Tayacet Tiora

Kazumi Kaijitsu's page

32 posts. Alias of Cwethan.


Full Name

Kazumi Kaijitsu

Race

Nonbinary Human Wizard of Breached Boundaries 4 (they/he) - HP 44/44| AC 18 | F +10 R +7 W +8 | Perception +6 | Focus 1/1 |Hero Points 1| Long Term Buffs: Antiplague, Mystic Armor

Gender

Nonbinary (They/He)

Size

Slender

Age

early twenties

Alignment

N

Deity

Nethys

Languages

Aklo, Diabolic, Necril, Taldane, Thassilonian, Tian

Strength 0
Dexterity 1
Constitution 2
Intelligence 4
Wisdom 0
Charisma 2

About Kazumi Kaijitsu

Ancestry Human (Versatile)
Background Newcomer
Class Wizard; Level: 4
Size Medium Traits Human, Humanoid
Alignment N
Associations: Acadamae, House Kaijitsu (bastard)
Languages: Aklo, Diabolic, Necril, Taldane, Thassilonian, Tian
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ABILITY SCORES
STR +0, DEX +1, CON +2
INT +4, WIS +0, CHA +2
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SENSES
Perception: +6 [T]
Special Senses:
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DEFENSES

HIT POINTS: 44/44
Resistances:

ARMOR CLASS
AC:
18 (+1 Dex, +1 item, +6 proficiency)

Unarmored: [T], Light: [U], Medium: [U], Heavy: [U]

SAVING THROWS
Fortitude: +10 [E]
Reflex: +7 [T]
Will: +8 [E]
Notes:
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OFFENSE

Class DC: 20 [T]

Speed: 25 Movement Types: Normal

Melee Strikes

Ranged Strikes

Weapon Proficiencies
Simple: [T], Martial: [U], Other:
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MAGIC

Magic Traditions
Arcane, Primal

Wizard Spell Attack Roll (Arcane): +10 [T]
Wizard Spell DC (Arcane): 20 [T]
Sorcerer Spell Attack Roll (Primal): +8 [T]
Sorcerer Spell DC (Primal): 18 [T]

Focus Points: 1
Focus Spells: Fortify Summoning

Spell Slots per Day
Cantrips (Level 1): 6/2
1st: 4/1
2nd: 4

Spells Prepared
Cantrips (level 2): Ignite, Electric Arc, Light, Ray of Frost, Shield, Telekinetic Hand, Telekinetic Projectile | Prestidigitation | Detect Magic, Guidance
1st: Befuddle, Grease, Magic Missile, Phantasmal Minion | Heal
2nd: Blur, 2x Summon Animal, Summon Undead
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SKILLS

Acrobatics: +1 [U]
Arcana: +13 [E]
Athletics: +0 [U]
Crafting: +10 [T]
Deception: +2 [U]
Diplomacy: +8 [T]
Intimidation: +8 [T]
Lore: Library: +10 [T]
Lore: Sandpoint: +12 [E]
Lore: Warfare: +12 [E]
Medicine: +6 [T]
Nature: +6 [T]
Occultism: +10 [T]
Performance: +8 [T]
Religion: +7 [T]
Society: +10 [T]
Stealth: +1 [U]
Survival: +0 [U]
Thievery: +1 [U]
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FEATS:

Ancestry Feats and Abilities
Heritage: Versatile Human
1st: Natural Ambition

Skill Feats
Background: Additional Lore (Sandpoint)
2nd: Additional Lore (Warfare)
4th: Battle Planner

General Feats
Versatile: Canny Acumen (Fortitude)
3rd: Toughness

Class Feats and Abilities
Class Feature: School of the Boundary
Class Feature: Spell Blending Thesis
Class Feature: Arcane Bond
Natural Ambition: Familiar
2nd: Enhanced Familiar (Astyanax)
4th: Reach Spell

Archetype Feats
2nd: Sorcerer Dedication (Phoenix)
4th: Basic Sorcerer Spellcasting
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EQUIPMENT

Combat Gear: Goz mazk, healer's tools
Scrolls:
Other Gear: backpack, bedroll, chalk (10), flint and steel, healer's tools, mage's hat, material component pouch, rations (2), repair kit, rope, scroll of animate rope, scroll of pest form, soap, spellbook, torch (5), wand of mystic armor, waterskin, writing set, cultist cowl
Not carried:

Magic Items:
Invested Items: Goz mask, mage's hat
Bulk: 2 (Encumbered at: 5; Maximum at: 10)

Coins: 39.2 gp

Fuller Descriptions:
**Class Abilities**

Arcane School: Kaz's arcane school is where they devoted himself to the study of spellcraft. They learned in the storied halls of the Acadamae, and their arcane school indelibly set the curriculum and direction of their magic.

