Hialin

Kaervek the Spiteful's page

187 posts. Organized Play character for kaervek78.


Classes/Levels

Male N Elf Wood Wizard 3 | HP 20/20 | AC 14 T 13 FF 11 | CMB -1, CMD 12 | F: +3, R: +4, W: +2 (+2 vs. enchantment effects) | Init +9 | Perc +6 low-light vision, SM: -1 | Speed 30 ft. (20 ft. with backpack)

Gender

OUTPOST VII - #06-22 Out of Anarchy

About Kaervek the Spiteful

Scenario Notes: NA

Now LEVEL 3!!!
Already done: BAB, CMB, CMD, HP, Saves, Skills, Feat, Spells, check wand uses, Shopping for Spells
To Do: Copying for Spells from other PCs

Shopping:

Already Bought (Scenario #8):
- Wand of Protection from Evil 50/50 (2 PP, 0lb)
- Cheat sheath(100g, 2lb)
- Arcane family workbook (300g, 3lb)
- Spellbook #2 (15g, 3lb);
- Spells (192.5g)
- Scribing cost (2,425g)

Bought: Wand of Magic Missile 50/50 (2 PP, 0lb), Artisan's tools (masterwork) (55 g, 5lb)

To Buy/Do:
done - Buy and scribe spells: several 1st and/or 2nd level spells

- Handy Haversack (2.000g, 5lb);
- Mithril Buckler (1005g, 2.5lb);
- Cloak of Resistance +1
- Headband of Vast Intelligence +2
- Goggles of Minute Seeing
- Gloves of Elvenkind (7500g, 0lb)

Kaervek the Spiteful is...

Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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DEFENSE
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CMD 12
AC 14, touch 13, flat-footed 11
hp 20
Fort +3, Ref +4, Will +2 (+2 racial vs. enchantment effects)

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OFFENSE
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CMB -1
Speed 30 ft. (20 ft. with backpack)
Ranged
Wooden Shortspear +6 (Splintered Spear ability, see Wood school and Shortspear)
[dice=Wooden Shortspear]1d20+6[/dice] for [dice=Piercing]1d6+5[/dice]
The target takes 1 point of bleed damage each round on its turn.

Acid Splash (Cantrip, alchemically enhanced) +4 (1d3+2/20/x2)
[dice=Acid Splash]1d20+4[/dice] for [dice=Acid]1d3+2[/dice]

Melee
Club -1 (1d6-2/20/x2)
[dice=Club]1d20-1[/dice] for [dice=Bludgeoning]1d6-2[/dice]

Dagger -1 (1d4-2/19-20/x2)
[dice=Dagger]1d20-1[/dice] for [dice=Piercing]1d4-2[/dice]

Unarmed Strike -1 (1d3-2/20/x2)
[dice=Unarmed Strike]1d20-1[/dice] for [dice=Bludgeoning non-lethal]1d3-2[/dice]

Wizard Spells Prepared (CL 3th; concentration +8 [+2 when casting defensively])
. . 2nd(2+1): Entangle; Darkvision, Scorching Ray[evoc] (DC 17)
. . 1st(4+1): Charm Person; Color Spray, Grease, Burning Hands[evoc], Sleep (DC 16)
. . 0 (4 at will): Detect Magic, Read Magic, Acid Splash, Prestidigitation (DC 15)

Spellbooks (current)
. . 4th: Dimension Door
. . 3rd: Magic Circle Against Chaos, Slow
. . 2nd: Alter Self, Bull's Strength, Create Pit, Darkvision, Entangle, Hideous Laughter, Invisibility, Make Whole, Mount (Communal), Scorching Ray[evoc], Stone Call, Summon Monster 2, Web
. . 1st: Burning Hands[evoc], Charm Person, Color Spray, Comprehend Languages, Crafter's Fortune, Ear-Piercing Scream[evoc], Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Heightened Awareness, Liberating Command, Mount, Protection from Evil, Shield, Shocking Grasp[evoc], Silent Image, Sleep, Snapdragon Fireworks
. . 0 (at will): Light, Detect Magic, Read Magic, Acid Splash, Prestidigitation, Ray of Frost[evoc]... all, now including Mending (Metal spell)
[evoc] +1 DC

Spellbooks (old):

. . 4th: Dimension Door
. . 3rd: Magic Circle Against Chaos, Slow
. . 2nd: Bull's Strength, Entangle, Invisibility, Scorching Ray[evoc], Web
. . 1st: Burning Hands[evoc], Charm Person, Color Spray, Comprehend Languages, Crafter's Fortune, Endure Elements, Enlarge Person, Feather Fall, Grease, Protection from Evil, Shield, Shocking Grasp[evoc], Silent Image, Sleep
. . 0 (at will): Light, Detect Magic, Read Magic, Acid Splash, Prestidigitation, Ray of Frost[evoc]... all exluding Mending (Metal spell)
[evoc] +1 DC

