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Dijiron's page

168 posts. Alias of Larkos.


Full Name

Dijiron

Race

Ratfolk

Classes/Levels

Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Gender

Male

Size

S

Age

21

Alignment

LG

Deity

Abadar

Strength 8
Dexterity 16
Constitution 13
Intelligence 18
Wisdom 13
Charisma 9

About Dijiron

Dijiron was born just another rat in the City at the Center of the World. His warren was a small but growing one in one of the poorer districts in Absalom. His family concerned itself with trade with the humans but Dijiron preferred to spent his free time in the tavern.

He rarely drank more than one pint as his tiny rat liver couldn't take much more. He instead listened to the bards weave tales of mighty wizards battling arcane terrors with powerful magic. Dijiron would stay until closing if a good story was told and would then go home and dream that he was the mage in the story. One night after the bard was done, she spoke with Dijiron and told him of a magical academy that could teach him the basics of magic. He had never been more tempted by anything in his whole life but he felt he couldn't abandon his family like that.

What happened when he went home that night would change his life forever. Dijiron's father, Pakchak, decided to surprise his son with (what was in his mind) a great gift: the keys to the family business. Dijiron had expected his older brother to take over as the first-born but Dijiron was obviously the better choice. He was always the smartest and the one who had been most comfortable with the human customers. Dijiron was honored but he couldn't help but see a future unfold before his very eyes, a future of negotiations, deals, and a big rat family. This future couldn't be more boring to the adventurous rat so, with tears in his eyes, he explained that he had to refuse his father's gift and ran off.

He ran back to the tavern and booked a room. After a morning of gathering his nerves, he returned to the bard and explained his situation. She personally escorted him to the Academy and sponsored him.

Dijiron had never been so happy in all life and promised to make it all worth it. He put his nose to the grindstone and came out near the top of his class. He rarely felt the sting of prejudice while at the academy. When you walk down the hall everyday and see tieflings, sylphs, elves, and all manner of summoned creatures, a ratfolk doesn't stand out as much.

He paid the bard back twice as much as what she had paid for his tuition and swore to always come to her aid if necessary. He left her a scroll of sending he made in class and left Absalom.

He and his rat Taq, decided to follow the path of the explorer and find new arcane discoveries. This impulse lead Dijiron to the Mana Wastes, long a source of fear and wonder among mages. He believes his natural ratfolk hardiness may help him where many other wizards failed.

Character Sheet:
Dijiron
Male Ratfolk Wizard 3 | [Lawful Good]
Age 21
Gender M
Size Small
Looks Grey fur, Br eyes
Height/Weight 4'1" tall, 75 lbs. (Small)
Homeland Absalom
Deity Abadar
Campaign Tacticslion's
Representing Larkos
Ratfolk Traits:
Initiative: Total +7 = 3 [Dex] +4 [Improved Initiative]

Defenses
hp: 20 (7+5.5+5+3[T]) [HP gain per level=5]
Fortitude +4 = (1 [base] +1 [Con] +2 [Familiar])
Reflex +4 = (1 [base] +3 [Dex])
Will Save +4 = (3 [base] +1 [Wis])
Base Speed [30 (6 sq.)]
AC [16] = 10 +3 [Dex] +3 Armor
Touch AC [13]
Flat-Footed [13]

Ability Scores
Strength 8 (-1)
Dexterity 16 (+3)
Constitution 13 (+1)
Intelligence 18 (+4)
Wisdom 13 (+1)
Charisma 9 (-1)

Attack Bonuses
Base Attack Bonus +1,
- Basic Melee Attack +0
- Basic Ranged Attack +4
CMB +0 = (1 [BAB] -1 [Str] +0 [size])
CMD +13 = (10 +1 [BAB] -1 [Str] +3 [Dex] +0 [size])

Feats
1) Improved Initiative, (b) Scribe Scroll, (b)Alertness [familiar] (b)Breadth of Experience [story]
3)Toughness

Traits
Cynical Ear: add 2 when determining your Hit Dice for Intimidate checks, and increase the DC of all Diplomacy checks against you by 2.
Desperate Focus: You get a +2 bonus on Concentration checks.
Greater Purpose: You gain a +1 trait bonus on all saving throws to resist death effects and a +1 trait bonus on Constitution checks made to stabilize while dying.

