Magaambya Priest

Irisus Versicolor's page

252 posts. Organized Play character for Gayel Nord.


Full Name

Irisus Versicolor

Race

human (mwangi) AC 12, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield) hp 18/15 Fort +4, Ref +2, Will +3 +2 itit

Classes/Levels

Wizard) 2

Gender

Male

Special Abilities

11 hp; 12 ac

Alignment

N

Languages

Common, Draconic, Dwarf, Goblin, polyglot, Tian, Osirion.

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

About Irisus Versicolor

PFS number 43907-10
fame 6
Prestige 2
Faction. Grand lodge

Statistics:
Male Human (mwangi) Wizard 2
N Medium Humanoid (Human)
Init +4; Senses Perception +2
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield)
hp 18 (1d6+2 +1 (con) +3 (feat))
Fort +4, Ref +2, Will +3
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OFFENSE
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Speed 30 ft.

Melee
dagger +1 (1d4 19/x2

Ranged
sling +3 (1d4-1 /x2)
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STATISTICS
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Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 32
Traits +2 init, +1 diplomacy
Feats
Toughness, Spell penetration,focus necromancy.
Skills (14 points; 4 class, 8 INT, 2 race,)
(1)Spellcraft +8,
(1) Knowledge arcane,
(1)Geography,
(1)local,
(1)history,
(1)nobility
(1)Plane
(1)religion
(1)Dungeonnering
(1)ingénierie
(1)nature
nature)
(1)Diplomacy +5,
(1)linguistic + 8
(1)profession (scribe) + 4
(0)Sense motive +2,
(0) appraise + 4
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses
+ +2 sense motive and perception when the familliar is close
Languages Common, draconic, goblin, dwarf, polyglot, tian, osiriani

Special Abilities:

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SPECIAL ABILITIES
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Rat

Racial feature
Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Class feature
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): 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. Rules for bonded items are given below, while rules for familiars are at the end of this section. (Familiar)

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

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. (Universal)

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.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Spell focus as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Arcane Schools
The following descriptions detail each arcane school and its corresponding powers.

Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

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Spells (concentration +7, cl :2)
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0th (at will)
Detect magic, acid splash, read magic prestigitation
1st (2 +1/day)
, grease,Burning hand, ghoul touch

Spellbook :
0th : resistance ,acid splash, detect magic, Detect poison,Read magic, Dancing light, flare, light, ray of frost,ghost sound, mage hand mending,message, open/close, Arcane mark, prestigitation

1st : endure elements,protection against evil, comprend langage, grease, color spray,burning hand, enlarge person, ghoul touch. Feather fall

Gear/Possessions:

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GEAR/POSSESSIONS
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cold iron dagger, alchemical light mace, 2 torch, 2 ration, water cloak, scroll (comprend langage (2x),shield (2x), protection against evil, obscuring mist, identify, glitterdust, see invisibility, darkvision) Bedroll, backpack, 2 oil, traveler clothes, spellbook, component pouch. Everburning torch, sling, wand of cure light wound, wand of mage armor. 10 acid, 5 alchemist fire 4 holy water.
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 32 1/2 lb.

Money PP 50 GP 8 SP 0 CP

Background:

Appearance and Personality:

Ebony skin, curled obsidian hair. his eyes are the color of the Jungle