Lamishal

Mathonras the Magnificent's page

1 post. Alias of Scripps.


Full Name

Mathonras the Magnificent

Race

Human

Classes/Levels

Wizard 17

Gender

Male

Size

Medium

Age

32

Special Abilities

Questionable sanity

Alignment

Neutral Good

Deity

Nethys

Location

Sandpoint, Magnimar, personal private demiplane

Languages

Abyssal, Azlanti, Draconic, Common, Elvish, Giant, Goblin, Ignan, Infernal, Orcish, Sylvan, Thassilonian and Varisian

Occupation

Thassilonian scholar. Evoker extraordinaire. Robe enthusiast.

Strength 10
Dexterity 18
Constitution 16
Intelligence 30
Wisdom 12
Charisma 10

About Mathonras the Magnificent

Basics:

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
Initiative: +5
AC: 30
BAB: +8/+3
Fortitude: +5+3+5=13
Reflex: +5+4+5=14
Will: +10+1+5+4=20

Spell DC: 10+Int(10)=20+Spell level
Evocation Spells Only: 20+1(Spell Focus)+1(Greater Spell Focus)=22+Spell level
Fireball: 22+1(Trait)+2(Spell Perfection)+3(Spell level)=28
Caster level check: 17+2(Spell Penetration)+2(Greater Spell Penetration)+1(Ioun Stone)=22
Fireball: 21+1(Trait)+4(Spell Perfection)+1(Ioun Stone)=27

Feats:

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

Skills:

Appraise: 3+10+3=16
Escape Artist: 6+4=10
Fly: 12+3+3=18
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
Linguistics: 7+10+3=20
Perception: 16+1+3+(5)+(4)=20(29)
Sleight of Hand: 6+4=10
Spellcraft: 17+10+3+=28
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.

Permanent effects:
Arcane Sight
Dark Vision
Read Magic
See Invisibility
Tongues

Gear:

Magic Items:

Worn --
Amulet of Natural Armor +4
Belt of Physical Might +4 (Constitution and Dexterity)
Boots of Escape
Bracers of Armor +5
Cap of the Free Thinker (Disguise)
Cloak of Resistance +5
Eyes of the Eagle
Glove of Storing
Headband of Vast Intelligence +6 (Counterspelling)
Mithral Buckler +3
Sihedron Ring
Ring of Sustenance
Robe of Runes (Components)
Tunic of Careful Casting

Carried --
Bag of Holding (Type II)
Blessed Book (Haversack)
Bookplate of Recall
Efficient Quiver
Handy Haversack
Metamagic Rod, Selective (Efficient Quiver)
Metamagic Rod, Extended (Minor) (Efficient Quiver)
Metamagic Rod, Extended (Efficient Quiver)
Pearl of Power (1st level) x2
Pearl of Power (2nd level) x1
Pearl of Power (3rd level) x1
Ring of Wizardry (Second Level spells)
Staff of Fire (Carried by Brimstone)
Staff of Mithral Might (Glove of Storing)

Artifacts:
Anathema Archive
Revelation Quill

Ion Stones:
Cracked Dusty Rose

Dominant Weapon:
Spell-storing, Greed-Bane Dagger +3

Consumables:
Wands--
(In Efficient Quiver)
Wand of Acid Arrow (CL 3, 26 charges)
Wand of Dispel Magic (CL 6, 32 charges)
Wand of Lightning Bolt (CL 6, 25 charges)
Wand of Magic Missile (CL 7, 15 charges)
Wand of Scorching Ray (CL 3, 36 charges)
Wand of Shield (CL 1, 44 charges)
Wand of Mirror Image (CL 3, 34 charges)

Scrolls --
(In Handy Haversack)
Antimagic Field
Binding
Break Enchantment
Dimensional Lock
Greater Teleport
Gust of Wind
Limited Wish
Planeshift
Planar Adaption
Remove Curse
Secure Shelter
Simulacrum
Tiny Hut
True Seeing

Potions --
(In Handy Haversack)
Dweomer Essence (5)
Cure Moderate Wounds (3)
Cure Serious Wounds (1)
Gaseous Form (3)
Spiderclimb (3)

Ioun Stone:
Cracked Dusty Rose Prism: +1 to Initiative
Flawed Pale Orange Rhomboid: Save from death once only
Orange Prism: +1 Caster Level

Miscellaneous:
Adamantine Dagger
Additional spell books
Cold Iron Spiked Gauntlet
Masterwork Silver Dagger
Spell Component Pouches (4) (For rare materials)
Scroll Cases (6)
Wizard's Kit (In Bag of Holding)
Various trophies and curios

127,835 GP

Prepared Spells:

Cantrips:
Ghost Sound, Mage Hand, Messaging, Prestidigitation

First Level (8 slots):
Enlarge Person, Feather Fall, Magic Missile, Protection From Evil, Snowball, Thunderstomp (+26), Vanish

Second Level (8 slots):
Blur x2, Burning Arc, Burning Gaze, Frigid Touch, Mirror Image, Scorching Ray x2, Spectral Hand (2 slots)

Third Level (7 slots):
Battering Blast, Dispel Magic x2, Displacement, Haste, Heroism, Resist Energy (Communal)

Fourth Level (7 slots):
Dimension Door, Enervation (2 Slots), Greater Invisibility, Protection From Energy (Communal), Terrible Remorse, True Form

Fifth Level (7 slots):
Break Enchantment, Icy Prison, Life Bubble, Overland Flight, Stoneskin (Communal), True Strike (Quickened), Wall of Force

Sixth Level (7 slots):
Antimagic Field, Chain Lightning, Disintegrate, Dispel Magic (Greater) x2, Mirror Image (Quickened), Sirocco

