PFS # 264524-11
Male Gnome Wizard 1
CG Small Humanoid (gnome)
Init +4; Senses Perception +5, Sense Motive +2, Low-Light Vision
AC 14, touch 13, flat-footed 12 (+1 armor, +2 dex, +1 size)
with Mage Armor: AC 17, touch 13, flat-footed 15 (+4 armor, +2 dex, +1 size)
Fort +7, Ref +3, Will +4
Speed 20 ft.
Melee Dagger +0 (1d3-2)
Ranged Ranged Touch +4
Non-Standard Skill Bonuses
Languages Common (Taldane), Gnome, Sylvan, Draconic, Elven, Dwarven, Celestial, Tian
Gift of Tongues: Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Utilitarian Magic: Gnomes with this racial trait add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities once per day:
The DC for these spells is equal to 10 + the spell’s level + the gnome’s Intelligence modifier. This racial trait replaces gnome magic.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Life of Toil: You gain a +1 trait bonus on Fortitude saves.
Reactionary: You gain a +2 trait bonus on initiative checks.
Arcane Bond: 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.
A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a 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.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.
Drelluandast has taken a rat as a familiar and calls him Rattholomew.
Arcane School: 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.
Drelluandast specializes in the Teleportation subschool of the Conjuration school. His opposed schools are Evocation and Necromancy.
Summoner’s Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Shift: At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
(*) Acid Splash
( ) Arcane Mark
( ) Dancing Lights
( ) Daze Will 13
(*) Detect Magic
( ) Detect Poison
( ) Ghost Sound Will 13
( ) Mage Hand
( ) Mending (Will 14)
( ) Message
( ) Open/Close (Will 14)
( ) Prestidigitation
(*) Read Magic
( ) Resistance (Will 13)
Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Acadamae Graduate: Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued.
Rat Familiar 1
N Tiny Magical Beast
Init +2; Senses Perception +5, Sense Motive +1, Low-Light Vision, Scent
AC 15, touch 14, flat-footed 13 (+2 dex, +1 natural, +2 size)
Fort +2, Ref +4, Will +4
Speed 15 ft, climb 15 ft, swim 15 ft
Melee Bite +5 (1d3-4)
Non-Standard Skill Bonuses
Share Spells: The master may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A master may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link: 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.
Light 0-17 lb. Medium 18-34 lb. Heavy 35-53 lb.
Current Load Carried 16.5 lb.
Dagger (2 gp) (0.5 lb)
Haramaki (3 gp) (0.5 lb)
Cloak of Resistance +1 (1000 gp) (1 lb)
Spell Component Pouch (5 gp) (2 lb)
Backpack (2 gp) (0.5 lb)
*Pearl of Power (1st) (1000 gp) (0 lb)
*Scroll: Obscuring Mist (25 gp) (0 lb)
*Scroll: Comprehend Language (25 gp) (0 lb)
*Spellbook (- gp) (3 lb)
*Flint and Steel (1 gp) (0 lb)
*Chalk x 20 (0.2 gp) (0 lb)
*Chalkboard (1 gp) (2 lb)
*Ink (8 gp) (0 lb)
*Fine Calligraphy Brushes (Masterwork Artisan’s Tools) (55 gp) (5 lb)
*Parchment x 19 (3.8 gp) (0 lb)
*Charcoal x 2 (1 gp) (0 lb)
*Paper x 10 (4 gp) (0 lb)
*Waterskin (1 gp) (1 lb)
*Acid Flask (10 gp) (1 lb)
*Wand: Comprehend Languages (50 charges) (- gp) (0 lb)
*Wand: Cure Light Wounds (50 charges) (- gp) (0 lb)
*Stored in Backpack
In combat, Drelluandast will try to target an opponent not engaged in melee with an acid splash, using his acid flask as a focus to increase the damage by +1.
Outside of combat, Drelluandast is eager to tell anyone who will listen about the latest extraplanar monster he saw. He’ll also happily try to assist with any knowledge, linguistics, or spellcraft checks.
Defender of Absalom:
- [ ] Wise Quarter Warden: You gain a +2 bonus on all skill checks while adventuring in the Arcanimirium, Blakros Museum, and Forae Logos. While in a city of at least 5000 people, you can check the box that precedes this boon to acquire one single-use magic item or wand worth no more than 100 gp x your level. You may acquire a partially charged wand with this boon. The item has a resale value of 0 gp.
