About Jonovan WickNotes to the GM
Other: Jonovan currently has Paragon Surge (but not Emergency Attunement). If you feel that is too strong, let me know and I'll swap it out for something else.
Background:
Once there was a legendary assassin, whose name was whispered among the underworld in awe and fear: Jonovan Wick, better known as the "Boogeyman". A man who killed both kings and crime lords. A man who decimated demons and dragons. A man of focus, commitment, sheer will. One day, he suddenly went on a killing spree, piling up a literal mountain of corpses, and flooding the streets with blood. And after that, he vanished without a trace. Nobody knew where he had gone, nor could any magic fathom his whereabouts. Some believed he had won the approval of an assassination Deity, and thus ascended as their divine herald. Others thought he had accepted a contract on some Demon Lord, and was currently slaughtering his way through the Abyss. Most ridiculous of all, were rumors that he had quietly retired to a peaceful civilian life, as if such a thing were even possible. Regardless of his current status, everybody knew one thing for certain: Jonovan "Boogeyman" Wick left behind a veritable army of enemies: vengeance seekers, bounty hunters, disgraced law enforcers, and many more. Plenty of whom knew his name, but not his face. Which brings us to Jonovan "Clay-Mage" Wick, a random nobody who happened to have the exact same full name, as the legendary assassin. A humble sorcerer who made an honest living peddling self-crafted magic goods. After the Boogeyman disappeared, many of his enemies, in their blind zeal, had targeted the sorcerer instead. This was mostly due to poorly worded Divinations searching for Jonovan Wick, without specifying the Boogeyman. As a result, Jonovan "Clay-Mage" Wick found his family murdered, his home burned down, and his business destroyed. For years, "Clay-Mage" was forced to live the life of a wandering fugitive, earning coin from a mixture of mercenary work and his old trade of magic crafting. All the while defending himself or fleeing from the Boogeyman's enemies. He had run as far as Tian Xia, and yet they continued to hound him. Finally, he decided that the only way he would be free, was if he became so famous, that people would recognize him for himself. Once everyone knew the difference between Jonovan "Clay-Mage" Wick and Jonovan "Boogeyman" Wick, they would finally stop hunting him... so the thinking went. The Ruby Phoenix Tournament appeared to be the perfect opportunity for him to firmly establish his reputation. (Note: I'm leaving his sponsor ambiguous, so if accepted it can be used to insert him into a team. If the team does win, Clay-Mage is not particularly concerned with the prize, and is willing to forgo any claim to the artifact, so long as his team-mates adequately compensate him in coin instead.) Personality
A side effect of this caution is that outside of immediate adventurning matters, he tends to hide what he really thinks and feels. For example, if asked why he wants to achieve fame in the Ruby Phoenix Tournament, rather than stating the truth above, he will give a flippant answer like "groupies". GM Polyfrequencies wrote: Why, perhaps other than distance, did Jonovan decide to come to Tian Xia? My internal reasoning would be: His hometown was frequented by a couple of Tian traders. And he did good business with them, back when he was peddling magic goods, which is also why he learnt the language. They were alright people, so when his life fell apart, Tian Xia looked like a reasonable enough far away place to flee to. Plus, he was able to call in a few favors with them, to get himself transported there. Unfortunately, my Golarion lore is pretty poor. I don't even know if Tian Xia traders frequent any place in Avistan. So the reasoning above may be flawed. GM Polyfrequencies wrote: Did he ever encounter the Boogeyman, or was it just an unfortunate coincidence in an entirely different locale? No. The Boogeyman has not resurfaced since GM Polyfrequencies wrote: I'm also curious about the dual shadow/imperious heritage, and maybe even a hint of fey in the elven stuff. Is there something there there? There may well be, but it hasn't been a factor in Clay-Mage's backstory or motivations. He certainly has NOT been approached by some mysterious group claiming loyalty to his Imperious royal bloodline, and seeking to restore him to some distant throne. No sirree. GM Polyfrequencies wrote:
That's actually quite easy. Jonovan spent years wandering Tian Xia as a mercenary, so they might have met on the job, where he proved to be a reliable sorcerer. From there, any of the PCs with a sponsor could convince said sponsor to add him to the team. He also peddled magic items on the side, so maybe they were former customers. (I'm sure Ai Lua would love a custom-made Muleback Cords of Resistance +2).
Friend-Minigo Notoya:
The story of Minigo is a worthy tale of its own. Once the son of a famous weaponsmith, his father was commissioned to forge a mighty sword by a certain nobleman. So expensive was this blade, that the nobleman figured it would be cheaper to hire someone to kill the weaponsmith and steal the sword, rather than to pay for it properly. This was many years ago, and as fate would have it, the noble hired the Boogeyman, then a young and cheap novice assassin, at the start of his long and bloody career. The deed was done, but the fledgling Boogeyman spared Minigo, who was merely a child at that time. Since that day, Minigo has devoted himself to vengeance. First, he trained until he became one of the greatest swordsmen of this generation. Next, he tracked down the noble, and killed him. He also wanted to retrieve the Notoya Neverblade, his father's final and greatest work, but by then, the weapon had already been stolen from the noble by someone else. After that, he tried to hunt down the Boogeyman, but wound up finding Clay-Mage instead. As Minigo has seen the Boogeyman's face before, he knew Clay-Mage spoke the truth, and thus spared the Sorcerer. The pair formed a mercenary team for a while. Jonovan, because he hoped Minigo would be able to convince other Boogeyman hunters that they had the wrong guy. And Minigo, because... well, there's not a lot of money in revenge. But eventually, Minigo decided to return to Avistan, to continue his hunt for the Boogeyman and the Notoya Neverblade. (Note to GM: Although Minigo is described as a wandering swordsman, if it is necessary for the plot, he could have since assumed the mantle of Dread Pirate Rufus, serving as a point of contact between Noro and Jonovan. Otherwise, it is also possible Minigo might have become disheartened about being unable to achieve his objectives, and become a washed up drunk in some tavern.)
The Clay-Mage Nickname:
"Why did I call myself Clay-Mage? The short answer is I did not. That nickname was bestowed upon me by someone else." "As you may know, I sometimes work as a mercenary. One day, I was hired to exterminate some monsters over in Shokuro, along with 30 or so other sellswords. Amongst our number, was the famous warrior known as Storm Tigress." "The monster extermination went well enough. However, an absurd rumor spread that me and the Tigress were secretly intimate. Partly because we worked closely together, and were both half-elves... but mostly because we were missing from our tents every night." "In hindsight, perhaps I should have informed somebody that I was sleeping inside a Rope Trick. And by the way, if you're wondering why she was absent from her tent, I honestly have no idea. Maybe she went into the forest to train or something. It wasn't any of my business, so I didn't investigate." "Nobody ever saw us sneaking around or anything. But that didn't deter the rumor mongers. By then I knew the Invisibility spell, and was supposedly using it to hide our nightly sessions. Ultimately, the Storm Tigress caught wind of these rumors, and it made her furious. So she decided to lay them to rest in the most brutal manner she could think of." "She forced me into a duel, with her family name at stake. Now, I had no desire to see her parents disown her, so I tried to surrender at the earliest opportunity. But for some reason, it only made her angrier. She called me an idiot, demanded I put up a serious fight, and hit me even harder. Didn't stop until I was nearly dead!" Jonovan shudders at the memory. "After the vicious beating was over, she then proceeded to berate me, just to add insult to injury. She rambled on about me being unworthy of her, how one had to endure fire to become stronger, something about her clan's martial traditions... I don't remember this part very well, since I was slowly bleeding to death on the hard ground. Most important of all, she emphasized several times how I was soft and squishy, like Clay." "And from that day on, everybody else started calling me the Clay-Mage. At least she achieved her goal, since those ridiculous rumors stopped... But she still got angry at me at random times for no apparent reason."
Crunch Summary:
Jonovan 'Clay-Mage' Wick Half-Elf Bloodline Familiar Imperious Sorcerer 11 NG Medium humanoid Init: +15; Senses: low light vision; Perception +21 (+3 Cracked Magenta Prism) DEFENSE
OFFENSE
Sorcerer Spells Known (CL 1st; concentration +3) 5th (5/day)—Wall of Force, Echolocation 4th (7/day)—Threefold Aspect, Black Tentacles, Greater Invisibility, Stone Shape, Enervation, Shadow Conjuration (DC21) 3nd (8/day)—Heroism, Haste, Paragon Surge, Fly, Dispel Magic, Stinking Cloud (DC20), Battering Blast (DC20) 2nd (8/day)—Eagles Splendor, Glitterdust (DC19), Invisibility, Mirror Image, Resist Energy, Minor Image (DC19), Rope Trick, Aram Zey's Focus 1st (8/day)—Moment of Greatness, Mage Armor, Shield, Grease (DC18), Charm Person (DC18), Obscuring Mist, Magic Missile, Sure Casting, Enlarge Person (Page of Spell Knowledge), Featherfall (Page of Spell Knowledge) 0th (at will)—Light, Acid Splash, Detect Magic, Mage Hand, Message, Open/Close, Read Magic, Prestidigitation, Mending, Ray of Frost, Detect Fiendish Presence, Detect Poison STATISTICS
Combat Gear: Haramaki +1 of Shadow +5, Mithril Buckler +1, Masterwork Adamantine Spiked Gauntlet +1, Alchemical Silver Heavy Mace, Cold Iron Sickle
(Familiar will be a Protector Archetype Greensting Scorpion hiding in a Familiar Satchel for the Init bonus and Shield Master effect.) Breakdown:
Ability Scores: (20 PB) Str 10 (L33 / M66 / H100) with Muleback Cords (L100 / M200 / H300) Dex 16 (14 Base + 2 Belt of Dexterity) Con 12 Int 13 Wis 10 Cha 24 (16 Base +2 Half-elf Racial + 2 Level Up + 4 Headband of Charisma) Hit Points:
Saves
*Elven Immunities: +2 racial bonus against enchantment
CMB: BAB (5) + Str Mod (0) + Size Mod (0) = 5 CMD = 10 + BAB (5) + Str Mod (0) + Dex Mod (2) + Size Mod (0) + circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC (1) = 18 Initiative: Dex Mod (3) + Reactionary (2) + Greensting Familiar (4) + Improved Initiative (4) + Cracked Dusty Rose Prism (1) + Heroic Echo (1) = +15
Race: Half-elf - Fey Thoughts:
• +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. • Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. • Normal Speed: Half-elves have a base speed of 30 feet. • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. • Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. • Elf Blood: Half-elves count as both elves and humans for any effect related to race. • Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. • Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
• Fey Thoughts (1 RP) [Heroes of the Wild pg. 5]: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented. (Jonovan has selected Stealth and Perception as class skills) • Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Class Features:
L01: Imperious Bloodline Arcana: Whenever you cast a harmful spell, you gain a bonus equal to the spell’s level on Intimidate checks made against any creature adversely affected by that spell until the end of your next turn. Adversely affected typically means damage, but it can also mean debilitating effects or conditions. L01: Imperious Bloodline Familiar: Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline. This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. L03: Heroic Echo (Su): At 3rd level, when you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets, as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day, plus one time per three levels after 3rd. L09: Bloodline Mutation-Blood Piercing: When you cast a bloodrager or sorcerer spell that deals damage, creatures affected by the spell reduce their energy resistance and spell resistance against the spell’s effects by an amount equal to your Strength or Charisma modifier, whichever is higher. You can use this ability once per day at 4th level and one additional time per day for every 5 caster levels you have beyond 3rd, up to four times per day at 18th level. This ability replaces the sorcerer’s 9th-level bloodline power or the bloodrager’s 4th-level bloodline power.
Feats & Traits:
Traits Faith-Irrepressible: Use Cha instead of Wis for Will saving throws against charm and compulsion effects. Combat-Reactionary: +2 Trait bonus to Initiative Additional Traits: Regional-Vagabond Child +1 trait to Disable Device Additional Traits: Magic-Spark of Creation: +1 Trait to craft, cost to create magic items reduced by 5% (for background purposes, no effect on WBL) Base Feats
L03. Craft Wondrous Item L05. Versatile Spontaneity [Req: Int 13, Spontaneous L2 Spells, Pathfinder Society Primer pg 9] Prepare 1 spell from spellbook, in a slot 1 level higher L07. Dampen Presence [Req: Skill Focus (Stealth), Stealth 5 ranks] May use Stealth to hide from blindsight or blindsense. But not anything else (e.g. tremorsense or scent). L07-Sorcerer Bonus Feat: Improved Initiative L09. Eldritch Heritage-Shadow [Req: Cha 13, character level 3rd, Skill Focus-Stealth] [Ultimate Magic] Shadowstrike (Sp) make a melee touch attack, 1d4 points of nonlethal damage + 1 for every two Shadow Sorcerer levels (note Eldritch Heritage is Shadow Sorcerer-2). In addition, a target without low-light vision or darkvision is dazzled for 1 minute no save. Usable 3 + your Cha mod per day. L11. Improved Eldritch Heritage-Shadow [Req: Cha 15, Eldritch Heritage, character level 11th] [Ultimate Magic] Shadow Well (Sp) Use Stealth within 10 feet of a shadow other than your own, even while being observed and without cover or concealment. When you and a willing ally within 60ft are in an area of dim or darkness, dimension door swap place 1/day. At Shadow Sorcerer 13 (or Character Level 15 for Eldritch Heritage), you can instead swap 2 willing allies who must both be within 60ft of you. At Shadow Sorcerer 17 (or Character Level 19 for Eldritch Heritage), increases to 2/day. Bonus Non-Combat Feats
L04. Cunning: +1 skill point/HD, invested in Diplomacy, with a dip in Bluff and Intimidate L06. Skill Focus-Perception L08. Skill Focus-Disable Device L10. Mocking Dance [Req Acrobatics 4 or Perform-Dance 4]: When making Combat Performance check, can move 5 ft without AoO, or move speed with AoO. If move at least 5 ft, gain +2 to Combat Performance check. Cannot end on square which threatens opponents. Breakdown-Skills:
Base Languages: Common (Taldane), Elven Bonus Languages (Int +1): Ignan Linguistics (8): Common (Tien), Auran, Terran, Aquan, Draconic, Celestial, Abyssal, Infernal Skills
Acrobatics : - Ranks +3 Dex 0 ACP = 3
Spells Per Day and Spells Known:
Sorcerer Spells Per Day L0: at will L1: 6 base + 2 Bonus L2: 6 base + 2 Bonus L3: 6 base + 2 Bonus L4: 6 base + 1 Bonus L5: 4 base + 1 Bonus Sorcerer Level 0 (9 known)
FCB 1: Ray of Frost [Evo, V, S]
Sorcerer Level 1 (5 known)
FCB 4: Magic Missile [Evo, V, S]
POSK: Enlarge Person [V, S, M (powdered iron)]
Sorcerer Level 2 (5 known)
FCB 6: Rope Trick [Trn, V, S, M (powdered corn and a twisted loop of parchment)]
Sorcerer Level 3 (4 known)
FCB 8: Stinking Cloud [Con, V, S, M (a rotten egg or cabbage leaves)]
Sorcerer Level 4 (3 known)
FCB 10: Enervation [Nec, V, S]
Sorcerer Level 5 (2 known)
Spellbook Costs for Reference
Spells copied to Spellbook (Costs in front)
Items:
Starting Wealth: 82,000 + 20,500 (craft wondrous items) = 102,500 gp Magic Item Slots
Armor : Haramaki +1 <1 > {1153 }
Shield : Mithril Buckler +1 <2.5 > {2005 } Weapons and Armor
Unslotted Items
Waist : Lesser Rod of Extend <5 > {3000 }
Body : Shinobi Shozoku <2 > {50 }
Waist : Belt Pouch <0.5 > {1 }
Body : Bandolier <- > {0.5 }
Back : Masterwork Backpack <4 > {50 }
Spellbook
(Spell copying costs are listed above in the spells section) Currency: 1087 gp, 2 sp
Familiar:
Greensting Scorpion with the Protector Archetype. A Level 11 Sorcerer's Familiar has +6 Natural Armor and 11 Int.
Loyal Bodyguard (Ex) A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker. This replaces alertness and improved evasion. 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 (Su): 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.
Speak with Master (Ex): 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. Shield Master (Su) At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other. This replaces deliver touch spells and speak with animals of its kind.
Able Defender (Ex): At 11th level, a protector gains In Harm’s Way as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice. This replaces spell resistance.
Draconic Ally:
Draconic Ally Clarifications GM Polyfrequencies wrote:
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