Alchemist

Loram Azur's page

30 posts. Organized Play character for Blackacre.


Race

Human Wizard (teleportation) 1

Classes/Levels

AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

About Loram Azur

PROFESSOR LORAM AZUR

Male Human Wizard (conjuration-teleportation) 1
NG Medium Humanoid (human)

BACKGROUND:
Professor Azur imagines himself as a traveler of both time and space, an academic who prefers to study in the field and gather his own data. Prof. Azur has an insatiable wanderlust that leads him often into danger, and has made his career at least as tortuous as that of the average academic.
Raised as the only child of semi-vagabond parents. The Professor's expansive mind and intense curiosity has fueled his natural aptitude for cross-dimensional studies. Though he performed well in his studies at the Arcanist's Circle in the Tarheel Promenade of Kaer Maga, his feet frequently get cold and he has bounced around from one adjunct, assistant, or visiting professor post to the next. He has recently joined the Pathfinder Society in search of new and interesting lines of inquiry.
Although he has never had a set place to be, the idea intrigues him. One day, he imagines he will find a place he does not want to leave.

DESCRIPTION:
Somewhat scatterbrained, fast talker, prone to intense descriptions of his favorite subjects (unusual beasts, travel, sports). Physically, he is somewhat tall, exceptionally lanky, and topped with wavy silver-streaked hair.

PHILOSOPHY:
Excitement? Adventure? Everyone needs these things!
Traditions are a good thing; pretensions and unnecessary formality are not.
Laws protect us, but knowledge and The Right Thing are more important.

Deity: Desna (for luck and travel), Shelyn (for art and beauty)

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SENSES
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Init +6
Perception +3 (+1 if familiar not near)

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STATISTICS
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Str 10 (+0) [0 points]
Dex 15 (+2) [7 points]
Con 12 (+1) [2 points]
Int 17 (+3) [7 points +2 racial bonus]
Wis 12 (+1) [2 points]
Cha 12 (+1) [2 points]

NTS:
Lvl 4 increase to Int, Lvl 8 to Dex

Speed 30 ft.

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ATTACK
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Base Atk +0
CMB + 0
Melee
Cold iron dagger +0 1d4 19–20/×2 P or S (10 ft. thrown range)
Silver dagger +0 1d4 19–20/×2 P or S (10 ft. thrown range)
Darkwood walking stick (club) +1 1d6 ×2 B (10 ft. thrown range)

Ranged
Light crossbow +2 1d8 19–20/×2 80 ft. P
(20 bolts )
Cold iron dagger +2 1d4 19–20/×2 P or S (10 ft. thrown range)
Silver dagger +2 1d4 19–20/×2 P or S (10 ft. thrown range)
Darkwood walking stick (club) +3 1d6 ×2 B (10 ft. thrown range)

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DEFENSE
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AC 13, touch 12, flat-footed 11 (+2 Dex +1 Armor)
CMD 12 (Str 0, Dex +2)
HP 11 (d6 +1 Con +1 favored class (x1) +3 Toughness)

Saves
Fort +1, Ref +2, Will +3

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SPELLS
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Spells Prepared:
Cantrips (3/day):
-Acid splash
-Mage hand
-Message

1st Level (2+1/day):
- Color Spray
- Mage Armor
- Unseen Servant [school bonus]

Arcane School: Conjuration (teleportation)
Opposition Schools: necromancy, enchantment

other handy cantrips:
typically use detect and read magic instead. use ray of frost boosted with arcane strike, PBS, and deadly aim? prestidigitation instead of mage hand?