Skills: Skills Total = (Ability Mod. + Ranks + Misc.)
Appraise +4 = (INT 4 + Ranks 0 + Misc. 0)
Craft (alchemy) +9 = (INT 4 + Ranks 2 + Class 3 + Misc. 0)
Escape Artist* +3 = (DEX 3 + Ranks 0 + Misc. 0)
Fly* +3 = (DEX 3 + Ranks 0 + Misc. 0)
Intimidate -1 = (CHA -1 + Ranks 0 + Misc. 0)
K (Arcana)† +12 = (INT 4 + Ranks 3 + Class 3 + Misc. 2)
K (Dungeoneering)† +12 = (INT 4 + Ranks 3 + Class 3 + Misc. 2)
K (Engineering)† +6 = (INT 4 + Ranks 0 + Misc. 2)
K (History)† +11 = (INT 4 + Ranks 2 + Class 3 + Misc. 2)
K (Nature)† +11 = (INT 4 + Ranks 2 + Class 3 + Misc. 2)
K (Planes)† +12 = (INT 4 + Ranks 3 + Class 3 + Misc. 2)
K (Religion)† +10 = (INT 4 + Ranks 1 + Class 3 + Misc. 2)
K {Local) +6 = (INT 4 + Ranks 0 + Misc. 2) can use untrained
K (Nobility) +6 = (INT 4 +Ranks 0 + Misc. 2) can use untrained
Linguistics† +10 = (INT 4 + Ranks 3 + Class 3 + Misc. 0)
Perception +6 = (WIS 1 + Ranks 1 + Race 2 + Misc. 2)
Sense Motive +5 = (WIS 1 + Ranks 0 + Race 2 + Misc. 2)
Spellcraft† +10 = (INT 4 + Ranks 3 + Class 3 + Misc. 0)
Stealth* +7 = (DEX 3 + Ranks 0 + Misc. 4)
* Armor Check Penalty 0
† Trained Only

Carrying Capacity
Languages: Taldan (Common), Draconic, Dwarven, Halfling, Goblin, Orc, Undercommon, Sylvan
Racial: Taldan (Common)
Bonus Languages (INT) Draconic Halfling, Goblin, Orc
Linguistics Dwarven, Undercommon, Sylvan

Equipment
Wizard’s kit
Quarterstaff
spell component pouch
Traveller's outfit

Carrying Capacity
Light Load: 26 lbs.
Medium Load: 53 lbs.
Heavy Load: 80 lbs.
Lift Over Head: 80 lbs.
Lift Off Ground: 160 lbs.
Push or Drag: 400lbs.

Spellcasting:
Wizard Spells
Wizard Spells Per Day and Prepared (Concentration +9 = 3 [CL] + 4 [INT] + 2 [trait])
- Level 0 (Cantrips): 4 [class]
- Detect Magic, prestigitation, dancing lights, mage hand
--------
- Level 1: 2 [class] + 1 [INT] + 1 [Abjuration]
- Color Spray, Ray of Sickening, Obscuring Mist, (abj.) Protection from Evil
- Level 2: 1 [class] + 1 [INT} + 1 [Abjuration]
- Scorching Ray x2, Protection from Arrows (abj.)
--------
----------------------------------------------------------------
Wizard Spells Known
- Level 0: all but enchantment and transmutation spells
- Level 1:
** Abjuration: Endure Elements, Protection from Evil
** Conjuration: Grease, Mage Armor, Obscuring Mist
** Divination:
** Evocation: Ear-Piercing Scream, Magic Missile
** Illusion: Color Spray
** Necromancy: Ray of Enfeeblement, Ray of Sickening
-Level 2:
** Abjuration: Protection from Arrows
** Conjuration:
** Divination:
** Evocation: Scorching Ray
** Illusion:
** Necromancy:

Class Features:
Wizard Class Features
Arcane Bond [familiar]
Arcane School [Abjuration] (Prohibited Schools [Enchantment and Transmutation])
Abjuration Special Abilities
Resistance (Ex)
You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Protective Ward (Su)
As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Familiar (Su)
You have a familiar. He is described below.

Familiar:

Rat
<Taq>, the Rat; CR 1/4
XP 100
LG Tiny magical beast
Init +2; Senses lowlight vision, scent; Perception +1
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 1/2 of master's [8 at present]
Fort +4, Ref +4, Will +4
--------------------
OFFENSE
--------------------
Speed 15 ft. , climb 15 ft., swim 15 ft.
Melee Bite +4 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
Special Defenses Improved Evasion
--------------------
STATISTICS
--------------------
Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 v. trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
Languages -
Special Abilities Alertness, Deliver Touch Spells, Empathic Link, Share Spells
--------------------
SPECIAL ABILITIES
--------------------
Alertness (Ex)
While a familiar is within arm's reach, the master gains the Alertness feat.
Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time, the master casts a touch spell, he can designate his familiar as the "toucher". The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Emapthic 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.

Improved Evasion (Ex)
When subject 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 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).

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Caster Armor: Caster Armor [AC +3, max DEX +7, acp -, asf -, weight 4 lbs, speed: normal]
Special: DR 6/- v. light ranged weapons or ammunition; or DR 3/bludgeoning and slashing
Special: acid resist 1
Style: torso, arms, legs [quilted silken ceremonial robe armor; araena silkweave and darkleaf]

Dreamweaver Spider tattoo

This incredibly miniscule spider has attached itself - entirely unobtrusively - via webbing in a very out-of-the-way location. The spells it weaves into the mind of the bearer are potent.
This tattoo grants the the following spells known:
- 1st: Cause Fear, Sleep, Share Language, [url=http://www.d20pfsrd.com/magic/all-spells/s/spider-climb]Spider Climb, Web Bolt
- 2nd: Blood Transcription, Jitterbugs, Mad Hallucination, Share Memory, Touch of Idiocy, Web, Web Shelter, Vomit Swarm (spiders only)
- 3rd: Arcane Sight, Blood Biography , Blood Scent, Clairaudience/Clairvoyance, Ray of Exhaustion
Prepared casters can replicate these spells into their spellbook or prepare directly from the spellkeeper, eliminating it from the spellkeeper. Spontaneous casters can utilize each spell a total of three times by expending their spell-slots, at which point that spell fades away and is gone. The spells in the spellkeeper are treated as a spell for the class bonded to the spellkeeper. Regardless, a spell can be cast without expending a spell slot: once; after it has been cast, the spell permanently vanishes from the spellkeeper; this otherwise functions as if casting from a scroll, though you need not read it. Once all of the spells are gone, the spellkeeper simply falls off, exhausted and destroyed. It registers as a minor undead while active.

Frosty:

Frosty, the Ray of Frost
CR -, XP -
LG Fine spell (cantrip)
Init -2 (acts on master's turn); Senses Perception +2
DEFENSE
AC 16, touch 16, flat-footed 16 (-2 Dex, +0 Deflection, +8 Size)
hp 4 (2d6)
Fort +0, Ref -2, Will +0 (+0 resistance bonus)
DR 10/magic SR 12
Special Defenses improved evasion, spell traits

OFFENSE
Speed 20 ft.
Melee 2 solid magic +8 (0+Ray of Frost)
Special Attacks Engulf

STATISTICS
Str 10, Dex 7, Con 10, Int -, Wis 7, Cha 10
Base Atk +0; CMB -8; CMD 2 (cannot be grappled or tripped)
Feats Alertness (B), Toughness (B)
Skills Fly +6, Stealth +14
Special Qualities Empathic Link, Familiar Traits, Repository, Share Spells, Spell

SPECIAL ABILITIES

Alertness (Ex)
While within arm's reach, the master gains the Alertness feat.

Empathic Link (Su)
The master has an empathic link with his spell to a distance up to 1 mile. The master can communicate empathically with the spell, but cannot see through its senses. Because of the link's limited nature, only emotions can be shared. The master has the same connection to an item or place that his spell does.

Engulf (Su)
The spell can (hypothetically, anyway) flow around creatures or objects that fit within its space as a standard action. It cannot make a solid magic attack during a round which it uses the engulf ability. Creatures who do not make attacks of opportunity may make a Reflex save (DC 12) to avoid being engulfed; on a success, they are pushed back or aside (their choice) as the spell moves forward. Opponents targeted by Engulf can make attacks of opportunity against the spell, but if they do so, they are not entitled to a saving throw. Engulfed creatures or objects are subject to the full normal effect of the spell each round on the spell's turn, and are considered to be grappled and trapped within it; this does not require an action on the spell's part.

