Berkanin Ardoc

Neethan Levandri's page

222 posts. Alias of Tom1965.


Full Name

Neethan Levandri

Race

Human | Init: +6 | AC: 14 / FF AC: 12 / Touch AC: 12 | Fort: +4 / Ref: +4 / Will: +5 | Speed: 30' | Perception +5 | True Neutral |

Classes/Levels

Wizard/5

Gender

Male

Size

5' 9"

Age

26

Alignment

Neutral

Strength 10
Dexterity 13
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About Neethan Levandri

Character Name: Neethan Levandri
Character Race: Human (Cheliaxan)
Alignment: Neutral
Deity: (Abadar), but not very religious
Current Moderator: GM Kulko
Adventure: Racing to Ruin (Serpents Skull 2)
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Gender: Male
Age: 26
Height: 5' 9"
Weight: 170 lbs
Eyes: Green
Hair: Fair
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Character Level: 5
Classes: Wizard/5

XP: ?

Known Languages:
--Racial: Common,
--Wizard: Draconic
--INT Bonus (4) Mwangi/Polyglot, Elven, Dwarven, Osiriani
--Linguistics (4) : Halfling, Infernal, Azlanti, +1??

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Basic Stats:

Strength: 10 (+0)
Dexterity: 13 (+1) (3 points)
Constitution: 14 (+2) (5 points)
Intelligence: 18 (+4) (7 points, +2 racial, Level4: +1)
Wisdom: 10 (+0)
Charisma: 10 (+0)
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Hit Points: 37 (max_d6 +2CON=8) + (d6/2+1 +2CON=6)x4 + 5FCB


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Defense & Saves:

Armor Class: 14 (Base: 10, Dex +1, Armor +2, Dodge +1)
Flatfooted Armor Class : 12
Touch Armor Class: 12
CMD: 14 (10 + BAB+2, STR+0, DEX+1, Dodge+1)

Bracers of Armor(+2) +2 AC | 4000 GP | 1 lb | ACP 0

Special Armor Class Notes:
Armor Check Penalty (ACP) 0 / +3 (if Medium Load)
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Save vs. Fortitude: +4 (Base: +1, Con:+2, Magic:+1)
Save vs. Reflex: +4 (Base: +1, Dex:+1, Magic:+1, Trait+1)
Save vs. Will: +5 (Base: +4, Wis:0, Magic:+1)

Special: -


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Offense:

Initiative Modifier: +6 (Dex +1, Feat: +4, Ioun Stone+1)
Base Attack Bonus: +2
Melee Attack Bonus: +6 (BAB: +2, STR: +0)
Ranged Attack Bonus: +3 (BAB: +2, DEX +1)
CMB: +2 (BAB+2, STR+0)

Special:
Force Missile (7/day), magic missile 1d4 + 2 (spell caster level/2)


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Weapons:

Quarterstaff +2, 1d6 20/x2 B | 0 GP | 4 lb
Dagger (Melee): +2, 1d4 (Range): +3, 1d4 19-20/x2 P or S 10' | 2 GP | 1 lb
MWK Light Crossbow +4 1d8 19-20/x2 P 80' | 335 GP | 4 lb
Bolts (10) 1 SP | 1 lb | (0,1 lb each)


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Hero Points: -
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Skills:

Total Skill Ranks earned: 45 35 Wizard: (Base 2 + INT(4) +1(Human))x5 +10 Background
Class Skills Wizard: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Acrobatics: = +3 (Dex 1) 2 Ranks
Appraise: = +9 (Int 4) 0 Ranks +3 [Class Skill] +2 [BG]
Bluff: = +0 (Cha 0) 0 Ranks
Climb: = +2 (Str 0) 2 Ranks
Craft:= +0 (Int 4) 0 Ranks UNTRAINED
Diplomacy: = +0 (Cha 0) 0 Ranks
Disable Device: = +0 (Dex 1) 0 Ranks UNTRAINED
Disguise: = +0 (Cha 0) 0 Ranks
Escape Artist: = +1 (Dex 1) 0 Ranks
Fly: = +4 (Dex +1) 0 Ranks +3 [Class Skill]
Handle Animal:= +1 (Cha 0) 0 Ranks +1 [BG]
Heal: = +0 (Wis 0) 0 Ranks
Intimidate: = +0 (Cha 0) 0 Ranks
Knowledge (arcana): = +12 (Int 4) 5 Ranks +3 [Class Skill]
Knowledge (dungeoneering): = +8 (Int 4) 1 Ranks +3 [Class Skill]
Knowledge (engineering): = +9 (Int 4) 1 Ranks +3 [Class Skill] +1 [BG]
Knowledge (geography): = +8 (Int 4) 1 Ranks +3 [Class Skill]
Knowledge (history): = +11 (Int 4) 0 Ranks +3 [Class Skill] +4 [BG]
Knowledge (local): = +9 (Int 4) 2 Ranks +3 [Class Skill]
Knowledge (nature): = +8 (Int 4) 1 Ranks +3 [Class Skill]
Knowledge (nobility): = +8 (Int 4) 0 Ranks +3 [Class Skill] +1 [BG]
Knowledge (planes): = +8 (Int 4) 1 Ranks +3 [Class Skill]
Knowledge (religion): = +8 (Int 4) 1 Ranks +3 [Class Skill]
Linguistics: = +8 (Int 4) 0 Ranks +3 [Class Skill] +1 [BG]
Perception: = +5 (Wis 0) 5 Ranks
Ride: = +1 (Dex 1 ) 0 Ranks
Sense Motive: = +0 (Wis 0) 0 Ranks
Sleight of Hand: = +0 (Dex 1) 0 Ranks UNTRAINED
Spellcraft: = +12 (Int 4) 5 Ranks +3 [Class Skill]
Stealth: = +1 (Dex 1) 0 Ranks
Survival: = +1 (Wis 0) 1 Ranks
Swim: = +2 (Str 0) 2 Ranks
Use Magic Device:= +9 (Int 4) 5 Ranks (using Int due to trait)


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Feats and Traits:

Feats:
1st Level: Dodge: Your training and reflexes allow you to react swiftly to avoid an opponent's attack.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

1Human: Improved Initiative: Your quick reflexes allow you to react quickly to danger. You get a +4 bonus on initiative checks.

3rd Level: Spell Focus (Evocation)
Any spells you cast of your chosen school of magic are more difficult to resist.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

5th Level: Spell Penetration
Your spells break through spell resistance more easily than most.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

5th Level Wizard Bonus: Rime Spell (Meta Magic) (Ultimate Magic pg. 155)
Creatures damaged by your spells with the cold descriptor become entangled.
Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that take cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.

Traits:
Magic: Pragmatic Activator (Ultimate Campaign, p.58)
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.

Combat: Deft Dodger [APG]
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.


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Racial and Class Skills, Abilities & Features:

Race: Human
Racial Traits:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent
their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Arcane Bond (Ex) (Su) - Ring
You have selected to establish a powerful arcane bond with an object.

Arcane School: Evocation (opposite schools: Enchantment, Necromancy)

Evocation school:
Evokers revel in the raw power of magic and can use it to create and destroy with shocking ease.
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 damage is not increased by Empower Spell or similar effects. (Level 4/2= +2 damage)
This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. 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.

Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells’ evocation power.
This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (7 times per day)

Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be
consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

--

Enchantment / Necromancy Opposition School
You have chosen enchantment/necromancy spells as an opposition school.
Preparing an enchantment/necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment/necromancy spell as a prerequisite.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.


