Imron Gauthfallow

Gordan Sinclaire's page

14 posts. Organized Play character for Spencer Ramirez.


Full Name

Gordan Sinclaire

Race

Varisian Half-Elf

Classes/Levels

Wizard lvl 5 Cyphermage 1 Pathfinder Savant 6

Gender

Male

Size

Height 5' 11" Weight 155lb (Medium)

Age

34

Special Abilities

Adept activation, Arcane bond (ring of wizardry i), Arcane training, Cypher lore (insightful scroll), Elf blood, Esoteric magic, Scroll master, Silence master

Alignment

True Neutral

Deity

Nethy

Location

Absalom, Inner Sea Region, Around the Emerald Spire, Within the Emerald Spire

Languages

Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Elder Thing, Elven, Ignan, Infernal, Jistka, Orvian, Protean, Skald, Sylvan, Terran, Thassilonian, Undercommon, Varisian

Occupation

Cypher Mage, Pathfinder Agent, Inscriber

About Gordan Sinclaire

Gordan's Appearance
Gordan is a half elf with dark brown hair with slight silver streaks through the hair, green eyes, and tan skin much like his father's heritage. He wears a scholar's outfit with mock armor over it to disguise his abilities. He carries a handy haversack that clearly has what he wants inside, from scrolls to various copies of Pathfinder's Chronicles.

Gordan's Stats:

Gordan Sinclaire
Male half-elf cyphermage 1/pathfinder savant 6/wizard 5 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Campaign Setting: Seekers of Secrets)
N Medium humanoid (elf, human)
Init +3; Senses glyph-finding, low-light vision; Perception +17
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Defense
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AC 17, touch 14, flat-footed 15 (+2 armor, +1 deflection, +2 Dex, +1 insight, +1 natural)
hp 62 (12d6+12)
Fort +6, Ref +7, Will +9; +2 vs. enchantments, +6 vs. writing-based magical traps
Immune sleep; Resist sigil master
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Offense
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Speed 30 ft.
Melee dagger +6 (1d4+1/19-20) or
. . quarterstaff +6 (1d6+1) or
. . unarmed strike +6 (1d3+1 nonlethal)
Special Attacks hand of the apprentice (10/day)
Pathfinder Savant Spell-Like Abilities (CL 6th; concentration +4)
. . At will—analyze dweomer
. . 3—quick identification
Wizard Spells Prepared (CL 11th; concentration +18)
. . 6th—stone to flesh (2, DC 23)
. . 5th—life bubble[APG] (DC 22), summon monster V
. . 4th—black tentacles, dimensional anchor, phantasmal killer (2, DC 21)
. . 3rd—aqueous orb[APG] (DC 21), daylight, fireball (3, DC 20), lightning bolt (2, DC 20), slow (DC 20)
. . 2nd—burst of radiance (DC 19), glitterdust (2, DC 20), mirror image, see invisibility, web (DC 20)
. . 1st—kreighton's perusal, mage armor, magic missile (4), protection from evil, thunderstomp[ACG], vanish[APG] (2, DC 18)
. . 0 (at will)—detect magic, mending, ray of frost, read magic
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Statistics
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Str 13, Dex 14, Con 12, Int 24, Wis 8, Cha 7
Base Atk +5; CMB +6; CMD 20
Feats Augment Summoning, Cypher Magic[ISWG], Cypher Script[ISWG], Magical Aptitude, Skill Focus (Use Magic Device), Spell Focus (conjuration), Spell Penetration, Split Slot[UM], Summon Neutral Monster
Traits pragmatic activator, underlying principles
Skills Acrobatics +5, Appraise +11, Climb +5, Craft (calligraphy) +26, Disable Device +8, Fly +11, Heal +1 (+4 to treat poison, +4 to treat poison), Knowledge (arcana) +18, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +15, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +22, Perception +17, Sense Motive +0, Spellcraft +29, Survival +5 (+7 to avoid becoming lost, +7 to avoid becoming lost), Use Magic Device +36; Racial Modifiers +2 Perception, master scholar
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Elder Thing, Elven, Ignan, Infernal, Jistka, Orvian, Protean, Skald, Sylvan, Terran, Thassilonian, Undercommon, Varisian
SQ adept activation, arcane bond (ring of wizardry i), arcane training, cypher lore (insightful scroll), elf blood, esoteric magic, esoteric magic, esoteric magic, esoteric magic, esoteric magic, scroll master, silence master
Combat Gear oil of daylight (2), pearl of power (1st level), pearl of power (1st level), potion of blur, potion of cure light wounds (2), potion of cure moderate wounds (2), potion of endure elements, riffle scroll of aggressive thundercloud (CL 5th), riffle scroll of eyes of the void, scroll of acid arrow (x4), scroll of air step (x4), scroll of break enchantment (x2), scroll of burning hands, scroll of dispel magic (x2), scroll of expeditious retreat, scroll of floating disk (x2), scroll of fly (x2), scroll of haste (x2), scroll of heightened awareness (x3), scroll of identify (x2), scroll of knock (x4), scroll of magic missile (x3), scroll of magic missile (x4), scroll of resist energy (x3), scroll of restoration, scroll of scorching ray (x4), scroll of snapdragon fireworks, scroll of snowball (x2), scroll of snowball (x4), scroll of stone discus, scroll of summon monster v (x2), wand of bless (50 charges), wand of cure light wounds, wand of mage armor (50 charges), wand of shield (22 charges), acid (3), alchemist's fire (2), antiplague[APG] (2), antitoxin (2), healer's kit (2), liquid ice[APG]; Other Gear +1 silken ceremonial armor[UC], dagger, quarterstaff, clear spindle ioun stone, dusty rose prism ioun stone, western star ioun stone, amulet of natural armor +1, blessed book, boots of the cat[UE], cloak of resistance +2, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, cracked vibrant purple prism ioun stone, dweomer's essence (2), handy haversack, headband of vast intelligence +2, ring of protection +1, ring of wizardry i, wayfinder[ISWG], wayfinder[ISWG], adventurer's sash, antidote kit[UE], antidote kit[UE], artisan's tools, backpack, bedroll, belt pouch, emerald spire token (worth 600 gp), flint and steel, ink, inkpen, masterwork thieves' tools, mess kit[UE], mock armor[UE], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pot, soap, spell component pouch, spellbook (3), tiny shovel (worth 10 gp), torch (8), torch (2), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 9,945 gp
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Tracked Resources
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Acid - 0/3
Alchemist's fire - 0/2
Analyze Dweomer (6 rounds/day) (Sp) - 0/6
Antidote kit (10 uses) - 0/10
Antidote kit (10 uses) - 0/10
Antiplague - 0/2
Antitoxin - 0/2
Arcane Bond (Ring of wizardry I) (1/day) (Sp) - 0/1
Dagger - 0/1
Disguise Self - 0/0
Dweomer's essence - 0/2
Hand of the Apprentice (10/day) (Su) - 0/10
Healer's kit - 0/20
Insightful Scroll (1/day) (Su) - 0/1
Ioun stone (western star) - 0/1
Light (At will) - 0/0
Liquid ice - 0/1
Oil of daylight - 0/2
Pearl of power (1st level, 1/day) - 0/1
Pearl of power (1st level, 1/day) - 0/1
Potion of blur - 0/1
Potion of cure light wounds - 0/2
Potion of cure moderate wounds - 0/2
Potion of endure elements - 0/1
Silence Master (3/day) (Su) - 0/3
Torch - 0/8
Torch - 0/2
Trail rations - 0/5
Wand of bless (50 charges) - 3/50
Wand of cure light wounds - 49/50
Wand of mage armor (50 charges) - 24/50
Wand of shield (22 charges) - 2/22
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Special Abilities
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Adept Activation (Ex) Can always take 10 on Use Magic Device, except when activate blindly.
Analyze Dweomer (6 rounds/day) (Sp) Use this analyze dweomer in 1-rd increments, up to 1 rd per lvl.
Arcane Bond (Ring of wizardry I) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Cypher Magic Gain bonuses to caster level when using scrolls
Cypher Script You are more efficient at using your spellbook
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Esoteric Magic (Barkskin) (Ex) Add chosen spell (any list) to base spellcasting class' spell list.
Esoteric Magic (Bless) (Ex) Add chosen spell (any list) to base spellcasting class' spell list.
Esoteric Magic (Cure Light Wound) (Ex) Add chosen spell (any list) to base spellcasting class' spell list.
Esoteric Magic (Death Ward) (Ex) Add chosen spell (any list) to base spellcasting class' spell list.
Esoteric Magic (Restoration) (Ex) Add chosen spell (any list) to base spellcasting class' spell list.
Glyph-Finding (Ex) Use Spellcraft to find written magic traps only, otherwise as trapfinding.
Hand of the Apprentice (10/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Insightful Scroll (1/day) (Su) As a swift action, use own spellcasting ability score to set DC for spell cast from a scroll.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Scholar +3 (Ex) Can always take 10 on Knowledge (arcana) and Spellcraft.
Quick Identification (Sp) Swift, use identify as a spell like ability.
Scroll Master (Su) Use own CL instead of item's for scrolls/spell completion.
Sigil Master +6 (Su) Gain bon vs. written magic trap, if triggered by you, may not go off if save.
Silence Master (3/day) (Su) 3/day, silent cast up to 6th lvl spl, activate comm word, spell trig/comp item.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Split Slot (5 -> 2 x 3) Once per day when you prepare spells, you may treat any one of your open spell slots as if it were two spell slots that were two spell levels lower. For example, a 9th-level wizard can split a 5th-level slot into two 3rd-level slots, preparing fir
Summon Neutral Monster Summoned neutral creatures gain a +2 resistance bonus on Will saves.
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Gordan Sinclaire's Spellbook: