Mirosir Tepescik-Tessadril's page

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Full Name

Mirosir Tepescik-Tessadril


Dhampir (Ajibachana)


Wizard (Conjuration/Teleportation Thassilonian Specialist) 1




Medium (6' 2", 165 pounds)



Special Abilities

(See Extended Crunch, Quick Statistics, and Temporary Conditions sections)


Neutral Good


None, but see Appearance and Personality section




Common/Taldane, Elven, Varisian, Thassilonian, Giant, Abyssal


Slacker- uh, Conjuration Specialist

Strength 10
Dexterity 15
Constitution 10
Intelligence 18
Wisdom 10
Charisma 10

About Mirosir Tepescik-Tessadril

{Not yet in a campaign; intended for Rise of the Runelords.}


Mirosir was born in Ustalav to Vladislaw and Moria of the dwindling and accursed Tepescik family, but conceived in Jalmeray as his parents were just about to leave to return home. Unfortunately, they were not the only contributors to his life, for they were attacked by a vampire (of the local Vetala variety) shortly before they left, and Moria was infected with Vampirism. Although she was cured before it was too late for her, the damage was done to the nascent embryo within her. When the baby was born well after he should have been due, but without having achieved an unusual size, they knew something was wrong. When his growth continued to be glacially slow by Human standards, they consulted the local Pharasmin priests, who deduced what had happened. His parents' family experience with accursed births and their great difficulty in conceiving Mirosir gave them resolve to raise him (for though accursed, they were not wholly evil), for they saw him as their family's last hope for salvation from oblivion. The Pharasmins warned the family that he was an abomination irredeemably accursed with vampiric taint, and that their accursed family should let itself pass into oblivion, but Vladislaw and Moria not only persisted, but complained higher up in the church heirarchy, which got them and the local church a visit from an Inquisitor of Pharasma. Although nothing visible was done to the local Pharasmins, they did keep quiet thereafter, at least for the most part; Vladislaw and Moria's refusal to knuckle under may have spared them from a pogrom that at the time was threatening to wipe them off the map. Unfortunately, lack of friendly interaction with any priesthood meant that the taint in Mirosir's soul and any accompanying physical problems got no further diagnosis.

But whether or not Vladislaw and Moria Tepescik's efforts actually helped preserve their family, one thing was against them that would doom their effort to raise Mirosir, that they could not do anything about: Time. For they were Human, and fast approaching their inevitable death by old age accelerated by the congenital diseases plaguing the Usher family, while Mirosir was a Dhampir, and thus growing and maturing very slowly. (Mirosir has often wondered whether the Pharasmin Inquisitor actually just persuaded the other forces arrayed to wipe out the Tepescik family that the passage of only a few more years would guarantee that the Tepescik family "problem" would solve itself.) In addition, the dwindling numbers and vigor of the Usher family conspired with the curses plaguing that family to sink the family into impoverishment. Vladislaw and Moria knew they would have to find another home for Darien.

Fortunately, they had friends in the Elven noble Tessadril family. The Tessadril family itself had problems that were causing it to dwindle in numbers, but these problems seemed to be limited to poor fertility, and the family reputation remained unsullied, and its finances remained in good shape. Desnoreth and Seleniel Tessadril owed their lives to Vladislaw and Moria Tepescik, for neither Ustalav nor some of the places that both families traveled to (in some cases together) are safe, with many of them (Ustalav in particular) being infested with supernatural horrors that can make ending up on an angry peasant's pitchfork pale in comparison. Desnoreth and Seleniel seemed to be unable to conceive a child of their own, and were running out of hope of doing so. So Vladislaw and Moria successfully petitioned for Mirosir Tepescik to be adopted by the Tessadril family, and they successfully raised him to adulthood and gave him the best education they could under the odd circumstances. Although nothing about raising a Dhampir was going to be easy, they at least had one thing going for them: Dhampirs mature at almost exactly the same rate as Elves.

Desnoreth and Seleniel wanted Mirosir to grow up to be nobly intellectual, and in natural ability and inclination he obliged them -- except for one problem: His soul seemed to be tained with an unbelievable amount of the Deadly Sio of Sloth, to the extent that he would even suffer physically when having to do any reasonable amount of work. Nevertheless, it wasn't too hard to get him to want to do Good, as long as it didn't require him to exert himself physically. Pleased by his intellectual progress and nature that was accommodating as long as he was given enough rest, his new parents and the tutors they got him eventually learned to treat his Sloth as a congenital illness rather than a crime, and they grudgingly came to accept finding him sleeping in until well after noon (and often again after he had gotten up), in later years also with his mostly black cat Ravenmoore wrapped around his face (this cat apparently being just as willing to sleep in).