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STATISTICS
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Str 7, Dex 16, Con 14, Int 20, Wis 7+1=8, Cha 7
BAB +1; CMB -1; CMD 12
AC Calc 1 Armor, 0 Shield, 3 Dex, 0 Natural, 0 Deflection
HP Calc 1) 6, 2-3) 8, Con 6
Save Calc Base +1/+1/+3, Ability +2/+3/-1, +1 all Cloak
Feats Spell Focus (Evocation) [wizard bonus feat], Additional Traits, Improved Initiative
Traits Warrior of Old, Pragmatic Activator, Seeker, Arcane Depth
Languages Common, Elven; Celestial, Draconic, Gnome, Orc, Sylvan; Abyssal(L), Infernal(L)
Favored Class Wizard 1-3) Skill Point

SKILLS:
7 + 1 = 8 Skillpoints
[dice=Acrobatics - ACP]1d20+3-0[/dice]
[dice=Appraise]1d20+5[/dice]
[dice=Bluff]1d20-2[/dice]
[dice=Climb - ACP]1d20-2-0[/dice]
[dice=Craft: Jewellery]1d20+13[/dice] <3 ranks, MW tools>
[dice=Craft: Anything]1d20+5[/dice]
[dice=Diplomacy]1d20-2[/dice]
[dice=Disguise]1d20-2[/dice]
[dice=Escape Artist - ACP]1d20+3-0[/dice]
[dice=Fly - ACP]1d20+3-0[/dice]
[dice=Heal]1d20-1[/dice]
[dice=Intimidate]1d20-2[/dice]
[dice=Knowledge: Arcana t]1d20+11[/dice] <3 ranks>
[dice=Knowledge: Dungeoneering t]1d20+9[/dice] <1 rank>
[dice=Knowledge: Engineering t]1d20+9[/dice] <1 rank>
[dice=Knowledge: Geography t]1d20+9[/dice] <1 rank>
[dice=Knowledge: History t]1d20+9[/dice] <1 rank>
[dice=Knowledge: Local t]1d20+9[/dice] <1 rank>
[dice=Knowledge: Nature t]1d20+9[/dice] <1 rank>
[dice=Knowledge: Nobility t]1d20+9[/dice] <1 rank>
[dice=Knowledge: Planes t]1d20+9[/dice] <1 rank>
[dice=Knowledge: Religion t]1d20+9[/dice] <1 rank>
[dice=Linguistics t]1d20+10[/dice] <2 ranks>
[dice=Perception]1d20+6[/dice] <1 rank, +1 trait>
[dice=Perform: Any]1d20-2[/dice]
[dice=Ride - ACP]1d20+3-0[/dice]
[dice=Sense Motive]1d20-1[/dice]
[dice=Spellcraft t]1d20+12[/dice] <3 ranks, +1 trait>
[dice=Stealth - ACP]1d20+3-0[/dice]
[dice=Survival]1d20-1[/dice]
[dice=Swim - ACP]1d20+2-0[/dice]
[dice=UMD t]1d20+8[/dice] <3 ranks> (when using INT instead of CHA)

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EQUIPMENT AND GOLD
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On person
*Combat Gear Dagger (2g, 1lb); Haramaki (3g, 1lb); MW Ring (Bonded Item) (0g, 0lb) 2
*Other Gear Explorer's Outfit (0g, 8lb); Spell Component Pouch (5g, 2lb); Backpack (2g, 2lb) 10 + 2
*Alchemical/Magic Gear 1x Waterproof Bag (5s, 0.5lb); 1x Alchemist's Fire, flask (20g, 1lb); 2x Acid, flask (10g, 1lb); 44x Brimstone (5s, 0lb); Wand of Magic Missile 48/50 (2 PP, 0lb); Wand of CLW 49/50 (2 PP, 0lb); Wand of Infernal Healing 49/50 (2 PP, 0lb); Wand of Mage Armor 43/50 (2 PP, 0lb); Wand of Heightened Awareness 45/50 (2 PP, 0lb); Wand of Enlarge Person 49/50 (2 PP, 0lb), Wand of Burning Hands (CL3) 4/50 (180g, 0lb) 3.5
*Adventuring Gear (in Backpack) 1x Trail Rations (5s, 1lb); 1x Waterskin (1g, 4lb); Bedroll (1s, 5lb); Rope (Silk) 50 ft. (10g, 5lb) 15
*Alchemical/Magic Gear (in Backpack) 1x Waterproof Bag (5s, 0.5lb); Backup Spell Component Pouch (5g, 2lb); Spellbook #1 (0g, 3lb); Spellbook #2 (15g, 3lb); Cheat sheath(100g, 2lb); Arcane family workbook (300g, 3lb) 13.5
Left at Lodge Club (0g, 3lb); MW Artisan's tools (55 g, 5lb); 1x Trail Rations (5s, 1lb)
Starting GP 150 - 95.1 (shopping) = 54.9 + 456 = 510.9 + 457 = 967.9 - 13 (shopping) - 50 (scribing) = 904.9 + 480 = 1,384.9 gold
Starting GP 1,384.9 - 20 (scribing) = 1,364.9 + 516 + 50 = 1,930.9 + 509 + 75 = 2,514.9 - 180 (shopping) - 390 (scribing) = 1,944.9 + 506 + 50 = 2,500.9 gold
Starting GP 2,500.9 - 40 (scribing) = 2,460.9 + 1,148 + 10 = 3,618.9 - 607.5 (shopping) - 385 (scribing) - 2,040 (scribing from fellow magus) = 586.4 gold
Weight Carried 46 lbs
Weight Carried without backpack (with all gear inside: 30.5 lbs) 15.5 lbs
Carrying Capacity Light (23 lb), Medium (46 lb), Heavy (70 lb), LoH (70 lb), Lift (140 lb), Drag/Push (350 lb)