Familiar Traits
The Spell counts as a familiar for most purposes.

Store Spells
Through a special ritual (usually requiring one hour and 12 gold per spell level), a spellcaster can add additional spells and traits to a Spell they have bonded with, similar to a witch adding additional spells to their familiar (including the normal times and training proceedures). If a prepared caster, the caster can prepare these spells as if they were in his spellbook. If a spontaneous caster, the caster can cast the spell once before it vanishes. Upon level up, the spellcaster can choose to store spells in the Spell, or store them in their familiar or write them down in his spell book as normal for free. He can later store these spells in the other location, if he so chooses. By tying up an appropriate-level spell-slot of his spells per day to do so, a spellcaster can grant his Spell the benefits of a Spell stored within.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half, a spell takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells (Su)
The master may cast a spell with a target of "You" on his spell (as a touch spell) instead of himself. A master may cast new spells on his spell even if the spells do not normally affect Spells (see below for Spell traits).

Spell (Su)
This is a spell. Whenever it physically touches anything, that thing is subject to the effects of the spell that created this (in this case, a ray of frost). It follows its master's commands to the best of its ability, though it doesn't really understand much. It has Spell traits, as listed below:

* d6 HD; worst Base attack, no good saves
* skill points equal to 2+INT modifier (though they're usually mindless, meaning no skill points); a spell has no class skills (unless the spell effect alters a skill, in which case it gains that as a class skill)
* Mindless: A spell usually has no Intelligence score, and immunity to all mind-affecting effects (charmss, compulsions, phantasms, patterns, and morale effects; but see Immunity, below). If it gains an Intelligence score, it loses this trait.
* Limited Senses: its sensory perception is limited to the spell's range.
* Immunity: bleed, death effects, paralysis, poison, sleep effects, stunning, and mind-affecting effects (charmss, compulsions, phantasms, patterns, and morale effects; other than those from the spell itself), polymorph effects (other than those from the spell itself); is not subject to energy damage or to any effect it generates itself (unless it is beneficial to the spell, or the effect is one of its Weaknesses); unless it is a healing spell or has fast healing or regeneration, it cannot heal damage on its own if it has no Intelligence score, though it can be healed.
* Immunity: any effect that requires a fortitude save (unless the effect also works on an object, a spell, or is harmless).
* Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
* Weakness: a spell hit by dispel magic or similar effect may take damage or even be destroyed. First the caster of a dispel effect must make a caster level check to overcome the spell's SR. If the caster succeeds, a spell gains a fortitude save equal to 10+spell level of the dispelling effect+the dispelling caster's modifier; on a successful save, the spell takes damage, but on a failed save, the spell is instantly dispelled. A spell takes 1d4 per caster level for dispel magic, 1d8 per caster level for greater dispel magic, and 1d12 per caster level for mage's disjunction. Spells receive a will save for half.
In an antimagic field that overcomes a spell's SR, the spell must make a fortitude save or cease to exist for as long at the antimagic field covers the location that a spell resides. It comes back into existence when the antimagic field ceases, leaves the area, or a similar event occurs. A spell may attempt a will save as a full-round action every 1d4 rounds to attempt to come back into existance. If successful, it returns to existence for 1d4 rounds. If it exits the antimagic field before its time runs out, it is affected as if the antimagic field ended, or left its area. Regardless of the success or failure of any saves, a spell within an antimagic field is constantly staggered.
A spell can be subject to a counter-spell at any time. Treat this as if it were subject to a dispel magic effect, save the counter-spell does not need to overcome the spell's SR, and the spell does not recieve a will save for half.
* Proficiency: a spell is only proficient with its natural weapons and no armor or shields, unless it's a spell effect that generates weapons or armor, in which case it is also proficient with those it generates.
* A spell does not eat, breathe, or sleep.
* A spell cannot be raised from the dead (though a limited wish, miracle, or wish can restore any effect that those spells can imitate; a miracle or wish can also restore a ninth-level effect, though the caster must make a caster level check equal to the caster level of the effect, and a concentration check equal to 25+spell level to succeed; a caster must also succeed at a DC 23 will save or else take 1d8 damage per caster level of the effect. A miracle or wish can not normally create a new effect or make additional replicas - only restore one that is known to the caster.