About Loram AzurPROFESSOR LORAM AZUR Male Human Wizard (conjuration-teleportation) 1
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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NTS:
Lvl 4 increase to Int, Lvl 8 to Dex Speed 30 ft. --------------------
Ranged
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Saves
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1st Level (2+1/day):
Arcane School: Conjuration (teleportation)
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:
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:
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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)
Languages:
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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
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). --------------------
IN PACK
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