Harpram Gavers

Gezza "Redfingers" Viir's page

266 posts. Alias of James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).


Race

Male Human Carpentry Enthusiast 5 - HP 27/27; AC 12, T 12, FF 10, CMB +4, CMD 16; F+1, R+3, W+5; Perc +1, Init +2;

Classes/Levels

Spells:
0-know direction, stabilize, ray of frost, read magic; 1-mage armor, color spray x2,hydraulic push*, alter winds; 2-levitate, scor ray, gust of wind, prot from arrows*; 3-fireball x2, wind wall*

About Gezza "Redfingers" Viir

Crunch:

Gezza "Redfingers" Viir
NG Human Male Wizard 5 (wood)
Init +2; Senses Perception +1
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 dex)
hp 27 (5d6+5FC)
Fort +1, Ref +3, Will +5
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OFFENSE
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Spd 30'
Melee +4
Ranged +4
Space 5'; Reach 5'
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STATISTICS
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Str 14, Dex 14, Con 10, Int 19, Wis 13*, Cha 12
BAB +2; CMB +4; CMD 16
Feats (2) scribe scroll*, spell mastery (light, charm person, polypurpose panacea, color spray), skill focus (heal), nature magic, craft wand*, combat casting
Skills (7) Climb +5*, Craft (carpentry) +13, Heal +12*, Knowledge (nature) +13, Knowledge (local) +12, Linguistics +10, Profession (sailor) +7, Spellcraft +12, Swim +9

Spells/Day (4/4+1, 3+1, 2+1 DC 14+level, Conc +13)
0th level:
1st level:
2nd level:

Spells Known:
0th - all (except mending), know direction stabilize
1st - (7) alter winds*, animate rope*, charm person*, color spray, hydraulic push, vanish, polypurpose panacea, monkey fish, keep watch, mage armor
2nd - scorching ray, levitate, prot from arrows*, entangle*, gust of wind, track ship
3rd - tree shape*, wind wall*, fireball

Special Abilities: arcane bond (familiar), arcane school (wood), opposition (metal), cantrips, flexible enhancement (+2 to Dex, Con or Wis), splintered spear (7/day, +6 ranged, 1d6+4 damage +1 bleed)
Traits: ship's surgeon, seafarer
Languages: Common, Draconic, Polyglot, Orc, Aquan, Halfling, Auran, Terran, Osiriani
Possessions (x gp) wizard's kit (21 gp), artisan's tools (5 gp), surgeon's tools (20 gp), spellbook, spell component pouch, healer's kit (8/10 uses remaining)
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Stat Math:
Str 14 (5 points)
Dex 14 (5 points)
Con 10 (0 points)
Int 16 (10 points +2 racial +1 4th)
Wis 11 (1 points)
Cha 12 (2 points)

History:

Gezza Viir was born the son of a carpenter in Port Peril. He never knew his mother, only that his father spat when he mentioned her. He was a studious, cautious child, learning the craft of his father as diligently as he could, but his father could see the writing on the wall: his son needed to get out of Port Peril and that meant he needed an education. When rudimentary testing showed him to have an aptitude for wizardry, he borrowed money from some unsavory types and sent him to Rahadoum, where he was enrolled in a school of wizardry. He studied hard, graduated and returned to Port Peril, only to discover his father was suffering from some sort of wasting disease. Unable to work, he had fallen behind on his payments and was under threat of death. Gezza approached the loan sharks and agreed to serve on a merchant ship they owned for two years in return for the debt's forgiveness. He went to sea and served his time, returning to Port Peril only to discover his father was dead, buried in a pauper's grave and his shop and belongings sold to pay for the burial. Gezza headed to a tavern to drink away his grief...

Appearance:

Gezza is average height, but slightly built, with prematurely greying hair and a pinched look about his face. His work as a carpenter and surgeon on board the merchant vessel has left him with near-permanently stained hands, made red with gore and varnish. This earned him his nickname of "Redfingers", an appellation that he is of mixed mind regarding. He speaks in very proper, clipped tones and tends toward logic and reason. He has no concern for religion or the gods, having embraced the Rahadoumi ideal of mankind.

Mister Legs:

Scarlet Spider CR 1/4
XP 100
N Tiny vermin
Init +5; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 21, touch 17, flat-footed 16 (+5 Dex, +4 natural, +2 size)
hp 13 (5d8)
Fort +3, Ref +6, Will +3

OFFENSE
Speed 30 ft.
Melee bite +9 (1d3–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 21, Con 10, Int 8, Wis 10, Cha 2
Base Atk +2; CMB +5; CMD 11 (23 vs. trip)
Feats Weapon Finesse*
Skills Acrobatics +14, Climb +22, Perception +4, Stealth +18; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth
SQ Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master

SPECIAL ABILITIES
Familiar
A spellcaster who selects a scarlet spider as a familiar gains a +3 bonus on Climb checks as long as the familiar remains within 1 mile of her; a scarlet spider familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

Poison (Ex)
Bite—injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Str; cure 1 save.