SPELLBOOK:

Cantrips: everything but necro and enchant:
- Abjuration -
Resistance: Subject gains +1 on saving throws.
- Conjuration -
Acid Splash: Orb deals 1d3 acid damage.
- Divination -
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.
- Evocation -
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Spark: Ignites flammable objects.[APG]
- Illusion -
Ghost Sound: Figment sounds.
Haunted Fey Aspect: You surround yourself with disturbing illusions. [UC]
- Transmutation -
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
- Universal -
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

1st level:
Color Spray
Comprehend Languages
Mage Armor [c]
Magic Weapon
Unseen Servant [c]
Vanish (APG)

spells for later:

Level 1: ant haul, break (APG), bungle (UM), burning hands, crafter's fortune (APG), disguise self, ear piercing scream (UM), enlarge person, endure elements, expeditious excavation (APG), expeditious retreat, feather fall, flare burst? (APG), gravity bow (APG), grease [c], hold portal, hydraulic push (APG), icicle dagger (UM)? identify? liberating command (UC)? magic missile, mount? obscuring mist?, protection from evil, reduce person, shocking grasp, silent image, stumble gap (APG), touch of gracelessness? True strike
--others: haste, blur, mirror image, Glitterdust, create pit, grease, aqueous orb, and stinking cloud

notes to self re magic items:
  • Use wands for stuff you cast all the time (magic missile, darkvision, protection from evil, shield)
  • If caster level, duration, or save DC matter, cast it
  • scrolls for situational spells such as (1) protection from evil, alarm, comprehend languages, magic weapon, obscuring mist, mount, silent image? (2) resist energy, see invisibility, glitterdust (3) dispel magic, magic circle (4) (5) dismissal, teleport
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    FEATS AND SKILLS
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    Feats:
    Spell Focus(conjuration) (+1 DC to conj spells) [wizard bonus]
    Alertness (+2 perception, sense motive) [when familiar is within 30']
    Improved Initiative (+4 init) [1st]
    Toughness [human bonus] (add'l HP)

    development:
    combat casting, extend/quicken spell, augment summoning, arcane strike/point blank shot/deadly aim?, defensive combat training?, spell penetration

    Skills: 6 per level (2 class +1 (human) +3 Int)
    Appraise +6 [0 ranks, class, +3 Int, familiar]
    Diplomacy +5 [1 rank, class, +1 Cha]
    Knowledge(arcana) +7 [1 rank, class, +3 Int]
    Knowledge(geography) +7 [1 rank, class, +3 Int]
    Knowledge (history) +4 [0 ranks, class, +3 Int, trait bonus]
    Knowledge(planes) +8 [1 rank, class, +3 Int, trait bonus]
    Linguistics +7 [1 rank, class, +3 Int]
    Perception +3 [0 ranks, +1 Wis, assume familiar near]
    Sense motive +3 [0 ranks, +1 Wis, assume familiar near]
    Spellcraft +7 [1 rank, class, +3 Int]

    Languages:
    Common, Celestial, Draconic, Elven, Undercommon

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    TRAITS
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    World Traveler (Race, from Ultimate Campaign) (+1 Diplomacy, class skill)
    Scholar of the Great Beyond (Faith) +1 to Know (history) and know (planes), KN(history) a class skill

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    SPECIAL ABILITIES
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    Shift(Su) [teleport school] (3+Int)/day: teleport 5' per 2 Wiz lvls (within sight) as swift action (as if using dimension door) (does not provoke). Cannot take other creatures with you when you use this ability (except for familiars).

    Arcane bond
    Raven familiar

    Summoner's Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1).

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    GEAR/POSSESSIONS
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    ON PERSON
    cold iron dagger
    silver dagger
    darkwood walking stick
    light crossbow
    quiver w/20 bolts
    traveling cummerbund (treat as haramaki)

    IN PACK
    Wizard's kit [21 gp; Weight 21 lbs.]: 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.

    Total Weight: lbs.
    Carrying Capacity Light: 33lbs. Medium: 66lbs. Heavy: 100lbs.

    Wealth:
    30 GP
    (3 for armor, 21 for kit, 4 for CI dagger, 22gp for silver dagger, 30gp for club if darkwood, 35gp for light xbow, 2 for 20 bolts -- 120 gp total)