In his later years of growing up, Desnoreth and Seleniel finally lost all hope of conceiving a child of their own, and adopted another even more accursed child from a similarly accursed (and chronologically challenged) Human family, the Qlippoth-spawn Darien Usher. Desnoreth and Seniel did this with some trepidation, since this meant that they would be raising two accursed children, but although the two children did not take to each other right away, they didn't have an active aversion or animosity to each other, either. For a while they were like two largely separately raised children, although eventually the ice broke when the much younger Darien finally grew up enough (for Tieflings grow up rather quickly by Elven and Dhampir standards, although still glacially slow by Human Standards) to take an interest in Mirosir's study of languages, including the legendary language of sin, Ancient Thassilonian. The two engaged in philosophical conversations about the nature of sin and the history of the Thassilonian Empire, including the infamously legendary Sin Mages that (mis)ruled it. Mirosir wondered if he might be able to become a powerful Wizard himself, but retain better intentions than the legendary Thassilonian rulers. From his readings of history, he became well aware that the Thassilonian province of Haruka and its ruler Krune, the ancient Runelord of Sloth, used their powers to enslave others to force them to do the work they did not want to do themselves, and that while this practice had been the norm throughout ancient Thassilon, it had been particularly severe and cruel there. Mirosir thought that if he could somehow find a way to make enough money to pay people a fair wage to do for him what he could not do for himself, he would not have to sink to this level, and also not depend upon handouts. It was clear even to him that finding an honest way to make that much money was going to take a miracle, so naturally he turned to magic.

Desnoreth and Seleniel, who by now had long since come to think of their adopted children as truly their own, were delighted to hear of his plan, and they knew of the place for Mirosir to pursue his goals: the Acadamae of Korvosa. Although they had some trepidation about the environment there, including shady aspects of the Acadamae itself, they felt that the potential benefits outweighed the risks, and so they sent him their with their blessings (although with more than a little worry), and with his cat Ravenmoore, who would become his Familiar. Once he was there, however, some of their worries turned out to be entirely justified. The Acadamae was nowhere near as ready as his parents and his individual tutors to consider his motivational problems to be a congenital illness rather than a crime, and despite his excellence in most of his academic subjects, they punished him mercilessly for any failings that he had. And unfortunately, he did have two academic failings that gave them ammunition: Even though he took to most of the Wizardly teachings like a fish to water, and excelled at Conjuration, he had a complete and inexplicable lack of talent with respect to Illusion and Evocation, that went beyond the limitations expected of Specialist Wizards. One of the professors there did see his limitations as a congenital illness rather than a crime, and tried to keep the punishments from coming down on him too hard, and speculated that he might be a throwback to the ancient Thassilonian Specialist Wizards. But although this arguably bought him enough time to receive all of the substantially required coursework, it could not save him from expulsion agonizingly close to his graduation. He returned home in bleak depression and disgrace.

But Desnoreth and Seleniel weren't ready to give up on him, and tried to encourage him not to give up on himself. After all, even though he didn't have the fancy Acadamae graduation papers, he had for all practical purposes a complete Acadamae education. Besides, the way they saw it, at least he hadn't shown a gravitation towards Necromancy, and Sloth was a lot less bad than the Gluttonous (and in particular, hematophagic) tendencies all too often found in Dhampirs, but apparently completely absent from Mirosir -- for that matter, then and to this day, Mirosir is fully willing to subsist on a modest amount of remarkably simple fare, even without considering that he is of noble upbringing, a trait that has served him well in his recent times of lack of income (but which is unfortunately offset to a fair extent by the Gluttony of his 20 pound cat Ravenmoore). They did have an immediate problem, though: His younger adoptive brother, Darien, was now himself approaching the age of needing to make the transition to adult life, and his parents wanted him to set the best example possible. They thought that in a smaller quieter place he might be able to heal his psyche, and possibly get some practical experience doing some Good. And thus they decided to send him to Sandpoint, together with his aging cat (and firmly attached Familiar) Ravenmoore.