Why use their magic to affect something as pedestrian as the physical world? They've turned their magic past the Universe to the forces beyond, summoning spirits and shades, manipulating dimensions and planes, and treading in a place not meant for mortals.

Curriculum Spells: Kaz automatically adds some of the spells listed in your school’s curriculum to your spellbook. At 1st level, they added telekinetic hand, phantasmal minion, and summon undead. As soon as he gains the ability to cast wizard spells of a new rank, choose one of the spells from your curriculum of that rank to add to your spellbook (See the Unseen).

Spell Slots: Each day, Kaz can prepare an extra cantrip from their curriculum. They also gain an extra spell slot at each spell rank for which you have wizard spell slots. They can prepare only spells from your school’s curriculum in these extra slots.

School Spells: School spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and Kaz start with a focus pool of 1 Focus Point. They refill their focus pool during his daily preparations, and they can regain 1 Focus Point by spending 10 minutes using the Refocus activity to study their spellbook or conduct arcane research. You learn the initial school spell, which is unique to your school (Fortify Summoning). You can learn the advanced school spell with the Advanced School Spell feat.

Arcane Thesis During Kaz's studies to become a full-fledged wizard, they produced a thesis of unique magical research. They gain a special benefit depending on the topic of his thesis research: Concerning the Building Blocks of Esoterica.

Kaz theorizes that spell slots are a shorthand for an underlying energy that powers all spellcasting, and they’ve found a way to tinker with the hierarchy of spell slots, combining them to fuel more powerful spells.

During his daily preparations, they can trade two spell slots of the same spell rank for a bonus spell slot of up to 2 spell ranks higher than the traded spell slots. They can exchange as many spell slots as they have available. Bonus spell slots must be of a spell rank he can normally cast, and each bonus spell slot must be of a different spell rank. They can also trade any spell slot for two additional cantrips, though he can’t trade more than one spell slot at a time for additional cantrips in this way.

Arcane Bond Kaz places some of thei magical power in a bonded item. Each day when they prepare their spells, he can designate a single item he owns as his bonded item, usually his mother's earring. He gains the Drain Bonded Item free action.

**Class Feats**

Familiar As part of their graduation from the Acadamae, Kaz has made a pact with Astyanax, a creature that serves them and assists their spellcasting.

Enhanced Familiar
Kaz infused Astyanax with additional magical energy. They can select four familiar abilities each day.

Reach Spell
Kaz knows that distance is to some extent, illusory, and can extend the range of their spells. If the next action they use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, he extends its range to 30 feet.

**Multiclass Feats**

Sorcerer Dedication
Kaz becomes trained in the bloodline’s two skills. They cast spells like a sorcerer. They gain a spell repertoire with two common cantrips from the spell list associated with his bloodline, from the spells granted by their bloodline, or any other cantrips of that tradition they learn or discover. Their key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of their bloodline’s tradition.

Basic Sorcerer Spellcasting
Kaz gains the basic spellcasting benefits. Each time they gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to their repertoire: a common spell of their bloodline’s tradition, one of your bloodline’s granted spells, or another spell they have learned or discovered.

**Ancestry Feats**

Natural Ambition
Kaz was raised to be ambitious and always reach for the stars, leading them to progress quickly in their chosen field. He gains a 1st-level class feat for his class.

**Skill Feats**

Additional Lore (Sandpoint, Warfare)
Kaz's knowledge has expanded to encompass new fields. They become trained in those Lores, and gain additional skill increases for them.

Battle Planner
Kaz is constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use. When they scout an enemy's position or receive a detailed report from an ally who scouted the enemy's position, if they have a clear indication of the number, position, and identities of their potential foes, they can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a Warfare Lore check. As long as the information was accurate and remains accurate when they roll initiative against those enemies, they can use the Warfare Lore result they previously rolled for their initiative roll; if they do, this is a fortune effect.

**General Feats**

Canny Acumen
Kazumi has thrived in extremis by requiring their body to simply keep functioning. They are Expert in Fortitude.

Toughness
They can withstand more punishment than most before succumbing. Increase their maximum Hit Points by their level. The DC of recovery checks is equal to 9 + your dying condition value (page 459).

[b][bigger]**Familiar Abilities**
Flier: Astyanax gains a fly Speed of 25 feet.
Manual Dexterity: Astyanax can use up to two of its limbs as if they were hands to use manipulate actions.
Cantrip Connection: Kaz can prepare an additional cantrip.
Speech: Astyanax speaks and understands Taldane.