[ ] [ ] [ ] Arnisant Museum Patron : In addition to gaining a permanent +1 bonus on Knowledge (history) checks regarding Taldor, you can borrow a weapon or suit of armor from the museum. After hearing the adventure briefing for a scenario, you can check one, two, or all three boxes that precede this boon to secure a weapon, shield, or set of armor with a +1, +2, or +3 bonus, respectively, for the duration of the scenario. You can reduce the enhancement bonus of a borrowed weapon with a +2 or +3 bonus by 1 in order to give that weapon the undead bane special ability. Any borrowed equipment bears inscriptions or imagery from the Shining Crusade, such as Aroden’s holy symbol or the heraldry or Taldor. This equipment is always made of common materials such as steel, leather, or wood.
Remnant of the First World: One of your items has been infused with a spark of transformation from the First World, giving it unusual characteristics. Record the name of the item and its properties below. These effects do not hamper the item’s performance. If you wish to remove these effects, you may do so without cost between scenarios by encasing the item in a cold iron box for a week.
[ ] [ ] [ ] Blood and Courage: As long as your current hit point total is less than half your maximum hit points, you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15 ft cone as a standard action.
[ ] Empyreal Revenant: Within 3 rounds of dying, you can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute, you are restored to life per raise dead with half your maximum hit points, gaining no negative levels from the process. If you died as a result of ability damage or drain, you either removed 8 points of that ability damage or remove enough ability drain to return that ability score to 8 (though no higher than your original ability score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up).
At the end of the adventure, your relentless grip on life fails, your body collapses, and you die - this death is not the result of hit point loss and cannot be reversed by effects such as breath of life. The cost of any spellcasting service to restore you to life at the end of that adventure is reduced by 3 Prestige Points for each unique Martyr’s Shard boon this character has earned. If a PC casts a spell to restore you to life at the end of the adventure, instead reduce the material component cost by 1000 gp for each unique Martyr’s Shard boon this character has earned.
[ ] Martyr’s Shard 4: As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (this does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute.
Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger, but is a dagger rather than a longsword) as though his effective Fame were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost to 110,604 gp, 100,604 gp, or 90,604 gp respectively.
Drelluandast is quite hardy for a wizard. He attributes this to carrying buckets of ink from the vats in the basement to the testing room in the attic of his father’s workshop in Korvosa, which designs and assembles “the finest quills and pens in the Inner Sea”. Drellaundast quickly grew bored of these writing utensils he saw every day, and even the most exotic pen the workshop produces (something called a “point-ball” quill, used specifically for writing on curved surfaces) brought him no joy. The Bleaching loomed before him.
Drelluandast’s life was saved by a lucky coincidence - a merchant from Tain-Xia and a student from the Acadamae came to the workshop looking for special ink. As Drelluandast took them down to the basement vats, he couldn’t take his eyes off an eagle accompanying the student. This eagle was unlike any bird Drelluandast had ever seen - somehow more perfect, more regal, more heavenly a bird than mortal eyes were meant to see. After picking himself up at the bottom of the stairs, Drelluandast shrugged off his visitors’ concerns and asked where such a magnificent raptor could have come from. The student laughed and simply said, “Heaven”.
Embarrassed, Drelluandast turned his attention to the foreign merchant and asked what she needed. Upon hearing just how much ink (and in how many colors) she was asking for, he asked what she could possibly be doing with it all. She smiled, pulled out a scroll of fine paper, and simply said, “This.” It was the most beautiful thing Drelluandast had ever seen - a calligraphic masterpiece depicting foxes and dogs chasing each other around a serene child seated on a island surrounded by swimming ducks and fish. Drelluandast bought his first set of brushes from the merchant and quit his job at the workshop that day to enroll in the Acadamae.
He practiced his calligraphy at night while studying as hard as he could during the day. His breakthrough came during his third year at the Acadamae when he began copying his study notes about various creatures he was learning to summon into calligraphy, adding illustrations as he felt inspired. When his great-aunt’s sister’s cousin’s friend’s mother-in-law’s nephew came to Korvosa to visit, he was delighted to receive one of Drelluandast’s “practice” scrolls describing a celestial hound. Inspired, Drelluandast threw himself into his studies - he had finally found his calling! He would observe all the outsiders and create a great guide to summoning them, complete with illustrations and a rating system on how friendly or helpful such a being might be. After all, Drellaundast reasoned, he had already been bitten a few times by his summons and perhaps he could prevent someone else from having to spend a week in the infirmary recovering from a particularly nasty poison. After his graduation (which surprised the teachers - nobody had ever come out smiling before), he left Korvosa for Absalom and the Pathfinder Society, eager to continue learning more about the creatures beyond his own plane of existence.
Appearance and Personality:
A highly excitable gnome with blue hair and beard, Drelluandast insists on always carrying all his writing utensils and surfaces with him at all times “just in case something exciting happens”.