Fuzzzy's page

460 posts. Organized Play character for gemmik.

Full Name



HP: 16/20 | AC 12 (T12, FF 10) | CMB: +3 CMD: 15 | F:+2 R:+3 W:+2 | Init +2 | Perc -1 (+2 in shadows or darkness), SM -1, Bluff/Diplo/Intim +0


| Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | A Sure Thing: 1/1, Hand of the Apprentice: 7/7, Share Will: 0/1, Volatile Conduit: 1/1 | Active Conditions: None


Old Male Human Wizard 5


looks 60 (actually 25)




Iomedae (when he remembers)


Mendev, Absalom


Common, Abyssal, Celestial, Draconic, Infernal, Necril

Strength 14
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 8
Charisma 10

About Fuzzzy

LEVEL UP TO 5 and spend GP


PFS # 293440-2
Faction: Silver Crusade
Experience 12
Fame 21, Prestige Points 22

Male Human (old) Wizard 5
LG Medium Humanoid (human)
Init +2; Senses Perception -1

AC 12, touch 12, flat-footed 10 (+0 armour, +2 Dex, +0 shield)
hp 20 (3d6+6)
Fort +2, Ref +3, Will +2
...share will

Speed 30 ft.
Melee +1 Longsword +4 (1d8+3/19-20)
Ranged hand of the apprentice +6 (1d8+3/19-20)
…ray of frost +5 (1d3 cold)
Supernatural Abilities (CL 3rd, Concentration +7)
7/day—hand of the apprentice
Spells Prepared (CL 3rd, Concentration +7)
2nd--flaming sphere, knock
1st—colour spray, colour spray, sleep
0—daze, detect magic, ghost sound, ray of frost

Str 14, Dex 14, Con 12, Int 18, Wis 8, Cha 10
Base Atk +1; CMB +3; CMD 15
Traits A Sure Thing, Volatile Conduit
Feats Point Blank Shot, Precise Shot, Spell Focus (evocation), Weapon Proficiency (longsword)
Skills Appraise +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (history) +10, Knowledge (nature) +9, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +8, Spellcraft +10
(+1 on all INT and CHA based checks in Absalom)
(7 points; 2 class, 4 INT, 1 race, 0 favoured class)
Abilities Arcane bond (familiar: Bobby), arcane school (universalist), cantrips, hand of the apprentice
Languages Common, Abyssal, Celestial, Draconic, Infernal, Necril

Special Abilities:


A Sure Thing (trait): Once per day, you gain a +2 bonus on a single attack roll against an evil-aligned creature. If the creature is not evil-aligned, this ability is wasted with no benefit.

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (7/day)

Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This replaces share spells.

Volatile Conduit (trait): You discovered a secret that enhances the energy of some spells. Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.

Spells Known:

Spells Known
2nd--flaming sphere, knock
1stburning hands, colour spray, endure elements, feather fall, grease, mage armour, magic missile, protection from evil, sleep
0thacid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue, vacuous vessel


Combat Gear +1 longsword, holy water (3), scroll of mage armour (1), potion of cure light wounds (2), potion of lesser restoration, wand of cause fear (15 charges), wand of summon monster 1, CL 3, 9 charges)
Possessions backpack, bedroll, belt pouch, charcoal, journal, rations, scholar’s robes, scroll case, spellbook, spell component pouch, wayfinder
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 20 lbs.
Money 9,944 GP 0 SP 0 CP

Temporary Gear:


A Torch in the Dark [Legacy] Your efforts to peel back the mists of time and learn the truth about the early days of the Decemvirate has uncovered certain disturbing truths. While some would prefer these truths stay hidden, you actions have paved the way for a stronger Society and higher accountability from the members of the Decemvirate. Keep this Chronicle sheet, as this book will have certain benefits in the new organized play campaign for the Pathfinder RPGs second edition.

Impressive Find: The Pathfinder Society is impressed with your efforts in uncovering the truth behind Eylysia’s long ago conflict with the early members of the Decemvirate. Once you earn 12 or more Fame, your superiors award you 1 additional prestige point (but not Fame) in recognition of your excellence. When you use this boon, cross it off your chronicle sheet.

Nemesis of the Aspis: You are an expert at sabotaging the Aspis Consortium’s nefarious schemes. During any scenario in which you encounter the Aspis Consortium you may, as an immediate action, force an enemy Aspis Consortium Agent to preroll a single d20 and take the worse result. Once you have used this boon cross it off the chronicle sheet.

[] [] [] Piercing the Veil: You have seen the deceptions that the powerful hide behind and have broken through them, restoring truth to the Society’s history and vindicating the unjustly persecuted former Pathfinder Eylysia. At the start of any adventure, you may check a box next to this boon to gain a +1 bonus on all Perception and Sense Motive checks, as well as all Will saving throws made to resist or disbelieve illusions, for the duration of the adventure.

You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear about how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

Infiltrator: Your experiences during the heist have taught you to work together more effectively with your allies to cover your tracks. Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet.

Prized Find You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 prestige point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure.

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 on the lines 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.
Item: Hat
Properties: his hat repeats everything he says back in song as long as it is worn

[] [] [] Storm Rider: Having braved the Eye of Abendago and faced the Tempest Monarch, you have gained one of the fearsome dragon’s scales, imbued with the elemental energies of the Eye. Whether you gained the scale through force or guile, it responds only to your command. You can check one of the boxes next to this boon as a standard action to cast endure elements on yourself, with a caster level equal to your character level.

SEEN IT ONCE (see chronicle sheet)


“Hello, there! I’m… Hmmm… What was my name again? It’s all kind of fuzzy… Yes, that must be it! Fuzzzy!”

Fuzzzy is a forgetful old wizard who relies on his familiar, Bobby the owl, to help him remember who he is, and what he’s doing. Other than forgetting things, he’s a good wizard and (when he remembers it) a good swordsman. …Where did he learn that again?

What Fuzzzy forgot:
Fuzzzy forgets lots of things, but the most important is that he used to be a paladin of Iomedae. He fought demons in the Worldwound. But, one day, Fuzzzy (his name was Sir Palad Eine then) died. He was buried, but Iomedae blessed him for his faith and good works and he came back to life. But when he came back he was old, and he couldn’t remember who he was. Bobby the Owl was a gift to Fuzzzy from Iomedae to help keep Fuzzzy company and remember things.

Appearance and Personality:

Fuzzzy is an old man with a big floppy hat, and a long white beard. He has a nice sword on his belt but he usually forgets it’s there. He tries to write things down to help him remember them better, but he can never find the right notes in his journal! He is a friendly, funny, old man, but he never remembers if he’s met people before, so he is not a very good friend. He is smart but not very clever. Sometimes he does things that are silly, or dangerous.