Wizard

Malavarius King's page

2,325 posts. Alias of John Hathaway.


Classes/Levels

retired (AP completed)

Age

76

About Malavarius King

Malavarius King
NG human Wizard (abjurist) 16
Favored Class: Wizard (Levels 1-4: +1 hp)
Languages: Common, Aklo, Auran, Draconic, Elven, Giant, Sylvan, Skald
Vision: normal
HP: 88 (6+1+3)+5+7+6+3+4+5+4+8+7+2+4+7+5+6+5

Str: 8 (-1)
Dex: 12 (+1)
Con: 10 (+0)
Int: 27 (+8)
Wis: 14 (+2)
Cha: 13 (+1)

25 point buy:
Str 8 (-2pts)
Dex 12 (2pts)
Con 10 (0pts)
Int 18 (17pts)
Wis 14 (5pts)
Cha 13 (3pts)

+1 Int (lvl 1), +2 Int (Baba Yaga's boon), +1 Int (lvl 4), +1 Int (lvl 8), +1 Int (lvl 12), +1 Int (lvl 16)

Offense/Defense
AC: 17 (Tch 11 // FF 16) (armor[5]),(dex[1]),(natural[1])
Fort: +9 (+5 base, +4 resistance)
Ref: +10 (+5 base, +1 dex, +4 resistance)
Will: +16 (+10 base, +2 wis, +4 resistance)
(+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)

BAB: +8
CMB: +7
CMD: 18
Initiative: +1
Speed: 30ft

Traits
Warded Against Witchery (campaign): +1 to saving throws vs spells, SLAs, & Su abilities of evil arcane spellcasters, and +1 on Spellcraft checks to identify spells cast by evil arcane spellcasters
Dangerously Curious (magic): +1 on Use Magic Device checks, UMD is a class skill

Feats
Wiz 1: Scribe Scroll
Wiz 1: Alertness (familiar)
Hu 1: Toughness
Lvl 1: Evolved Familiar (skilled: knowledge (engineering))
Lvl 3: Elemental Focus (Fire)
Lvl 5: Craft Wand
Wiz 5: Craft Magic Arms and Armor
Lvl 7: Spell Penetration
Lvl 9: Greater Spell Penatration
Lvl 10: Arcane Builder (wands) (arcane discovery)
Lvl 11: Craft Staff
Lvl 13: Staff-Like Wand (arcane discovery)
Lvl 15: Intensified Spell

Detailed Feats:

Scribe Scroll: Prereqs: Caster Level 1st
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Alertness: Prereqs: n/a
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Toughness Prereqs: n/a
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Evolved Familiar: Prereqs: Int 13, Cha 13, familiar class feature
Benefit: Select an evolution from the list of 1-point evolutions available to a summoner's eidolon. Your familiar has this evolution. The familiar must conform to any limitations of the evolution. For instance, no familiars can benefit from the mount evolution and only familiars with wings can take the wing buffet evolution.

If you gain a new familiar, your old familiar loses all evolutions, and you can select a new 1-point evolution for the new familiar.

Elemental Focus: Prereqs: none
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.

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

Craft Wand: Prereqs: CL 5th
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges. See the magic item creation rules in Magic Items for more information.

Craft Magic Arms and Armor: Prereqs: CL 5th
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Magic Items for more information.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Spell Penetration: Prereqs: n/a
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Greater Spell Penetration: Prereqs: Spell Penetration
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.

Arcane Builder (wands): Prereqs: n/a
Benefit: You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type. You may select this discovery multiple times; its effects do not stack. Each time you select this discovery, it applies to a different type of magic item.

Craft Staff: Prereqs: CL 11
Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must use up raw materials costing half of its base price. A newly created staff has 10 charges. See the magic item creation rules in Magic Items for more information.

Staff-Like Wand: Prereqs: CL 11, Craft Staff
Benefit: Your research has unlocked a new power in conjunction with using a wand. Similar to using a magic staff, you use your own Intelligence score and relevant feats to set the DC for saves against spells you cast from a wand, and you can use your caster level when activating the power of a wand if it's higher than the caster level of the wand.

Intensified Spell: Prereqs: n/a
Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

Detailed Skills:

Skill Points/level: 10 = 2(class) +7(int) +1(race)
class skill // Armor Check Penalty = 0