Appearance and Personality:

As one might expect of a Human born of an accursed noble Human family, Mirosir Tepescik-Tessadril unintentionally looks a bit naturally threatening at first, in the Human noble way, for the features added by the Dhampir epigenetics blend in well with that kind of Human features. Fortunately, his appearance doesn't suffer as much as one might expect from the abysmally poor grooming he does for himself by physical means, although a combination of frequent castings of Prestidigitation and some (kneading) grooming assistance by his cat Ravenmoore help with that. But he actually isn't bad, and doesn't want to come off as threatening, and to see him asleep with Ravenmoore curled up around his face is to have a hard time NOT dispelling thoughts of him being threatening. As might be expected from reading his personal (including medical) history above, this is a common sight, especially now that he is in the throes of major depression and has completely insane sleeping patterns, although a few people have noticed that he can move with surprising agility in very short bursts of activity (although doing so seems to take part of the life out of him). The latter trait served him well when other children would bully him for his slightly odd appearance, the accursed background of his first family, and his slow growth rate and low strength (his parents could not protect him entirely from such meanness, and noble children can be just as savage as others); in considerable measure, this trait developed as a response to such bullying, and is still useful even though carrying around a 20 pound cat has now strengthened his muscles (if not his endurance) to average.

As noted above, his nature is accommodating as long as he is given enough rest, although if he is not given enough rest, he is more likely to get wobbly on his feet than to get angry, and more likely to simply wander away to find a place to curl up with Ravenmoore than to enter any confrontation. Mirosir still thinks that if he could somehow find a way to make enough money to pay people a fair wage to do for him what he could not do for himself, he would not have to demand or beg for services from others, although at present, he has yet to figure out the honest money making part, and is running dangerously low on funds.

Unfortunately, deities have shown no promise for helping him. After all, if they were good, why was he made accursed? More specifically, while evil from the evil deities (including the more evil of the "neutral" ones, such as Besmara, Calistria, and Gorum) is to be expected (and he didn't waste time with any of these churches), why have the others also participated in shaping a world that -- outside of his dwindling home -- seems set on forcing him into a choice between being a beggar, a thief, or a slavedriver? Nevertheless, he has bothered to look at specific deities. Pharasma's church seems to wish him dead, although they seem not quite ready to kill him directly -- at least, not openly. Besides, if you are going to be good, enforcing a cycle of pointless birth and death is not the way to go about it. Abadar's, Gozreh's, Erastil's, Irori's, and Torag's churches seem even more disgusted with him on sight than the church of Pharasma. Abadar's, Cayden Cailean's, and Nethy's churches seem awfully closely tied to various Deadly Sins (respectively: Greed & Envy & Pride, Lust & Gluttony, and All Seven Deadly Sins) -- just because he is tainted with the Deadly Sin of Sloth, it doesn't mean that he thinks this is okay. Besides, his 20 pound cat Ravenmoore insists on riding him, which provides a daily demonstration that Sloth is not okay (and serves as evidence that he might not be the creature most severely afflicted with this sin, after all). After decades of life, he STILL can't figure out how theologians can classify those churches -- and these deities themselves (and for that matter, Besmara, Calistria, and Gorum) -- as not being evil overall, and EVEN MORE STILL can't figure out how theologians can classify Cayden Cailean and his church as being good, unless, of course, his suspicions are founded that the theologians are partaking of the "services" of these churches.

Iomedae, Ragathiel, and Saranrae talk good lines, but their churches also consider him an abomination; also, Ragathiel upon a closer look seems sinfully Wrathful. In appreciation of his loving families (both of them), he considered the church of Shelyn, but their obsession with self-adornment and that awful artwork of Shelyn that you see when you go into many of her temples weirded him out. Arguably these are actually the products of a heresy within Shelyn's church and do not reflect her real intentions, but he has been too deep in depression to try to go back and find out.

One of the last churches he tried was that of Desna; he hadn't meant to leave them for last, but the Desnans always seemed to be AWFULLY scarce for the Varisia/Ustalav region, and more so than you'd think from hearing other people talk about them, and any of their clergy that he actually managed to meet seemed to disappear soon afterwards, to the point that he began to wonder if someone was doing something to them on his account, although it seemed more rational that they simply didn't want to see him again and made use of their religion's predilection for traveling as an excuse to get away. Still, it was spooky. In principle, maybe his own journey to Sandpoint (which has good relations with Desna) might gain some favorable attention from Desna, but he certainly wouldn't dare to hope for such a thing, even if he could get enough out of his depression to hope for anything beyond getting a good facewarming (and some grooming) from Ravenmoore.

Extended Crunch:

General Build Notes

Provisional stats based upon 15 point buy -- for 20 point buy, have choice of putting the extra 5 in Charisma (social + UMD), Wisdom (Perception), or even Intelligence (powerhouse approach, but narrow and not very efficient). Future plans: Most Ability Score Increase with level advancement go into Intelligence, but the next one after fulfilling his Story Feat (see below) goes into Dexterity. Current build intention is Wizard (Conjuration/Teleportation Thassilonian Specialist) all the way. The currently scheduled summoning-focused feat chain is an awfully steep feat tax that takes a long time to get on line when doing anything else, and still does not achieve summoning as good as an actual Summoner, so sacrificing some or all of this in favor of more diverse feats is certainly still on the table.

