About Mathonras the Magnificent
Traits: Magical Lineage -- Reduced metamagic cost by 1 (Fireball)
Outlander: Lore Seeker -- Spell DCs/CL improved by 1(Burning Hands, Burning Arc and Fireball)
Hit points: 126
Spell DC: 10+Int(10)=20+Spell level
Lv. 1 Rime Spell (Bonus)
Lv. 1 Scribe Scroll (Bonus)
Lv. 1 Spell Focus (Evocation)
Lv. 3 Craft Wondrous Items
Lv. 5 Heighten Spell (Bonus)
Lv. 5 Preferred Spell
Lv. 7 Intensified Spell
Lv. 9 Spell Penetration
Lv. 10 Dazing Spell (Bonus)
Lv. 11 Improved Familiar
Lv. 13 Greater Spell Focus (Evocation)
Lv. 15 Quicken Spell (Bonus)
Lv. 15 Spell Perfection
Lv. 17 Greater Spell Penetration
Escape Artist: 6+4=10
Knowledge (Pla): 15+10+3+=30
Knowledge (Arc): 14+10+3+1=30
Knowledge (His): 9+10+3+=22
Knowledge (Rel): 3+10+3+=16
Knowledge (Nat): 1+10+3+=14
Knowledge (Geo): 1+10+3+=14
Knowledge (Dun): 1+10+3+=14
Knowledge (Loc): 1+10+3+=14
Sleight of Hand: 6+4=10
Use Magic Device: 16+0=16
Stealth (Headband): 17+4=21
Manual of Golem Building: Knowledge checks Arcana/Religion on Constructs/Transmutation +5
Inspiration (Su): A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.
Ghost Sound, Mage Hand, Messaging, Prestidigitation
First Level (8 slots):
Second Level (8 slots):
Third Level (7 slots):
Fourth Level (7 slots):
Fifth Level (7 slots):
Sixth Level (7 slots):
Seventh Level (5 slots):
Eighth Level (4 slots):
Ninth Level (3 slots):
Mathonras' extensive grimoire collection contains nearly every spell of seventh level or lower. The following merely represents his most commonly memorized and used spells.
First Level Spells: (30)
Second Level Spells: (30)
Third Level Spells: (30)
Fourth Level Spells: (24)
Fifth Level Spells: (24)
Sixth Level Spells: (18)
Seventh Level Spells: (18)
Eighth Level Spells: (14)
Ninth Level Spells: (3)
Wizard Class Abilities:
Evocation School (Opposition schools: Enchantment, Necromancy)
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.
Contingency: Emergency Force Sphere when targeted by an attack or effect that would reduce him to less than one third of his total hit points.
Arcane Bond (Familiar):
This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.
Init +6; Senses: Darkvision 60 ft.; Perception +6
AC 26, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size, +9 natural adj.)
The breath weapon of a fire mephit is a cone of flames that deals 1d8 fire damage.
Mathonras was born to a comfortably wealthy merchant family; his father a self-made man with with sharp Chelish features, his mother a petite Taldan beauty from an old and landed family. He inherited his father's features and his mother's frame and coloring. His early life seemed, to the curious and almost preternaturally intelligent child, a charmed existence. There were slaves and house servants to play with, tutors to instruct him and a vast library of books to enjoy.
If his parents were distant -- cold and aloof like mountains glimpsed from beyond their foothills -- what of it? He had everything he needed. And in truth, his parents took great pride in his cleverness, in his precocious grasp of numbers and letters. Knowing this, he took a sort of eager delight in shocking, surprising and utterly confounding his tutors with his understanding of concepts far beyond what they expected from a boy his age.
Eventually, at the almost unprecedented early age of 14, he was sent to the prestigious Egorian Academy of the Magical Arts, destined most likely to become an Infernal Binder -- one of Cheliax's famed summoners of devils and other extraplanar creatures.
His instructors continued to be astounded by his remarkable progress, the only precedents for which were an uncle on his mother's side, who was rumored to have possessed some small measure of innate sorcery, and a great-great-grandfather who'd also been a binder of some repute.
However, despite his rapid progress, it was a lonely existence Mathonras lived at school -- not only was he younger than his classmates, he often was harshly reminded that most of colleagues were the scions of nobility -- and his betters for it.
Still, he was happy enough -- the research and study kept him busy and the taunts give him ample drive to best his fellow students in every subject. But then came the news that would change his life forever -- his parents were dead.
The ashes of the great manor estate of his family were still warm as he sat in the offices of a Chelish advocate and, lacking a will (which had mysteriously vanished from his father's massive and magically protected safe), learned he was to receive only the relative pittance set aside for his schooling, while his father's business partners inherited the vast trade empire his parents had built.
He tried his hand at investigating the matter himself, his only clue a scrap of paper tucked into some personal effects recovered from the ruins, which mentioned a business deal over some ancient Thassilonian artifacts and a name -- well, part of a name.
His first breakthrough came when he learned one of the professors at his school was connected to one of his father's old business partners. Sneaking into the elder mage's quarters he discovered another scrap -- not quite matching the piece he'd found, but obviously from the same document. He tried taking them to local scholars to find out more but to no avail. Without the rest of the documents, no one could tell him more.
Mere days later he was barred from the advanced courses of the prestigious summoning school, ostensibly for stealing research from another student, a vapid idiot Mathonras could think circles around -- and who just happened to be the nephew of the instructor whose rooms he'd infiltrated.
He took to performing cheap parlor tricks at a local inn, something to keep his belly full while continuing his investigation, only to be set upon by a pair of thugs one night -- thugs who warned him to stop "digging around about daddy's money."
Bleeding and bruised, an angry Mathonras lashed out, killing one of the thugs in a fit of anger. Fearing for his life and his freedom, he collected his few belongings and slipped out of Egorian under cover of night.
Eventually, after much wandering -- all the while barely scraping by, he made his way to Absalom and, after an impressive interview and several masterful demonstrations of skills far beyond his years, was accepted into the Arcanamirium -- the single greatest school of arcane study in the whole of Golarion.
He has only recently finished his studies, his remarkable studiousness hampered somewhat by dreams and nightmares of smoke and flame: ashes falling on the forms of his parents as the burning timbers of their home crash down around them and, always, of the burning books, pages withering and crumpling to ash, inside of the library that was such an important part of his childhood.