Acrobatics: +1 = +0(ranks) +1(dex)
Appraise: +11 = +1(ranks) +3 (trained) +7(int)
Bluff: +1 = +0(ranks) +1(cha)
Climb: -1 = +0(ranks) -1(str)
Craft (alchemy): +12 = +2(ranks) +3(trained) +7(int)
Diplomacy: +1 = +0(ranks) +1(cha)
Disable Device: +1 = +0(ranks) +1(dex)
Disguise: +1 = +0(ranks) +1(cha)
Escape Artist: +15 = +14(ranks) +1(dex)
Fly: +20 = +16(ranks) +3(trained) +1(dex)
Handle Animal: +2 = +0(ranks) +2(wis)
Heal: +2 = +0(ranks) +2(wis)
Intimidate: +1 = +0(ranks) +1(cha)
Knowledge (Arcana): +26 = +16(ranks) +3(trained) +7(int)
Knowledge (Dungeoneering): +11 = +1(ranks) +3(trained) +7(int)
Knowledge (Engineering): +7 = +0(ranks) +7(int)
Knowledge (Geography): +20 = +10(ranks) +3(trained) +7(int)
Knowledge (History): +20 = +10(ranks) +3(trained) +7(int)
Knowledge (Local): +20 = +10(ranks) +3(trained) +7(int)
Knowledge (Nature): +12 = +2(ranks) +3(trained) +7(int)
Knowledge (Nobility): +7 = +0(ranks) +7(int)
Knowledge (Planes): +26 = +16(ranks) +3(trained) +7(int)
Knowledge (Religion): +20 = +10(ranks) +3(trained) +7(int)
Linguistics: +11 = +1(ranks) +3(trained) +7(int)
Perception: +20 = +14(ranks) +2(wis) +2(familiar) +2(competence)
Perform: +1 = +0(ranks) +1(cha)
Profession: +2 = +0(ranks) +2(wis)
Ride: +1 = +0(ranks) +1(dex)
Sense Motive: +4 = +0(ranks) +2(wis) +2(familiar)
Spellcraft: +26 (+27) = +16(ranks) +3(trained) +7(int) (+1)(trait)
Stealth: +1 = +0(ranks) +1(dex)
Survival: +2 = +0(ranks) +2(wis)
Swim: -1 = +0(ranks) -1(str)
Use Magic Device: +21 = +16(ranks) +3(trained) +1(cha) +1(trait)

Wizard Class Abilities
Equipment Proficiencies: club, dagger, hvy xbow, lt xbow, quarterstaff
Arcane Bond: Familiar (Zeno the thrush)
Bonus Language: Can select Draconic as a bonus language for high Int
Arcane School: Abjuration
Opposition Schools: Enchantment, Necromancy
Bonus Feat: Scribe Scroll

Wizard School Powers
Resistance (Ex): gain resistance 5 to a chosen energy type when spells are prepared. Can be changed each day. At 11th level, resistance increases to 10. At 20th level, this resistance changes to immunity.

Protective Ward (Su): As a standard action, create a 10-foot-radius field centered on you that lasts for Int Mod rounds. All allies in area (including you) gain +1 deflection bonus to AC. Bonus increases by +1 for every five wizard levels. Can use ability 3 + Int mod times per day.

Energy Absorption (Su): At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.

Zeno:

Thrush
NG Diminutive magical beast
Init +2; Senses low-light vision;
Languages: Common
HP: 41 (1/2 master's total rounded down)

Armor Class: AC 23, touch 16, flat-footed 20 (+2 Dex, +7 natural, +4 size)
Saves: Fort +1, Ref +5(improved evasion), Will +10
SR 19
Speed: 10ft, fly 40 ft. (avg)
Melee: bite +9 (1d2-5)

Stats: Str 1 (-5), Dex 15 (+2), Con 6 (-2), Int 12 (+1), Wis 15 (+2), Cha 6 (-2)
Base Atk +5; CMB +3; CMD 8

Feats: Skill Focus (Perception)
Skills: Craft (alchemy) +3, Escape Artist +14, Fly +8, Knowledge (arcana) +11, Knowledge (engineering) +14, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +3, Perception +15, Spellcraft +11, UMD +9
Familiar Abilities: Alertness, empathic link, improved evasion, share spells, deliver touch spells, speak with master, spell resistance, scry on familiar

Spellbook 1 98/100 pages:

Equipment
Inventory Log

starting gear:

Starting Gold: 70 gp
Quarterstaff... free / 4 lbs
Backpack... 2gp / 2 lbs
Blanket ... .5gp / 3 lbs
Bullseye lantern... 12gp / 3 lbs
Candle (3)... .03gp / --
Ink... 8gp / --
Inkpen (3)... .3gp / --
Parchment sheets (10)... 2gp / --
Scroll case (2)... 2gp / 1 lb
scroll of hold portal (CL 1)... 12.5gp / --
scroll of comprehend languages (CL 1)... 12.5 / --

Scholar's Outfit... free / 6 lbs
Cold Weather Outfit... 8gp / 7 lbs

Background
Sixty-two years ago, a young, spry, and adventrous apprentice set out with his master and her friends on an adventure into Irrisen. Malavarius' master, Bialla, was a promising mage who'd begun to make a name for herself in a like-minded group of heroes. When Bialla learned of a young girl who'd been looking for help in rescuing the men from her village from the White Witches, Bialla and her allies answered the call and Malavarius tagged along at his master's invitation.

The Witches of Irrisen were more than Bialla had anticipated though, and only she and Malavarius escaped thanks to her magic. Despite their escape, Malavarius had still been struck low by a powerful spell and his time on Golarion was dwindling. Overcome with guilt at the loss of her entire team and her apprentice's ill-fortune, Bialla sought out a way to save her young pupil.