Tasks needing to be done: Fix errors in build (Thassilonian Specialist cannot be combined with Arcane Subschools). Tweak some build choices (traits, etc.) to be more thematically appropriate. Search for other broken links to pages and convert them to use Archives of Nethys instead (preferably, convert all links to use Archives of Nethys pages).

Dhampir (Ajibachana variant) characteristics (includes Traits automatically included in racial characteristcs)

Standard Racial Traits
Ability Score Modifiers for Dhampir (Ajibachana variant): +2 Dex, +2 Int, -2 Wis (all already applied to Ability Scores)
Type: Humanoid (Dhampir)
Size: Medium (no size bonuses or penalties)
Base Speed: Normal (30'); Slow (20') when Encumbered with Gear
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language they want (except secret languages, such as Druidic). Languages actually chosen: Common/Taldane, Elven, Varisian, Thassilonian, Giant, Abyssal; all 4 languages allowed by current Intelligence bonus without requiring ranks in Linguistics are currently accounted for, and the Scholar of the Ancients Campaign Trait adds Thassilonian to these.

Defense Racial Traits
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A Dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a Dhampir takes are removed without the need for an additional saving throw.

Feat and Skill Racial Traits (altered by being Ajibachana instead of Common Dhampir)
Unnaturally Agile: Dhampirs of the Ajibachana variety gain a +2 racial bonus on Escape Artist and Use Magic Device checks.

Senses Racial Traits
Darkvision: Dhampirs see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, Dhampirs have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Weakness Racial Traits (altered by being Ajibachana instead of Common Dhampir)
Unholy Nature: Dhampirs of the Ajibachana variety suffer a -1 penalty to their Caster Level whenever they are in an area affected by consecrate, hallow, or a similar spell that makes an area holy.
Negative Energy Affinity: Though living creatures, Dhampirs react to positive and negative energy as if these were undead -— positive energy harms them, while negative energy heals them.

Magical Racial Traits (altered by being Ajibachana instead of Common Dhampir)
Spell-Like Abilities (Su): A Dhampir of the Ajibachana variety can use Comprehend Languages three times per day as a spell-like ability. The Caster Level for this ability equals the Dhampir's Class Level.

Traits (and Drawbacks) not automatically included in racial characteristics

Pragmatic Activator (Magic Trait, gained at Level 1 -- if using Point Buy = 15, use this instead of Dangerously Curious below): While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Dangerously Curious (Magic Trait, gained at Level 1 -- if using Point Buy = 20, use this instead of Pragmatic Activator above): You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. Benefits: You gain a +1 Trait Bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Scholar of the Ancients (Campaign Trait, Rise of the Runelords Anniversary Edition, gained at Level 1; appears in the Player's Guide and in the Archives of Nethys Trait page, but does not appear on Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Reactionary (Combat Trait, gained at Level 1): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 Trait Bonus on initiative checks.

Tainted Spirit (Drawback, gained at Level 1 in exchange for having 3 Traits instead of 2; reskinned for vampiric curse instead of fiendish curse): When you were a not yet born, an infection of vampirism stole some of your vitality. Effect: At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10 + the number of rounds you acted in combat. If you fail this save, you become Fatigued for 10 minutes per round you acted during that encounter.


Accursed (Story Feat, gained at Level 1; reskinned for vampiric instead of fiendish curse, tied to Tainted Spirit Drawback): Benefit: You gain Spell Resistance equal to 5 + your character level, as the curse interferes with all magic. Unlike most Spell Resistance, it can't voluntarily be lowered, though your own spells and magic items still automatically affect you. Goal: Your curse is lifted or you are able to purge the corruption of your vampiric blood (the circumstances of either vary widely based on the nature of the curse, and are up to the GM). Completion Benefit: You lose the spell resistance described above. You gain spell resistance equal to 11 + your character level, but only against harmful enchantment, necromancy, and transmutation spells and spell-like abilities; your aura resists further attempts to curse you. Harmless spells automatically bypass this spell resistance whether you desire it or not. This spell resistance can be voluntarily lowered.

Scribe Scroll (Gained by Wizard Level 1): 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 Magic Item Creation Rules for more information.

Alertness (Conditionally gained by Wizard Level 1 Arcane Bond Familiar option): While your familiar is within arm's reach, you gain the Alertness feat. 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.

Feats Planned for the Future (not activated yet)

Improved Familiar (General Feat, planned for Level 3, not activated yet): (Will be used to add Celestial Template to his Familiar Ravenmoore. Mirosir has no intention of replacing his Familiar, although it will have to happen eventually, if for no other reason than age (20 years is really pushing it for a Cat). Not yet sure of what will happen when this comes to pass.)

Spell Focus (Conjuration) (General Feat, planned for Level 5, not activated yet): Benefit: Add +1 to the Difficulty Class for all saving throws against Conjuration spells you cast.

Extend Spell (Metamagic Feat, planned for Wizard Level 5 Bonus Feat, not activated yet): Benefit: An Extended spell lasts twice as long as normal (does not affect spells with durations of concentration, instantaneous, or permanent). Level Increase: +1 (an Extended spell uses up a spell slot one Level higher than the spell's actual Level.)

Augment Summoning (General Feat, planned for Level 7, not activated yet): Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Superior Summoning (General Feat, planned for Level 9, not activated yet): Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

Persistent Spell (Metamagic Feat, planned for Wizard Level 10 Bonus Feat, not activated yet): Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect (this Feat only works on spells that have Saving Throws). If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. Level Increase: +2 (a persistent spell uses up a spell slot two levels higher than the spell’s actual level.)

Summon Good Monster (General Feat, planned for Level 11, not activated yet): Benefit: When casting Summon Monster, you gain access to the list of monsters linked at Summon Good Monster, and monsters from this list gain the Diehard Feat.

Additional Traits (General Feat, planned for next odd Level after completion of the Accursed Story Feat that was taken at Level 1, possibly pushing back one or more of the above Feats Planned for the Future, not activated yet): Will be used to remove the Tainted Spirit Drawback and gain an additional Trait that is thematically appropriate for completion of the Story Feat.

Improved Initiative (Combat Feat, planned for next odd Level after completion of the Accursed Story Feat that was taken at Level 1 and gaining Additional Traits above, unless that Feat is not required to remove the Tainted Spirit Drawback, possibly pushing back one or more of the other above Feats Planned for the Future, not activated yet): Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks.

Skills (Ranks per Level = 2 + Int Bonus = 2 + 4 = 6) {Caution: Use Magic Device is currently adjusted to use Trait Dangerously Curious instead of Pragmatic Activator}

Acrobatics (Dex): 0 Ranks + 2 Dex Bonus = +2
Appraise (Int): 1 Ranks + 4 Int Bonus + 3 Class Bonus = +8
Bluff (Cha): 0 Ranks + 0 Cha Bonus = +0
Climb (Str): 0 Ranks + 0 Str Bonus = +0
Craft (various) (Int): 0 Ranks + 4 Int Bonus + 3 Class Bonus (not activated yet) = +4 (to be split into individual Craft Skills when ranks are gained)
Diplomacy (Cha): 0 Ranks + 0 Cha Bonus = +0
Disable Device (Dex, Trained only): 0 Ranks + 2 Dex Bonus = Not Usable
Disguise (Cha): 0 Ranks + 0 Cha Bonus = +0
Escape Artist (Dex): 0 Ranks + 2 Dex Bonus + 2 Racial Bonus = +4
Fly (Dex): 0 Ranks + 2 Dex Bonus + 3 Class Bonus (not activated yet) = +4
Handle Animal (Cha; Trained only except Domestic Animals, no Training): 0 Ranks + 0 Cha Bonus = +0 or Not Usable
Heal (Wis): 0 Ranks + 0 Wis Bonus = +0
Intimidate (Cha): 0 Ranks + 0 Cha Bonus = +0
Knowledge (Arcana) (Int; Trained only except DC <=10 or Library available): 1 Ranks + 4 Int Bonus + 3 Class Bonus + 1 Trait Bonus (via Scholar of the Ancients) = +9
Knowledge (Engineering) (Int; Trained only except DC <=10 or Library available): 0 Ranks + 4 Int Bonus + 3 Class Bonus (not activated yet) = +4 or Not Usable
Knowledge (Geography) (Int; Trained only except DC <=10 or Library available): 0 Ranks + 4 Int Bonus + 3 Class Bonus (not activated yet) = +4 or Not Usable
Knowledge (History) (Int; Trained only except DC <=10 or Library available): 1 Ranks + 4 Int Bonus + 3 Class Bonus + 1 Trait Bonus (via Scholar of the Ancients) = +9
Knowledge (Local) (Int; Trained only except DC <=10 or Library available): 0 Ranks + 4 Int Bonus + 3 Class Bonus (not activated yet) = +4 or Not Usable
Knowledge (Nature) (Int; Trained only except DC <=10 or Library available): 0 Ranks + 4 Int Bonus + 3 Class Bonus (not activated yet) = +4 or Not Usable
Knowledge (Nobility) (Int; Trained only except DC <=10 or Library available): 1 Ranks + 4 Int Bonus + 3 Class Bonus = +8
Knowledge (Planes) (Int; Trained only except DC <=10 or Library available): 0 Ranks + 4 Int Bonus + 3 Class Bonus (not activated yet) = +4 or Not Usable
Knowledge (Religion) (Int; Trained only except DC <=10 or Library available): 0 Ranks + 4 Int Bonus + 3 Class Bonus (not activated yet) = +4 or Not Usable
Linguistics (Int; Trained only except detecting forgeries in own base language): 0 Ranks + 4 Int Bonus + 3 Class Bonus (not activated yet) = +4 or Not Usable
Perception (Wis): 0 Ranks + 0 Wis Bonus + 2 Alertness Bonus (when Familiar is in range) = +2 or +0 (if Familiar is not in range)
Perform (various) (Cha): 0 Ranks + 0 Cha Bonus = +0 (to be split into individual Perform Skills when ranks are gained)
Profession (various) (Wis; Trained only except as unskilled labor): 0 Ranks + 0 Wis Bonus + 3 Class Bonus (not activated yet) = +0 or Not Usable (to be split into individual Profession Skills when ranks are gained)
Ride (Dex): 0 Ranks + 2 Dex Bonus + 3 Class Bonus (not activated yet) = +4
Sense Motive (Wis): 0 Ranks + 0 Wis Bonus + 2 Alertness Bonus (when Familiar is in range) = +2 or +0 (if Familiar is not in range)
Sleight of Hand (Dex; Trained only except DC <= 10): 0 Ranks + 2 Dex Bonus = +2 or Not Usable
Spellcraft (Int; Trained only): 1 Ranks + 4 Int Bonus + 3 Class Bonus + 2 Specialist Arcane School Bonus (Conjuration only) - 5 Opposition/Prohibited Arcane School Penalty (Evocation and Illusion only) = +8 (General) or +10 (Conjuration) or +3 (Evocation or Illusion)
Stealth (Dex): 0 Ranks + 2 Dex Bonus + 3 Familiar Bonus (Ravenmoore, Cat) = +5, or +2 if Familiar not available
Survival (Wis): 0 Ranks + 0 Wis Bonus = +0
Swim (Str): 0 Ranks + 0 Str Bonus = +0
Use Magic Device (normally Cha but made Int by Pragmatic Activator trait; Trained Only): 1 Ranks + 4 Int Bonus + 2 Racial Bonus + 3 Class Bonus (via Trait Dangerously Curious)+ 1 Trait Bonus (via Trait Dangerously Curious) = +7

Wizard (Conjuration/Teleportation Thassilonian Specialist) Class Features other than Spells and Cantrips

Arcane Bond: Familiar: Ravenmoore, Cat (gives +3 bonus on Stealth checks). While a familiar is within arm's reach, the master gains the Alertness feat. Share Spells: You may cast a spell with a target of “You” on your Familiar (as a touch spell). You may cast spells on your Familiar even if the spells do not normally affect creatures of the familiar's type (Magical Beast). Empathic Link (Su): You have an empathic link with your Familiar to a 1 mile distance. You can communicate empathically with your Familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. You have the same connection to an item or place that his familiar does. (Next Familiar-dependent ability is added at Wizard Level 3.)

Arcane School: Thassilonian (Sin Magic) Conjuration (Teleportation) Specialist: A Thassilonian (Sin Magic) Specialist receives two additional spell slots of each spell level. These bonus spell slots must both be used to prepare the same spell from the Wizard's school of specialization, allowing the wizard to cast that spell twice. Thassilonian (Sin Magic) Specialists who follow the path of Sloth (Conjuration) enlist agents and minions to perform their tasks, or create what is needed as it is needed. Prohibited Schools (determined automatically by school of specialization): Evocation and Illusion: You can never prepare spells of these schools, and must use the Use Magic Device Skill to use Spell Completion or Spell Trigger itsms to cast spells from the Prohibited Schools.

Conjuration School Arcana: 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). This increase is not doubled by Extend Spell. At 20th Level, you can change the duration of any Summon Monster spell to permanent. You can have no more than one Summon Monster spell made permanent in this way at one time. If you designate another Summon Monster spell as permanent, the previous spell immediately ends. (Current Summon Monster extension: 1 round.)