Seventh Level (5 slots):
Cold Ice Strike (Rime), Grasping Hand, Mage's Magnificent Mansion, Mass Fly, Spell Turning

Eighth Level (4 slots):
Ball Lightning (Dazing, Heighten), Frightful Aspect, Maze, Stormbolts

Ninth Level (3 slots):
Aroden's Spellbane, Foresight, Polar Ray (Rime)

Spellbook:

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)
Alarm
Burning Hands
Charm Person
Chill Touch
Color Spray
Comprehend Languages
Detect Secret Doors
Ear-Piercing Scream
Endure Elements
Enlarge Person
Erase
Expeditious Retreat
Feather Fall
Floating Disk
Grease
Hold Portal
Identify
Infernal Healing
Mage Armor
Magic Missile
Magic Weapon
Obscuring Mist
Protection From Evil
Shield
Shocking Grasp
Silent Image
Sleep
True Strike
Unseen Servant
Vanish

Second Level Spells: (30)
Arcane Lock
Blindness/Deafness
Book Ward
Burning Arc
Burning Gaze
Continual Flame
Create Pit
Flaming Sphere
Frigid Touch
Glitterdust
Gust of Wind
Hideous Laughter
Invisibility
Knock
Levitate
Mirror Image
Nondetection
Pyrotechnics
Resist Energy
Rope Trick
See Invisibility
Scorching Ray
Spectral Hand
Spider Climb
Spontaneous Immolation
Stone Call
Summon Monster II
Touch of Idiocy
Warding Weapon
Web

Third Level Spells: (30)
Aqueous Orb
Arcane Sight
Battering Blast
Blacklight
Call the Void
Dispel Magic
Daylight
Displacement
Elemental Aura
Fireball
Fly
Force Punch
Gaseous Form
Haste
Heroism
Hold Person
Lighting Bolt
Magic Circle Against Evil
Ice Spears
Phantom Steed
Protection From Energy
Summon Monster III
Ray of Exhaustion
Resist Energy (Communal)
Slow
Stinking Cloud
Suggestion
Tiny Hut
Tongues
Vampiric Touch

Fourth Level Spells: (24)
Ball Lightning
Bestow Curse
Black Tentacles
Confusion
Dimensional Anchor
Dimensional Door
Elemental Body I
Emergency Force Sphere
Enervation
Fire Shield
Globe of Invulnerability (Lesser)
Greater Invisibility
Ice Storm
Protection From Energy (Communal)
Remove Curse
Secure Shelter
Scrying
Stoneshape
Stoneskin
Summon Monster IV
Terrible Remorse
Telekinetic Charge
True Form
Wall of Ice

Fifth Level Spells: (24)
Baleful Polymorph
Break Enchantment
Cloudkill
Cone of Cold
Dismissal
Dominate Person
Feeblemind
Icy Prison
Interposing Hand
Life Bubble
Magic Jar
Monstrous Physique III
Overland Flight
Permanency
Planar Adaptation
Planar Binding (Lesser)
Polymorph
Stoneskin (Communal)
Summon Monster V
Telekinesis
Telepathic Link
Teleport
Undead Anatomy II
Wall of Force

Sixth Level Spells: (18)
Antimagic Field
Chain Lightning
Contingency
Cold Ice Strike
Disintegrate
Dispel Magic (Greater)
Elemental Body III
Flesh to Stone
Forceful Hand
Globe of Invulnerability
Planar Binding
Summon Monster VI
Stone to Flesh
Shadow Walk
Sirocco
Undead Anatomy III
True Seeing
Veil

Seventh Level Spells: (18)
Delayed Blast Fireball
Firebrand
Force Cage
Form of the Dragon II
Grasping Hand
Greater Teleport
Limited Wish
Mage's Sword
Mage's Magnificent Mansion
Mass Fly
Plane Shift
Polar Ray
Prismatic Spray
Reverse Gravity
Simulacrum
Spell Turning
Temporary Resurrection
Vision

Eighth Level Spells: (14)
Binding
Clone
Create Demiplane
Dimensional Lock
Frightful Aspect
Horrid Wilting
Incendiary Cloud
Irresistible Dance
Maze
Mind Blank
Polar Ray
Protection From Spells
Stormbolts
Summon Monster VIII

Ninth Level Spells: (3)
Aroden's Spellbane
Foresight
Icy Prison, Mass

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):
"Brimstone"
Fire Mephit, Small

This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.

Init +6; Senses: Darkvision 60 ft.; Perception +6

DEFENSE

AC 26, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size, +9 natural adj.)
HP: 58; Fast Healing 2 (while touching fire)
Fort. +5, Ref. +5, Will. +10
Spell Resistance: 17
DR 5/magic; Immune: Fire
Weaknesses: Vulnerability to Cold
OFFENSE
Speed 30 ft., fly 40 ft. (average)
Melee 2 Claws +8 (1d3+1)
Special Attacks: breath weapon (15-foot cone, 1d8 fire, DC 13 half, every 4 rounds)
Spell-Like Abilities: (CL 6th; concentration +8)
1/hour--scorching ray
1/day--heat metal (DC 14), summon (level 2, 1 fire mephit 25%)

STATISTICS
Str 12, Dex 15, Con 12, Int 6(14), Wis 11, Cha 14
Base Atk +7/+2; CMB +8; CMD +18
Feats: Dodge, Improved Initiative
Skills: Bluff +8, Escape Artist +9, Fly +15, Perception +16, Stealth +12, Use Magic Device +18
Languages Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)

SPECIAL ABILITIES
Breath Weapon (Su)
Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

The breath weapon of a fire mephit is a cone of flames that deals 1d8 fire damage.

Background:

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.