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APPEARANCE
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Age 122
Height 6'3"
Weight 180 lb
Eye Color Blue
Hair Color Black
Skin Tone Pale
Region of Origin ??
Deity Nethys
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SPECIAL ABILITIES
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Class Features (Wizard):

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.
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 wielded. 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).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
---> Ring
Scribe Scroll At 1st level, a wizard gains Scribe Scroll as a bonus feat. ---> not in PFS, here he gains Spell Focus
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).
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).
Arcane School
Elemental School Wood, Opposition: Metal, Source: Ultimate Magic pg. 88
Wood Magic At 1st level, add the following spells to your wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants.
Flexible Enhancement (Su) A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.
---> +1 WIS
Splintered Spear (Su) As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
---> 8/day
Cooperative Defense (Su) At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must make this choice individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four wizard levels beyond 8th.
---> 0/day

Alchemical Power Components:

Acid 1 dose - Acid Splash (F): The spell deals +1 point of damage.
Brimstone 2 doses - all spells with acid descriptor: +1 acid damage

Faction Rewards:

none so far.

Feats:

Spell Focus (Evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Additional Traits You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.
Improved Initiative You get a +4 bonus on initiative checks.
Breadth of Experience You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained. (Link)

Traits:

Warrior of Old (Race) As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.
Requirement(s): Elf, Source: Ultimate Campaign pg. 62
Pragmatic Activator (Magic) While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Source: Ultimate Campaign pg. 58
Seeker (Social) You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Source: Ultimate Campaign pg. 61
Arcane Depth (Religion) You have studied the great masters of spellcraft, and your knowledge is exceptional. You gain a bonus of either +1 on Spellcraft checks or +2 on Knowledge (arcana) checks. You must choose which bonus you receive when you take the trait; once chosen, it cannot be changed.
Requirement(s): Nethys, Source: Inner Sea Gods pg. 218

Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution Elves are nimble, both in body and mind, but their forms are frail.
Medium Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Elves have a base speed of 30 feet.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.
Elven Immunities Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Languages Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Arcane Focus Source: Advanced Race Guide pg. 22
Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Botting Preferences:

Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Non-Combat
*Kaervek has ranks in the following skills: Craft (Jewellery), Knowledge (all), Linguistics, Perception, Spellcraft and UMD
*He is also quite good at Appraise and Craft(Anything)
Skill Checks are all preformatted in the Skills section

Combat
*to be done
Combat Rolls should mostly be preformatted in the Offense section.


PFS Boons:
Nemesis of the Aspis You are an expert at sabotaging the Aspis Consortium’s nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.

Scenario List:

1: #00-02 The Hydra's Fang Incident 1 XP, 2 PP, 456 gold
2: #0-08 Slave Pits of Absalom 1 XP, 2 PP, 457 gold
3: Module Heroes for Highdelve 1 XP, 2 PP, 480 gold
4: #04-07 Severing Ties 1 XP, 2 PP, 516 + 50 gold
5: #06-08 The Segang Expedition 1 XP, 2 PP, 509 + 75 gold
6: #06-15 The Overflow Archives 1 XP, 2 PP, 506 + 50 gold
7: #03-07 Echoes of the Overwatched 1 XP, 2 PP, 1148 + 10 gold

Total XP: 7
Total Fame: 14 (3,000 gold cap / next level at Fame 18: 5,250 gold)
Current Prestige: 2


Chronicle Info:

Player: kaervek78 aka Chris N.
Character Name: Kaervek the Spiteful
PFS #: 331079-6
Faction: Dark Archive
Day Job: Craft (Jewellery) +13
Progression: Normal