Conjuration School Teleportation Sub-School 1st Level power: Shift (Su): At 1st level, you can Teleport to a nearby space as a swift action as if using Dimension Door. This movement does not provoke an Attack of Opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for Familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (Current uses per day: 7 times.)

Conjuration School 8th Level power: Dimensional Steps (Sp) (not active yet): At 8th level, you can use this ability to Teleport up to 30 feet per wizard level per day as a standard action. This Teleportation must be used in 5-foot increments and such movement does not provoke an Attack of Opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. (Current range: 30 feet.)

Favored Class (Wizard) Bonus: +1 Hit Point per level all the way (to reduce the chance of dying).

Wizard (Conjuration/Teleportation Thassilonian Specialist) Spellcasting

Prepared spell casting (including Cantrips): You prepare spells from your Spellbook, except for Read Magic, which you can prepare from memory. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the Spell Level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the Spell Level + the wizard's Intelligence modifier. Each time you gain a Level, you gain 2 new spells of any level you can cast for your Spellbook. You can also add a spell to your Spellbook whenever you encounter one on a Scroll or in another Wizard's Spellbook. No matter what the spell's source, you must first decipher the magical writing (see Arcane Magical Writings). Next, you must spend 1 hour studying the spell. At the end of the hour, you must make a Spellcraft check (DC 15 + Spell Level). A Wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell matches the specialty. Specialty School (Conjuration) spells are indicated below with '(*)'; unusable spells (whether due to Prohibited School or Level to high) are indicated below with '(#)'. Nonstandard (including Paizo Blog) spells are NOT included by default, but can be picked up if encountered in the Adventure Path.

Level 0 Spells (Cantrips) in Spellbook
Resistance, Acid Splash(*), Detect Magic, Detect Poison, Read Magic, Daze, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

Level 1 Spells in Spellbook
Protection from Evil, Grease(*), Mage Armor(*), Mount(*), Obscuring Mist(*), Identify, Enlarge Person

Carrying Capacity

See Quick Statistics section.

Possessions Carried

See Quick Statistics section, subsections Combat Gear and Non-Combat Gear

Possessions Not Carried

(This is a placeholder for when Mirosir finally gets a base of operations safe enough to leave things; currently nothing goes here.)

Quick Statistics:


Full Name: Mirosir Tepescik-Tessadril
Race: Dhampir (Ajibachana)
Class): Wizard (Conjuration/Teleportation Thassilonian Specialist) 1
Gender: Male
Size: Medium (6' 2", 165 pounds)
Age: 170
Alignment: Neutral Good
Initiative: + 2 Dex Bonus + 2 Trait Bonus (Reactionary) = +4
Senses: Perception: +2 or +0 (if Familiar is not in range), Low-Light Vision, Darkvision 60'


AC: 12 (10 + 2 Dex Bonus; add +4 if using Mage Armor); Touch AC: 12 (10 + 2 Dex Bonus); Flat-Footed AC: 10 (add +4 if using Mage Armor)
HP: 7 (6 from starting HD + 1 Favored Class Bonus)
Fort Save: +0 (+2 vs Disease)
Ref Save: +2
Will Save: +2 (+4 vs Mind-Affecting)
CMD: +2 (Dex Bonus only)
Spell Resistance: 6 (5 + 1 for Character Level; cannot be lowered; does not apply to own spells)
Weaknesses: Unholy Nature (see Extended Crunch, Weakness Racial Traits section above), Negative Energy Affinity, Tainted Spirit Drawback (see Extended Crunch, Weakness Racial Traits section above)


Speed: Normal (30'); Slow (20') when Encumbered with Gear
BAB: +0
CMB: +0 (no bonuses or penalties)
Melee: Quarterstaff +0 (not using Two-Weapon Fighting) (1d6, B, x2, reach 5')
Ranged: Acid Splash +2 (1d3 Acid vs Touch AC, 20/x2, maximum 25')
Space 5'
Spell-Like Abilities: Comprehend Languages (3/day, CL 1)
Wizard (Conjuration/Teleportation Thassilonian Specialist) Spells Prepared (CL 1; concentration +4 for Int Bonus): See under Temporary Conditions

