Sargavan Pathfinder

Dekonkar's page

7 posts. Alias of gemmik.


Full Name

Dekonkar Mvashti

Race

| HP: 6/8 | AC 12 (T12, FF 10) | CMB: +0 CMD: 12 | F:+2 R:+2 W:+4 (+1 vs. enchantments) | Init +4 (always act in surprise round) | Perc +2, SM +2, Social +0

Classes/Levels

| Speed 30 ft. | Spells: 1st: 3/3 | Arcane Bond: 1/1, Harrowed (Tangled Briar: Shields): 1/1, Prescience: 7/7, Lucky Number (19): 1/1 | Active Conditions: None

Special Abilities

Hammer (Str), Key (Dex), Shield (Con), Book (Int), Star (Wis), Crown (Cha)

Alignment

NG

Location

Sandpoint

Languages

Common, Draconic, Dwarven, Elven, Gnome, Shoanti, Thassilonian, Varisian

Occupation

Harrower, Librarian, Wizard

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 14
Charisma 10

About Dekonkar

Statistics:

Dekonkar Mvashti
Male Human (Varisian) Wizard 1
NG Medium Humanoid (human)
Init +4 (always act in surprise round); Senses Perception +2

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DEFENSE
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AC 12, touch 12, flat-footed 10 (+0 armour, +2 Dex, +0 shield)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +4
…+1 vs. enchantments
Defensive Abilities forewarned, harrowed, lucky number

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OFFENSE
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Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20) (80 ft.)
Spells Prepared (CL 1st, Concentration +5)
1st—colour spray, magic missile, lucky number (D)
0—detect magic, read magic, scoop
Offensive Abilities arcane bond, arcane strike, prescience

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STATISTICS
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Str 10, Dex 14, Con 14, Int 18, Wis 14, Cha 10
Base Atk +0; CMB +0; CMD 12
Traits harrow born, scholar of the ancients
Feats Arcane Strike, Harrowed, Scribe Scroll
Skills Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +8, Profession (harrower) +6, Spellcraft +8
(7 points; 2 class, 4 INT, 1 race, 0 favoured class)
Abilities arcane bond (harrow deck), arcane school (divination [foresight]), cantrips, forewarned +1, prescience (7/day), scribe scroll
Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
Languages Common, Draconic, Dwarven, Elven, Gnome, Shoanti, Thassilonian, Varisian

Special Abilities:

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SPECIAL ABILITIES
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Arcane Bond 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 wielded. 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).
…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 the Craft Magic Arms and Armor feat in Feats). 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 School Divination (Foresight), Opposition Schools Conjuration, Necromancy
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. 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. 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.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Harrow Born: You grew up around the mysterious fortune-tellers known throughout Ustalav and Varisia. You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks.

Harrowed: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

Scholar of the Ancients Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Spell Book:

Spellbook 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 prohibited 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.

Spells Known
1st—colour spray, comprehend languages, lucky number, mage armour, magic missile, monkeyfish, shield, true strike
0—arcane mark, breeze, chameleon scales, dancing lights, daze, detect fiendish presence, detect magic, detect poison, flare, ghost sound, grasp, haunted fey aspect, jolt, light, mage hand, mending, message, oath of anonymity, open/close, penumbra, prestidigitation, ray of frost, read magic, resistance, root, scoop, scrivener’s chant, spark, vacuous vessel

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear light crossbow, 40 bolts, scroll of comprehend languages, scroll of mage armour (2), scroll of monkeyfish, scroll of shield (3), scroll of true strike
Possessions ancestral harrow deck, cheap harrow deck, spring loaded scroll cases (6), spell component pouch, spellbook, writing supplies, backpack, wizard’s robes, belt, belt pouch, waterskin
Money 0 GP 5 SP 5 CP

Background:

A young Varisian wizard who runs a library right off the town square. Often recommends books to people. He’s a harrower and a diviner. Can tell the future.

Terrified of fires! Seen so much knowledge lost because of them! (Very sad). Uses scoop on nearby water sources to douse fires. During the attack he busted out of his library to help fight (and put out goblin torches!)

Appearance and Personality: