About Kraleck---===Statistics===---:
Male Goblin Evoker Wizard (Pact Wizard) 1
CN Small Humanoid (goblinoid) Init +3; Senses Perception +6, Darkvision 60ft. -------------------------------=DEFENSE=------------------------------- AC: 13, Touch: 13, Flat-Footed: 11 (+2 Dex,+1 Size) HP: 6 {+1d6,+0 Con} Fort: +0, {+0 Base,+0 Con} Reflex: +2, {+0 Base,+2 Dex} Will: +3,{+2 Base,+1 Wis} CMD 10 {+10 Base -1 Str +2 Dex -1 size} -------------------------------=OFFENSE=------------------------------- Speed: 30 ft. CMB: +0; {+1 Base -1 Str -1 size} Base Atk: +1; Melee:+0 {+1 Base,-1 Str} Ranged:+3 {+1 Base,+2 Dex} --Melee:+0 Club (1d4-1, x2), +0 Dagger (1d3-1, 19-20/x2) --Ranged:+3 Dagger (1d3-1, 19-20/x2, 10 ft.) -------------------------------=STATISTICS=-------------------------------
-------------------------=Traits=---------------------
ACP -0 *=ACP applies to these skills
-=Languages=- Goblin, Common, Draconic, Gnome ---===Special Abilities===---:
-------------------------------=SPECIAL/CLASS ABILITIES=------------------------------- 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. Bonus Languages A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. Arcane Bond (Ex)(brass ring) 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. 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 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 Craft Magic Arms and Armor feat). 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. Arcane School (evocation) 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. 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 Enchantment & Necromancy. 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 an opposition school, but it uses up two of his available slots (see below). Effortless Magic (Ex) Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute. This alters the wizard’s spellcasting. Patron Spells At 1st level, a pact wizard must select a patron Elements. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower. This ability replaces scribe scroll. ---===Spells===---:
-------------------------------=Spells=------------------------------- Spellbook] 0-level Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation. 1st-level Magic Missile, Burning Hands, Floating Disk, Protection from Evil, Mage Armor, Identify -----------------------------=0th (at will)=-------------------------------- Prestidigitation, Detect Magic, Open/Close ------------------------------=1st=------------------------------ Magic Missile, Burning Hands, Mage Armor ---===Gear/Possessions===---:
-------------------------------=GEAR/POSSESSIONS=-------------------------- ----- ALL THINGS LISTED ARE SMALL SIZED Wizard's Kit (a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.), ioun stone, brass ring, club, dagger, spellbook (picture book). -=Carrying Capacity=- Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb. -=Current Load Carried=- 25 lb. -=Money=- 0 GP 0 SP 0 CP
---===Background===---:
"I've always known that I, Kraleck, was born for greatness. When I was a baby, it became clear that I was able to grasp complex concepts much faster than my fellow children, and some of the adults quite frankly. But did this grant me the status in the tribe I deserved? NO!! Teased and made fun of by my dullard..'playmates', I was made to feel foolish when I tried to put forth ideas to improve the tribe. Peeing and pooping downriver, raising our huts on stills for flood season, worshiping actual gods instead of demons, all ideas that led me beaten and bruised. The one time I put forth the radical idea of learning how to read the enemies languages, left me in a two-day coma. Idiots.." "My genius was being neglected, my intelligence being stifled. I languished. Then..he came. My Lord. Within a fever dream one season, my consciousness drifted through the universe and located a being, made of fire, lightning, ice, thunder, and acid, all condensed in an explosion, frozen in time. His large fiery eyes were upon me. He saw my genius! He recognized my greatness! He told me his name was Lord Azfernaraxus, Master of All Magical Energies! He bade me to serve him on Golarion. He said he would begin to reveal the mysteries of magic to me! A mighty wizard! My lord said he would keep me in my fevered states for every more days, in order to instruct me properly. I had much to learn." "Through Lord Azfernaraxus, I was able to create a spellbook, one that would look like a picture book to all others, but to me, it held my spells at the ready! My mind expanded further, as my master taught me how to read and write several languages, including the language of magic! The fundamentals of the universe were laid out before me! When I finally awoke, I had changed! I was transformed! My head literally swelled with the knowledge I know possessed! At first, my tribe laughed at me. But as soon as I was able to construct my spellbook in private, that changed, sadly, not for the better. When it became clear to the others that I could perform magic, our chieftain saw me as a threat. Hmm. And here I thought he was the most stupid of them all. We argued. But he had more loyalist than I. So I ran for my life, and narrowly escaped Pharasma's reach. In retrospect, it was fine. In my solitude, I continued to learn. My race will never be great, so long as they clung to their stupid traditions and demon worship. I needed to look out for me and my master." "Along my travels, I found one of my prized possession, an ioun stone. I love how shiny it is. It brings me joy. But my most prized possession was my small brass ring, which was actually a conduit to my master, Lord Azfernaraxus. Sometimes when I am frustrated, I take off the ring and put it to my ear, where my master whispers hints and clues to my problems. It is time for Golarion to recognize my greatness. And tremble!" ---===Appearance and Personality===---:
Eyes: Red Hair: Black, but very little Skin: Green Height: 3' 1" Weight: 35 pds. Kraleck hates his own people for being stupid and narrow-minded. If he ever comes across a goblin of his intellect, he'll be shocked! The goblin evoke seeks to become more smarter and more powerful in the arcane. If given the chance, Kraleck might try to live in human lands. Distant tales of Kaer Maga thrill him, and hopes to travel there someday. His greatest secret Kraleck would want to keep from other goblins is that he knows how to read, write and speak several languages. For this alone, other goblins would kill him. Speaking of killing, Kraleck fiercely defends his spellbook for all who would deface or damage it. Kraleck's favorite meal is gnome.
---===TheWaskally===---:
I've been a gamer since the mid 90s, starting out with D&D 3.0. I have the full 3.0 run of Dragon Magazine until it's end run. I was hesitant to jump ship from D&D to Pathfinder, but my gaming friends at the time convinced me to give it a try. I love Pathfinder and Golarion. I think Paizo did an excellent job making it's default setting come to life. I also have gotten into reading the Pathfinder tales series, with the Count Jaggare and Radovan stories as my favorite. "Desna weeps." I have internet at home and at work, where I'm a 3rd-shift auditor at a hotel chain, so posting regularly is no problem. I currently run 8 other characters on the forums, so running another one won't be a problem. As you can tell from my aliases, my favorite classes are the Rogue Genius's godling classes, with Mighty being my preferred favorite. My second favorite class is paladin, but it's had to get good stats to play one well. |