Ability Scores: Str 10 (+0); Dex 15 (+2); Con 10 (+0); Int 18 (+4); Wis 10 (+0); Cha 10 (+0)
Traits: Pragmatic Activator, Scholar of the Ancients, Reactionary
Feats: Alertness (only when Familiar in range); Accursed; Scribe Scroll
Skills: Acrobatics (untrained) +2, Appraise +8; Craft/various (untrained) +4, Escape Artist (untrained) +4, Fly (untrained) +4, Knowledge(Arcana) +9, Knowledge(History) +9, Knowledge(Nobility) +8, Perception (untrained) +2 (+0 if Familiar is not in range), Ride (untrained) +4, Sense Motive +2 (+0 if Familiar is not in range), Spellcraft +8 (General) or +10 (Conjuration) or +3 (Evocation or Illusion), Stealth (untrained) +5 (+2 if Familiar not available), Use Magic Device +7
Languages: Common/Taldane, Elven, Varisian, Thassilonian, Giant, Abyssal
SQ: Arcane Bond (Cat: Ravenmoore), Summoner's Charm, Shift (Su) 7/day

Carrying Capacity (Str 10)

Light: Up to 33 pounds
Medium: 34 to 66 pounds (Combat Gear + all Non-Combat Gear = 65.4 pounds)
Heavy: 67 pounds to 100 pounds

Combat Gear

Quarterstaff: 0 gp, 4 pounds

Non-Combat Gear, Non-Slotted

(Initial Combat and Non-Combat Gear and remaining Currency calculated assuming Average Starting Wealth for a Level 1 Wizard = 70 gp, plus 1 outfit worth up to 10 gp, 1 Spellbook, and 1 Spell Component Pouch.)

Explorer's Outfit (includes boots): 10 gp, 8 pounds
Traveler's Outfit (includes boots): 1 gp, 5 pounds
Wool coat (treat as Furs): 12 gp, 5 pounds
Poncho: 5 sp, 2 pounds
Backpack (common): 2 gp, 2 pounds
Bedroll: 1 sp, 5 pounds
Blanket: 5 sp, 3 pounds
Canteen: 2 gp, 5 pounds (when full; only 1 pound when empty)
Traveling Spellbook #1: 10 gp, 1 pound, capacity 50 pages (23 used), contains all of Mirosir's spells (currently)
Spell Component Pouch: 5 gp, 2 pounds (when full; 1/4 pound when empty)
Journal Book #1: 10 gp, 1 pound, capacity 50 pages (20 used), in which Mirosir has been writing various thoughts about his schooling, his life more generally, his philosophy, and his journey to Sandpoint
Ink (common): 8 gp, 0.1 pound (includes 1 ounce of ink)
Inkpen: 1 sp, negligible weight
Chalk (pack of 10): 1 cp each (1 sp), negligible weight
Charcoal (2 sticks): 5 sp each (1 gp), negligible weight
Parchment (5 in pack of paper): 2 sp each (1 gp), negligible weight
Rice paper (20 in pack of paper): 5 cp each (1 gp), negligible weight
Stationery (1 in pack of paper): 1 gp each (1 gp), negligible weight
Scroll Box (2 of these, 1 used for blank pack of paper and 1 used for written papers): 5 gp each (10 gp), 1 pound each (2 pounds)
Sealing Wax (1 stick): 1 gp, 1 pound

Currency: 0 pp, 8 gp, 7 sp, 0 cp; total weight 0.30 pounds

Familiar: Ravenmoore (yes, that's a 20 pound cat that insists on riding on him)

Non-Combat Gear, Slotted

Belt: None
Body: None (but see clothing above)
Chest: None (but see clothing above)
Eyes: None
Feet: None
Hands (except Rings): None
Head: None
Headband: None
Neck: None
Ring, Left: None
Ring, Right: None
Shoulders: None
Wrists: None

Temporary Conditions (including Spells Prepared/Used):

Hit Points remaining: 7 of 7
Ability Scores remaining (in case of Damage/Drain): Str 10 of 10 (+0); Dex 15 of 15 (+2); Con 10 of 10 (+0); Int 18 of 18 (+4); Wis 10 of 10 (+0); Cha 10 of 10 (+0)
Buff Conditions: None
Debuff Conditions: Encumbered with Medium Load
Mixed Conditions: None
Shift uses remaining: 7 of 7
Dimensional Steps distance remaining: 0' of 0' (not active yet)

Wizard (Conjuration/Teleportation Thassilonian Specialist) Spells Prepared (CL 1st; concentration +4 for Int Bonus): Conjuration School indicated by '(*)'; Thassilonian Specialist Conjuration School duplication indicated by '(**)'; Consumed Spells indicated by strikeout:

Level 0 (maximum 3 prepared; at will): Acid Splash(*), Detect Magic, Prestidigitation

Level 1 (maximum 1 prepared from Wizard Level 1 + 1 duplicated Thassilonian Arcane School (Conjuration) specialty spell + 1 Int Bonus Spell): Grease(**), Grease(**), Mage Armor(*), Mount(*)