Mathezic

Ihon Volarian's page

439 posts. Alias of aptinuviel.


Gender

Male Human Wizard 5 , HP 32/32, AC 13 [Touch 12, Flat 11], CMD: 13 Init +8 [+12 when familiar is near], Perception +11 [+13 when familiar is near]

Familiar:
Init +8, Perception +8 (low-light vision, scent)

About Ihon Volarian

Class/Level: Wizard/5
Alignment: Lawful Neutral
Race: Human
Size: Medium
Gender: Male

Current Hit Points: 32/32
Current Modifiers: None

Daily-Use Abilities:
Diviner's Fortune [9/9]

Ability Scores:

Strength 11 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 20/22 (+5)/(+6)
Wisdom 14 (+2)
Charisma 7 (-2)

Combat Information:

Init +8 [+12 when familiar is near] (Dex+2, Improved Initiative +4, +2 Diviner)
Senses: Perception +11 [+13 when familiar is near]
Concentration +10/(+11)
CMB +2 [BAB +2, Strength +0]
CMD 14 [10 +2 BAB +0 Str +2 Dex]

Defenses
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 Bracers)
hp 32 (1d6, Con+2)
Fort +4, Ref +4, Will +7

Offense
BAB: +2
Speed 30 ft.
Melee: Club (+2, 1d6. x2, B)
Ranged: Acid Splash (+4 [touch], 1d3, 25ft, acid)


Skills:

name [ability] (ranks/ability/class/other mod) total
Escape Artist [Dex] (5+2+0) +7 [from Headband]
Fly [Dex] (5+2+3) +10
Knowledge (arcana) [Int] (5+4+3+1) +13/+14
Knowledge (engineering) [Int] (4+4+3) +11/+12
Knowledge (planes) [Int] (5+4+3) +12/+13
Knowledge (dungeoneering) [Int] (3+4+3) +10/+11
Knowledge (geography) [Int] (3+4+3) +10/+11
Linguistics [Int] (5+4+3) +12/+13
Perception [Wis] (5+2+3+1) +11 [+13 when familiar is near]
Sense Motive [Wis] (0+2+0) +2 [+4 when familiar is near]
Spellcraft [Int] (5+4+3) +12/+13
Stealth [Dex] (5+2+0) +7

45 Ranks =[2 Class+ 5 Intelligence+ 1 Skilled+ 1 Favored Class]*5

+2 bonus on Spellcraft checks made to identify, learn, and prepare Divination Spells. –5 penalty on similar checks made concerning Enchantment and Necromancy Spells.


Languages:

Common, Halfling, Polyglot, Draconic, Elven, Infernal, Abyssal, Celestial, Sylvan, Gnomish

Traits, Feats and Class Abilities:

Traits
Seeker (Social): Gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Lore Seeker (Campaign): The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You’ve studied magic intensely, and hope to increase that knowledge by adding ancient lore. You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. [Grease, Slow, Flesh to Stone]
Magical Lineage (Magic): Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. [Flesh to Stone]

Feats
Alertness (Familiar Feat): While a familiar is within arm's reach, the master gains the Alertness feat. You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Scribe Scroll (Class Feat): You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Improved Initiative (Racial Feat): You get a +4 bonus on initiative checks.
Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Craft Wondrous Item: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
Spell Focus (Transmutation): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Heighten Spell: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.

Class Abilities
Divination School
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner’s Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Opposition Schools: Necromancy, Enchantment
Arcane Bond: Familiar
Cantrips
Bonus Feat: Scribe Scroll

Racial Abilities
Favored Class (Wizard)
Level 1: 1 skill point
Level 2: 1 skill point
Level 3: 1 skill point, Craft Wondrous Item
Level 4: 1 skill point, +1 Intelligence
Level 5: 1 Skill point, Spell Focus (Transmutation), Heighten Spell (Wizard Bonus Feat)
+2 Intelligence
Bonus Feat (Improved Initiative)
Skilled: Gain an additional skill rank at first level and one additional rank whenever you gain a level.

Familiar:

Naevius
Compsognathus
N Tiny Animal
Init +8; Senses low-light vision, scent; Perception +8
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Defense
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AC 17, touch 14, flat-footed 15 (+2 Dex, +2 size +3 Natural Armor)
HP 16/16
Fort +4, Ref +4, Will +4
--------------------
Offense
--------------------
Speed: 40 ft., swim 20 ft.
Melee: bite +2 (1d3-1, poison)
Space: 2 1/2 ft.; Reach: 0 ft.
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 14, Int 8, Wis 11, Cha 5
Base Attack +2; CMB: +2 [BAB +2, Dex +2, Tiny -2]; CMD: 11 [10, BAB +2, Str -1, Dex +2, Tiny -2]

Feats:
Improved Initiative: You get a +4 bonus on initiative checks.

Familiar Abilities:
Alertness:While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion: When subjected 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 on 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).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.

Skills: Perception +8, Swim +10, Stealth +18

Special Abilities:
Poison: Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Familiar Archetype: School Familiar, Divination
School Link: A school familiar can use the share spells and deliver touch spells abilities only with spells of its master's specialized arcane school.
School Cantrip: A school familiar can cast at will one cantrip selected from its associated arcane school, using its master's caster level. [Detect Poison]
Specialty Stowaway: A school familiar can use any granted abilities of its master's arcane school that have a limited number of uses or rounds per day, expending twice the number of uses or rounds as usual.
Lesser School Power - Ever Ready: At the start of combat, the familiar and its master each roll initiative separately, and the master can choose to trade his initiative result with his familiar's. The familiar gains the benefits of the diviner's forewarned school power and can always act on the surprise round.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch divination 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.
Speak with Master: If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Equipment:

321g, 27s, 13c

Name (cost/weight)
Weapons
Club (0g, 3lb)
Dagger (2g, 1lb)

Carried
Traveler's Outfit (0g, 5lbs)
Belt Pouch (1g, 0.5lb)
Waterskin (1g, 4lbs)
Spell Component Pouch (5g, 2lbs)
Waterproof Sack (5s, 0.5lb)
Spellbook (0g, 3lbs)
Alchemist's Fire (20gp, 1lb)
Journal (Rovagug cultist)
Potion of Mage Armor
Scroll of Color Spray
Bracers of Armor +1 (1000gp, 1lb)
Headband of Vast Intelligence +2 (skill: Escape Artist) (4000gp, 1lb)
Cloak of Resistance +1 (1000gp, 1lb)

On Horse:
Bit and Bridle (2gp, 1lb)
Military Saddle (20gp, 30lbs)
Saddlebags (4gp, 8lbs)

In Backpack
Backpack, masterwork (50g, 4lbs)
Bedroll (1s, 5lbs)
Blanket (2s, 1lbs)
String [50ft] (1c, 0.5lbs)
Candle [2] (2c, -)
Map Case (1g, 0.5lb)
Scroll Case (1g, 0.5lbs)
Paper [10 sheets] (4g, -)
Chalk [2 pieces] (2c, 0lbs)
Charcoal [2 sticks] (10s, -]
Ink (8g, -)
Inkpen (1s, -)
Flint and Steel (1g, 0lbs)
Trail Rations [7 days] (3.5g, 7lbs)
Soap (1c, 0.5lbs)
Cup (1g, 0lbs)
Vial [5] (5g, 0lbs)

Gems:
Black Pearl (600gp), Coral (100 gp), Lapis Lazuli (8 gp), Onyx (45 gp), Peridot (40 gp), Peridot (50 gp), Rhodochrosite (9 gp), Sardonyx (50 gp), Turquoise (7 gp), Turquoise (11 gp), Precious Gems (432gp 6sp)
Total Value: 1352gp 6sp

Total Weight: 41 lbs
Carrying Capacity
Light 38 lbs; Medium 39-76 lbs; Heavy 77-115 lbs

Carrying Capacity: with Masterwork Backpack
Light 43 lbs; Medium 44-86 lbs; Heavy 87-130 lbs

Spellbook:

Pages used: 66 of 100
0-Level Spells (24): Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation.
1st-Level Spells (3+4 Int+2 level): Grease, Comprehend Languages, Enlarge Person, Feather Fall, Magic Weapon, Protection from Evil, Web Bolt, Obscuring Mist, Silent Image
2nd-Level Spells (2 level+7 scribe): See Invisibility, Glitterdust, Invisibility, Burst of Radiance, Fox's Cunning, Bear's Endurance, Eagle's Splendor, Bull's Strength, Owl's Wisdom
3rd-Level Spells (2 level+3 scribe): Dispel Magic, Fly, Perfect Placement, Tongues, Slow

Prepared Spells:

0-Level Spells, [DC 16] (4): Prestidigitation, Detect Magic, Acid Splash, Flare
1st-Level Spells, [DC 17] (3+2 bonus+1 School): Grease [DC 19], Grease [DC 19], Web Bolt [DC 18], Comprehend Languages (Divination), Feather Fall, Protection from Evil
2nd-Level Spells, [DC 18] (2+2 bonus+1 School): Burst of Radiance, Glitterdust [DC 19], Glitterdust [DC 19], See Invisibility (Divination)
3rd-Level Spells, [DC 19] (1+1 bonus+1 School): Dispel Magic, Slow [DC 21], Perfect Placement (Divination)

Heavy Horse (Combat Trained):

Heavy horse (Pathfinder RPG Bestiary, 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

History:

Ihon Volarian grew up in Westcrown. His family can trace their line back to the old nobles of Cheliax. These days they are more merchants and scholars and hold no lands or titles. His parents were rather active explorers of far off lands and would come back with many stories and treasures of their exploits.
When in his teens, Ihon started to join them on their travels to the colonies and the jungles of Mwangi. During one such excursion, Ihon and his father contracted Greenscale. His father eventually died of the disease, but Ihon survived, though not without some permanent scaring.
Ihon continued his magical education under the tutelage of his mother, who has since retired to an estate in the Sargavan colonies. He has since returned to Cheliax and reunited with an old friend. Learning of an opportunity to gain gold and fame, he hopes to earn enough to fund future explorations of his own to the stranger parts of the world.

Description:

Ihon is a of average height and build with brown hair and blue eyes. Even without the scaly grey-green scars on the left side of his neck up to the jawline, no one would have mistaken for being handsome. The stiffness of his face makes it difficult to judge his emotions and he often appears distracted. This tends to give a bad first impression (and second, and third, etc.) Most people find his aloofness and cryptic responses annoying. He normally dresses in traveling clothes with a sturdy and worn walking stick. Despite being well-worn and broken in, his boots are nearly spotless.