In the end, Bialla succeeded, but Malavarius spent the rest of his life bearing a weight on his soul. With his master's encouragement, Malavarius decided to focus his studies on protecting himself and others, though he secretly focused even more upon innuring himself against the biting chill those pale witches in the north wielded.

Bialla eventually passed away, and without her strong, reassuring influence in his life, Malavarius began to obsess over the witches and expect them at every turn. He gradually moved further and further south, and then more and more to the outskirts of whichever town he found himself in.

For the last twenty-three years, Malavarius has enjoyed his home in Heldren, a small village far to the south in Taldor. Though considered odd by the townsfolk in general, Malavarius is able to survive by selling some simple alchemical concoctions and an occasional scroll or two. In general, most townsfolk give his ramshackle shack a wide berth, and leave him to own devices.

Personality/Mannerisms
Malavarius has spent nearly the last two decades virtually as a hermit, experiencing contact with other people only on very rare occassions. Such isolation could easily drive a normal mind insane, but Malavarius has had his faithful familiar, Zeno, to converse and argue with over the years. The two argue frequently, though most times it is in jest and all good humor, but each one thinks the other to be stupid and neither is afraid to point it out.

Malavarius' speech will likely be fairly scattered and manic, with occasional bouts of extremely focused lucidity. He's also quite used to not having to internalize his thoughts, so what would typically be internal monologue will likely instead be spoken aloud to Zeno.

Malavarius has learned and aged a lot since his days as an apprentice on a failed mission to Irrisen, but the experience was a defining one for the addled mage. He *always* prepares at least one casting of protection from evil and ever since he took his first steps into the Abjurist's School, he has warded himself against cold every single morning.

Appearance
Malavarius is an old, long-beared man in his mid seventies with bushy eyebrows and sparkingly eyes. Typically, he wears a well-kept robe of deep rusty-red with dull-yellow trim around the cuffs, collar, and hem along with a matching pointy hat. He walks with a staff, though it is more of an affectation than a neccessity. Still, he is quite old, and his physical might has ebbed over time. Despite his age though, he still retains a bit of that spryness he enjoyed in his youth.

Zeno, his well-spoken familiar, alternates between perching on the top of his staff and on the top of his pointed hat.

Progression
Notable Feats: Intensify Spell (Lvl 15) for fireball, Destructive Dispel
Notable Spells:
Level 7: plane shift
Level 8: moment of prescience, protection from spells

Macros:

[spoiler=Status]
HP: 88/88
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 absorbed
Displacement used: 0/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 35/50 charges used

Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [ ] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [ ], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [ ] [ ], mind blank [ ]

Protective Ward used: 0/10

Ongoing Effects:
protection from arrows (everyone)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
[/spoiler]

[dice=Concentration Check]1d20+22[/dice]
[dice=CL Check vs SR]1d20+22[/dice]
[dice=Counterspell (DC=11+CL)]1d20+16[/dice]
[dice=Malavarius' Sword]1d20+27[/dice][dice=for]4d6+3[/dice]
[dice=Scorching Ray x3]1d20+8[/dice][dice=for]4d6[/dice]
[dice=Fireball (fire)]10d6[/dice] [ooc]Ref Save DC 22 for 1/2 damage[/ooc]
[dice=Intensified Fireball (fire)]15d6[/dice] [ooc]Ref Save DC 22 for 1/2 damage[/ooc]
[dice=Lightning Arc]15d6[/dice] [ooc]Ref Save DC 23 for 1/2 damage[/ooc]
[dice=Resonating Word (Fort DC 25)]5d6[/dice][ooc] and staggered 1 round; 1/2 damage and no stagger on successful save[/ooc]
[dice=Resonating Word (Fort DC 25)]5d6[/dice][ooc] and stunned 1 round; 1/2 damage and no stun on successful save[/ooc]
[dice=Resonating Word (Fort DC 25)]10d6[/dice][ooc] and stunned [dice]1d4+1[/dice] rounds; 1/2 damage and no stagger on successful save[/ooc]
[dice=Talisman of Healing]4d8+7[/dice]

Traveling Item Creation:

Net 2 hours of work each day
Hektir's Armor, add wild (+1 -> +3): 64/64 hours (15 days normally, halved to 8 by increasing DC by 5; will cost 7,500 gp)
Tsin's falcion, add igniting/flaming burst (+2 -> +3): 4/40 hours (10 days normally, halved to 5 by increasing DC by 5; will cost 5,000 gp)
Quinn's crossbow, add +1 and holy (+0 -> +3): 0/72 hours (18 days normally, halved to 9 by increasing DC by 5; will cost 9,000 gp)
Malavarius' first staff (greater dispel magic [2 charges], break enchantment, remove curse, make whole [1 charge]: 0/172 hours (43 days normally, halved to 21 by increasing DC by 5; will cost 42,900 gp)