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Equipment & Gear:

Magic Cloak of Resistance +1 – 1 lbs – 1000 GP
Magic Ring (Bonded)

Pearl of Power +1 - 1000gp
Cracked Dusty Rose Prism (Ioun Stone) - 500gp (+1 competence bonus on initiative checks)

(Unidentified) Magical Pendant burrowed into his chest and part of him (like a translucent tattoo, does not count as occupying neck slot).

Explorer's Outfit
Spell Component Pouch 2lbs

Belt Pouch - 1GP – 0,5 lbs
-- Potion of Cure Light Wounds (2) – 50 GP each
-- Potion of Lesser Restoration – 300 GP
-- Antitoxin (2) – 50 GP each
-- Alchemist’s Fire 20 GP

Pockets
- Flint & Steel - 1GP – 0 lbs
- Wand of Shield - 750gp

Handy Haversack: 2000 GP - 5 lbs total
Pocket#1 (2 cubic feet in volume or 20 pounds in weight)
-- Bedroll - 1 SP - 5 lbs
-- Ink 1 oz vial – 8GP – 0 lbs
-- Ink pen – 1 SP – 0 lbs
-- Arcane components to write in spellbook (100gp left)
-- Ration, Trail (3) - 5 SP ea - 1 lbs each
-- Mess Kit - 2 SP - 1 lbs
-- Iron Pot – 8 SP – 4 lbs
-- Spellbook 3 lbs
-- Scroll Case2 (Party item) - 0,5lbs
---- Scroll of Spider Climb – 150 GP
---- empty scroll paper (5)

Pocket#2 (2 cubic feet in volume or 20 pounds in weight)
-- Waterskin - 1 GP - 4 lbs
-- 10-Bolt bundle/quiver (extra) (2) – 1 GP ea - 3 lbs each
-- Traveler's Any-tool - 250gp - 2lbs

Main Pocket (8 cubic feet or 80 pounds)
-- Rope, hemp (50 ft.) - 1 GP - 10 lbs

Scroll Case1: 0,5lbs
-- Scroll of Mage Armor – 25 GP
-- Scroll of Protection from Evil – 25 GP
--

Total weight carried: 19,5 lbs
Armor&Cloak: 2 lbs
Weapons&Bolts: 10 lbs
Equipment: 7,5 lbs
Carrying capacity : Light: ->33 lbs, Medium: ->66 lbs
Current Gold: 0 Platinum, 8 Gold, 6 Silver 6 Copper


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Movement:
Base Speed: 30 ft.
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Magic:

Concentration: 1d20 + 4(Int)
Spell DC = 10 + spell level + modifier(Int+4) +1(if Evocation)

Spells Known:
All Cantrips
1st Level: (8+2from scrolls)
Burning Hands, Feather Fall, Floating Disk, Grease, Identify, Mage Armor, Magic Missile, Protection from Evil, Shield, Silent Image

2nd Level: (5+1from scrolls)
Flaming Sphere, Knock, Mirror Image, Resist Energy, Stone Call,
Flurry of Snowballs (Pathfinder #67: The Snows of Summer pg. 72, People of the North pg. 26)

3rd Level: (1+1from scrolls)
Fireball, Haste

Spells Cast:
Cantrip: 4
Level1: 4+1(Evo)
Level2: 3+1(Evo)
Level3: 2+1(Evo)

Additionally: Bonded ring: One known spell from spellbook. (Does not have to be prepared.)


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Character History:

Neethan Levandri, second son of Arun and Maarta Levandri

I was born too early, and it would take a long time before my mother considered me anything but little and frail. Though I would eventually grow up to average height, I never really played outdoors with the other kids. My parents protected me, and I could sense their concern.
Being of Chelaxian heritage and growing up as a colonial in Eleder, meant I was supposed to be better than others. Running around screaming and fighting would not do, not like the “ilk of that riffraff living close to the harbor or outside the wall” my father used to say.

I was set to study to be part of the ruling elite. Though I had a good head, my parents soon realized I was too honest to ever go the way my elder brother Segrin was heading i.e., into trade and politics. I guess, I was a bit of a daydreamer too, looking out towards the sea, and a disappointment to my parents.

I liked to read though and listen to stories. Our family was not very religious, but my parents at least hoped that my head could be put to better use learning The Art. There was no proper school of magic in Eleder they trusted, or they simply did not want me to fail in a town that their rivals could use against them. A trip back to The Motherland would do me good, they reasoned.

Due to The Breaking it was not an easy endeavor. To people in Cheliax, we were still traitors who had first supported the wrong side in the civil war and then broken off the settlement from the Cheliax empire and created Sargava.
Just getting there was a journey I will never forget. My father had contacted distant relatives in Egorian who weren’t too happy to host me. Everything had to be hush-hush. “The City of Thorns” made up for its name. The strict ruling under which everyone lived, seemed to suck the very life force out of me. Demon and devils were not only in my dreams.

I spent four long years learning The Art in the Egorian Academy of the Magical Arts, always keeping my head low to not draw too much attention. I was starting to feel I couldn’t take it anymore. The evilness was almost palpable in the very air. It might have led to the incident with the strange pendant. Some act of rebellion, perhaps? They couldn’t take the pendant back though, not for lack of trying. After that, I wasn’t welcome there anymore.

I managed to get back to Eleder by switching a few ships. By then, I knew enough to be a valuable arcane passenger for any captain not wanting to ask too many questions about my origin.

Segrin had by then already been incorporated in my family’s affairs, and my parents did not really know in what way I would fit in in their schemes. I was seen as a real scholar by the other colonials though and took up tutoring a few children from a rich family. My heart wasn’t in it, however. I felt I had been indoors all my life, not really living. Without the strict rules of the Academy, my mind started drifting again, seeking out stories. Stories of adventure and discovery, of new places with old history and ancient lore. Enough adventurers come through Eleder with hope and a fiery belief of finding greatness, it was impossible for me not to be smitten.

I was still young and inexperienced in the field. Heading out of the city walls and into the wilds, seemed strange, but enticing. I started doing some research, walking around looking at various stores tending to explorers. I wasn’t naïve enough to buy any of the “treasure maps” the beggars tried to peddle to newcomers. After a while, I picked up enough hanging around to not look totally green. I got accepted to follow along a short expedition. Not that I got paid anything that time. They didn’t trust anyone who hadn’t “muddied his boots” yet.

Luckily, my parents allowed my absence. I ventured further away, once all the way to Kalabato.
Still collecting stories, I started putting pieces together about the large mystical jungles inland and the secrets they hold. I came across Azlanti legends about heroes fighting humanoids with snake heads, even killing their god in a city filled with gold and magic. When I went to the Pathfinder Society, they just laughed at my wishes to join them in a quest to unravel secrets of ancient cities borrowed in the jungle.

Determined, I joined another caravan heading for Kalabato again. Maybe I could find some like-minded to team up with.


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Leveling History:

Level 5: Wizard/5
HP (d6/2+1 +2CON=6)x1 + 1FCB = +7
Skills: 7+2BG
- Acrobatics: +1
- Climb: +1
- Knowledge (arcana): +1
- Knowledge (engineering): +1 [BG]
- Knowledge (history): +1 [BG]
- Perception: +1
- Spellcraft: +1
- Swim: +1
- Use Magic Device: +1

Level 5 Feat:
Spell Penetration
Your spells break through spell resistance more easily than most.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Level 5 Wizard Bonus Feat:
Rime Spell (Meta Magic) (Ultimate Magic pg. 155)
Creatures damaged by your spells with the cold descriptor become entangled.
Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that take cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.

Spells Known:
2nd Level: + Flurry of Snowballs (Pathfinder #67: The Snows of Summer pg. 72, People of the North pg. 26)

3rd Level: + Fireball


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Equipment History:

+1000gp in gold ingots in haversack. (Team resource)