Wizard

Khain Thrune's page

156 posts. Organized Play character for Lloki.


Full Name

Khain Thrune

Race

Human

Classes/Levels

Wizard

Gender

Male

Size

Medium

Age

19

Alignment

LN

Deity

Asmodeus

Languages

Common, Draconic, Halfling, Infernal

Occupation

Scribe

Strength 10
Dexterity 14
Constitution 13
Intelligence 16
Wisdom 12
Charisma 14

About Khain Thrune

Other numbers::

Height: 6'| Weight: 175 lbs. | Hair: black | Eyes: grey
HP: 7

Speed: 30 ft. | 6 squares • Speed with Encumbrance: 20 ft. | 4 squares

Initiative: +2

AC: 12 | Touch: 12 | Flat-Footed: 10

Fortitude: +1 | Reflex: +2 | Will: +3

Base Attack Bonus: 0 | Spell Resistance: 0

CMB: +0 | CMD: 12

Weapon Attacks::

Weapon: Walking Stick (Club) (on hand) | Attack Bonus: +0 (+2) | Critical: x2 | Type: B | Range: 10' | Ammunition: — | Damage: 1d6

Weapon: Dagger | Attack Bonus: +0(+2) | Critical: 19-20/x2 | Type: P/S | Range: 10' | Ammunition: — | Damage: 1d4

Weapon: Light Crossbow | Attack Bonus: +2 | Critical: 19-20/x2 | Type: P | Range: 80 ft. | Ammunition: 20 | Damage: 1d8

Skills::

(Encumbered)

Acrobatics: 2(-1)
Appraise: 7
Bluff: 2
Climb: 0(-3)
Diplomacy: 10
Disguise: 2
Escape Artist: 2(-1)
Fly: 2(-1)
Heal: 1
Intimidate: 2
Knowledge (Arcana): 7
Knowledge (Planes): 7
Linguistics: 7
Perception: 3
Profession (Scribe): 5
Ride: 2(-1)
Sense Motive: 3
Stealth: 2(-1)
Survival: 1
Swim: 0(-3)

Languages::

Common
Draconic
Halfling
Infernal

AC Items::

Item: None (Spell: Mage Armor)

Gear and Encumbrance::

Gear

Carried

Walking Stick (as Club) | 3 lbs
Dagger | 1 lb
Chauk (x3)
Explorer's Outfit
Spell Component pouch | 2 lbs
Traveling Spellbook | 1 lb

Worn Weight: 7 lbs. (Light)

Stored in Room

Light Crossbow | 4 lbs
Bolts (20) in case | 2 lbs
Backpack | 2 lbs
Bedroll | 5 lbs
Flint and Steel
Hooded lantern, waterproof | 2 lbs
Ink, black
Inkpen (x2)
Mapmaker's kit | 2 lbs
Oil (x2) | 1 lb
parchment (x10)
Sack | .5 lb
Scholar's Outfit | 6 lbs
Scroll case | 0.5 lb
Sealing Wax
Sewing needle
Shaving Kit | 0.5 lb
Silk rope | 5 lbs
Soap | 0.5 lb
Sunrod (x3) | 1 lb
Trail Rations (x2) | 1 lb
Waterskin: | 4 lbs

Total Weight: 43 lbs. (Medium)

Light Load: 33 lbs.
Medium Load: 66 lbs.
Heavy Load: 100 lbs.
Lift Over Head: 100 lbs.
Lift Off Ground: 200 lbs.
Drag or Push: 500 lbs.

Money:
33 gp
8 sp
9 cp

Feats::

Augment Summoning
Your summoned creatures are more powerful and robust.

Prerequisite: Spell Focus (conjuration).

Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Spell Focus (Conjuration)
Choose a school of magic. Any spells you cast of that school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Varisian Tattoo (Conjuration)
Prerequisite: Spell Focus.

Benefit: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained are as follows:

Abjuration: resistance
Conjuration: acid splash
Enchantment: daze
Evocation: dancing lights
Illusion: ghost sound
Necromancy: touch of fatigue
Transmutation: mage hand

Traits::

Master of Pentacles
Your many years spent studying the art of summoning have given you a unique knowledge of this subtle and complicated discipline. Once per day, when casting a spell of the Conjuration school, treat your caster level as

World Traveler (Diplomacy)
Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer.

Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive.

Benefit You gain a +1 trait bonus to that skill, and it is always a class skill for you.

Special Abilities::

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

Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

+3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.

Acid Dart (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.

Augment Summoning Summoned creatures have +4 to Strength and Constitution.

Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Illusion You must spend 2 slots to cast spells from the Illusion school.

Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.

Master of Pentacles (1/day) 1/day, add 2 to the caster level of a Conjuration spell for the purpose of duration.

Necromancy You must spend 2 slots to cast spells from the Necromancy school.

Share Spells with Familiar Can cast spells with a target of "You" on the
familiar with a range of touch.

Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.

Favored Class::

Wizard

Spells::

Wizard Spell DC: 13 + spell level

CL: 1 (vs. SR: +1, Concentration: +4)

Melee Touch: +0, Ranged Touch: +2

Maximum Wizard Spells per day: 3/x0, 2x1

Wizard 0: Daze (DC 13), Light, Detect Magic

Wizard 1: Summon Monster I, Obscuring Mist, Armor


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Background:

Appearance: A black cloak engulfs this tall youth. A confidant grin creeps across the pale face of this man of obvious Chelaxian heritage. When he draws back his hood, the black and red traces of tattoos run down his neck to his chest. Grey eyes like storm clouds on the horizon flash with intellect and youthful exuberance.

Khain was raised in the prominent house of Thrune. Born into a house of expectations, given every opportunity to achieve, but little chance to find satisfaction or approval in the eyes of his family. Even as a child living in the families vira outside of Egorian, Khain was groomed to be a tool in the families arsenal. But the road to power is a long one.

At the tender age of twelve, Khain was sent to Korvosa to attend the prestigious Acadamae. Khain made few friends and many enemies during his time there, but his ability to talk his way out of almost any situation served him very well. Unfortunately, at the age of sixteen, a scandal involving a student of the school of evocation sent him packing, but a last opportunity presented itself.

Khaine's aunt moved him to Absalom to begin training as a Pathfinder agent. After three years of training, Khain is out to attain power. Power to create order. Power to control the chaos that is infecting the world around him.