or helpless, but also provokes attacks of opportunity. At least 2 points of damage per caster level of the tattoo must be dealt to destroy a magical tattoo in this manner.

Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they can use the Craft (calligraphy, paintings, tattoos) skill. New magical tattoos can be researched and designed using the guidelines for pricing new magic items. Magical tattoos are treated as slotless magical items for pricing purposes.

Arcane Discovery [Fast Study] Bonus Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute. You must be at least a 5th-level wizard to select this discovery.

Toughness:You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Adaptive Magic: The wonders of magic have always fascinated you, and you find the urge to tinker and experiment with magic almost irresistible. You could be the child of an alchemist, wizard, or witch; a member of the Pathfinder Society; or maybe someone with a touch of fey or dragon blood. You may not be trained in magic, and you’ve had your share of accidental mishaps, but you possess a natural knack for activating magic items. You’ve always been intrigued by the cold magic of the winter witches and ice mages of the North, and would love to get your hands on some of their magic items. You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you.

Reactionary: +2 to initiative.

Skills ( 8 points; 2 class, 5 INT, 1 racial, 2 bonus)
Appraise +11 [rank 3, INT 5]
Craft (Paintings) +13 [rank 5, INT 5]
Knowledge(Arcana) +13 [rank 4, INT 5, Trait 1]
Knowledge(Engineering) +10 [rank 2, INT 5]
Knowledge(Geography) +10 [rank 2, INT 5]
Knowledge(History) +12 [rank 4, INT 5]
Knowledge(Local) +12 [rank 4, INT 5]
Knowledge(Nature) +12 [rank 4, INT 5]
Knowledge(Religion) +10 [rank 2, INT 5]
Knowledge(Planes) +10 [rank 2, INT 5]
Linguistics +12 [rank 4, INT 5]
Profession (Non-tenured Professor) +8 [rank 4, WIS 1]
Perception +4 [rank 3, WIS 1]
Spellcraft +16 [rank 8, INT 5].
Use Magic Device +9 [rank 6, CHA -1, Trait 1]

ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Draconic, Skald, Hallit, Sylvan, Dwarven, Giant, Protean, Terran, Celestial

Special Abilities:


Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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 interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp)
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. 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.

==Arcane Bond==
Gifted Darwood Wand

Arcane Schools
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

==Specialized School==

==Opposition Schools==

Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.

A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.

A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Adding Spells to a Wizard’s Spellbook:

Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).

Spells Gained at a New Level:

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another Spellbook or Scroll:

A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.



3rd - level Spells:

4th - level Spells:

4th - level/ 5 known
Secure Shelter
Resiliant Sphere
Wall of Ice
Animate Undead


Carrying Capacity

Current Load Carried

Staff of Minor Arcana (8,000)
belt pouch
Bracers of Armor (+2) (4,000 gp)
Ring of Sustenance (2,500 gp)
Pearl of Power (1st - level) (1,000 gp)
Handy Haversack (2,000 gp)
*Command Undead
*Blood Transcription
*Retrieve Item
*Pilfering Hand [2]
*Invisibility [2]

Wizard's Kit (21 gp)
*flint and steel
*iron pot
*mess kit
*spell component pouch
*torches (10)
*trail rations (5 days)

Purchased Spells
1st - level [1] = 15 gp
2nd - level [4] = 300 gp
3rd - level [4] = 520 gp
4th - level [#] = #

Crafted Scrolls
1st - level
2nd - level [8] = 600 gp

Money 2,044 gp

Ten-Minute Background:

Using Ten-Minute Background
Five Topics
1. Cyril Hastings Alderford was not born into academia, but he pursued it relentlessly to escape his humble origins of a country farmhand. He is an arragont, brash, and relentless scholar that consumed knowledge as readily as most people pursued ale.
2. During his studies, Cyril would supplement his living expenses by working as a page at the University's Library. He would spend hours among the stacks, sifting through tome after tome into the late hours with a fledgling of a light cantrip. It was this constant effort
3. At the top of his class, Cyril was able to find employ at Wizarding College to the West teaching low-level basics to incoming students. There he became known as "The Gatekeeper of the Northern Campus" and "Professor Alderfart." He had a few students that met his approval, but most of the student body gave him wide berth.
4. During his stay at the college, Cyril has studied most schools of magic independently. However, he has developed a distaste for the Schools of Enchantment and Divination. He respects the faculty that instructs those departments, but he finds subjecting sentient life to his will a bit...forceful. As for Divination, he finds that interpreting the vague glimpses of the future is a maddening task that keeps him up at night.
5. Having spent over a decade of his life dedicated to the Wizarding College, Cyril is competing with other staff for an open tenured position. With the mysterious winter phenomenon garnering interest and concern, Cyril plans to venture North, discover the cause of these events, and secure his status at the college.

Two Goals
1. His lifelong goal has always been to gain esteem in the academic community and establish a reputation of scholastic accomplishment. To this end, his plan to accomplish this is to research the source of the mysterious winter phenomenon and submit his findings to the college.
2. Alderford is not a religious man, but he finds the subject curious. If possible, he would like to meet a god, perhaps discuss and converse with it for a time.

Two Secrets
1. Has a tender addiction to romance stories, and nothing captures his attention like a bard singing his tale. Though if you point out his enjoyment, he will vehemently rebuke you.
2. Incredibly anxious over aging, fears getting older and becoming less intelligent. Anytime someone points out his age, he feels the urge to display his power to prove he's still in his prime.

Three Relations
1. Hallison Archwood, the head of the Evocation School, is a charming Elven woman that flusters Cyrodil. She is just as intelligent as Cyrodil, but possess the charm and grace of normal members of society. Somehow, she has gotten past his brash exterior, and they share intellectual conversations that can stretch into the morning hours. He would be lying if he claimed not to care for her.
2. Avoss Casorin is the head professor of the Enchantment School, a tenured professor, and possibly the worst thing to happen to Cyril since he broke both his legs in a levitation mishap. He has bewitched Cyril on multiple occasions. Cyril has openly stated his distaste for this discipline, which he admits may have started the rivalry, but there is no argument Avoss has gone out of his way to interfere with him.
3. Karah Scrimshaw is a student who has come to school despite already being 25 and a successful mercenary fighter. Despite the odd social circumstance, her work ethic impressed Cyril and he took her on as a personal pupil, giving her tutelage in his spare time (note: this did not improve her image really, but it did impress some around campus). She hasn't revealed her reason for pursuing magic over martial, but Cyril has respected her privacy not to ask. Yet.

Three Memories
1. It was a quiet night, and Cyril was going over tests from today's classes. Hallison had canceled their late night discussion. As an elf only needed to meditate for four hours, he assumed she had bit off more than she could chew again, signing up to assist with the Astronomy Societies' lens condensing project. Well....if it worked it would be quite the impressive feat.
2. Cyril awoke with a terrible pounding headache. He moaned and groaned, and sat up finding himself naked in bed, his vision blurry from his lack of spectacles. He was 87% certain Avoss had put something in his drink that may explain why he awoke in this strange bedroom next to-. He froze. The homunculus dummy from the Necromancy department was in bed with him, its face magicked to look like Avoss's. Illusioned depictions started appearing all over campus, and it took the better part of a half-decade to live that down.
3. The student fidgeting in the chair in front of his office desk was starting to annoy him. It was midterms, and this particular student was on the verge from being dropped from the program. He looks the student up and down, and sighs before writing on a piece of spare parchment. He instructs the student to attend remedial lessons with his personal pupil later in the evening and possibly salvage what remained of his career. The student was extremely grateful, and left almost in tears of happiness. Perhaps he was too soft on tears.


Lanky and tall, Cyril is most cleary defined by his hookish nose and semi-permanently scowl on his face. He wears his wizard college robes almost exclusively and has a pair of spectacles he needs to see defined details. He has a habit of cracking his fingers and walks with a gait that's slightly hunched. His hair is scraggly and wavy to a fault.