Baron Galdur Vendikon

Nicolae Lovari's page

12 posts. Alias of Vanulf Wulfson.


Full Name

Nicolae Andreou Lovari

Race

Human (Varisian)

Classes/Levels

Wizard (Diviner:Foresight) /1

Gender

Male

Size

Medium

Age

18

Special Abilities

See Below

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Draconic, Giant, Shoanti, Thassilonian, Varisian

Occupation

Pathfinder

Strength 10
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 13
Charisma 10

About Nicolae Lovari

Height: 5' 10"; Weight: 180lbs.; Hair: Brown; Eyes: Green

Appearance:

Wavy brown hair frames a swarthy olive skin toned face as emerald eyes peer out over a hawkish nose. A neatly trimmed VanDyke surrounds a pair of thin pursed lips. His weather beaten skin attests to time spent outside on the road. A medium frame fills out an open long sleeved shirt and leather pants as a pair of dagger hilts protrude from each riding boot top. From a leather thong hangs a carved wooden symbol of the Goddess Desna over a hairless chest.

Background:

As a young boy Nicolae would spend hours playing with his families worn Harrow deck shuffling and reshuffling them over and over and making mock readings for his relatives and friends. Over time Nicolae's readings, both good and bad, began to come true. His family and relatives saved up enough money to send him to the Stone of the Seers academy in Magnimar so that he could learn to control and harness his gift. Once in Magnimar Nicolae became entranced with the city and all that it had to offer. Nicolae was particularly interested in all the ancient monuments in and around the city and would spend hours of his free time wandering the districts and examining the monoliths. He would then spend even more time in the school's library studying the history behind these icons from another time. After graduation Nicolae remained in the city rather then returning to his people. Using his knowledge of the city he often hired himself out as a guide to the various places within Magnimar. It was on one of these expeditions that he came to the notice of a pair of newcomers to the city, Sheila and Canayven Heidmarch. Fascinated with his knowledge the Heidmarches invited the young man to their manor house and there they explained about the Pathfinder Society and it's goals and aims. Excited young Nicolae volunteered to join the Society and now waits for further word from the two Venture Captains on his next assignment.

Favored Class:

Wizard/1= +1 skill point

Faction:
Sczarni

Experience: 0
Hit Points: 11

Initiative: +4

AC: 12; Touch: 12; Flat Footed: 10
Armor/Protective Item: (Armor/Shield Bonus: ; Max Dex: ; Armor Check: -; Arcane Spell Failure: ; Type: ;Weight: )
Shield/Protective Item: (Armor/Shield Bonus: ; Max Dex: ; Armor Check: - ; Arcane Spell Failure: ; Weight: )
Protective Item:

Speed: 30' (6 squares)

Saves:
Fortitude: +4
Reflex: +4
Will: +3

BAB: +0
CMB: +0
CMD: 12

Weapons:
Dagger
Attack: +0 (+2)*; Damage: 1d4; Critical: 19-20/x2; Range: 10'; Type: P/S; Special:
* Ranged

Crossbow, light
Attack: +2; Damage: 1d8; Critical: 19-20/x2; Range: 80'; Type: P; Special:

Quarterstaff
Attack: +0; Damage: 1d6; Critical: 20/x2; Range: 0'; Type: B; Special: Double, Monk

Skills:

@Acrobatics: +2
+Appraise: +3
Bluff: +0
@Climb: +0
Craft : +3
Diplomacy: +0
Disable Device*:
Disguise: +0
@Escape Artist: +2
+@Fly: +2
Handle Animal*:
Heal: +1
Intimidate: +0
+Knowledge (arcana)*: +7
+Knowledge (dungeoneering)*:
+Knowledge (engineering)*:
+Knowledge (geography)*:
+Knowledge (history)*: +7
+Knowledge (local)*: +7
+Knowledge (nature)*:
+Knowledge (nobility)*:
+Knowledge (planes)*:
+Knowledge (religion)*: +7
+Linguistics*: +7
Perception: +3
Perform (Oratory): +1
Profession*:
@Ride: +2
Sense Motive: +3
Sleight of Hand*:
+Spellcraft*: +7
@Stealth: +2
Survival: +1
@Swim: +0
Use Magic Device*:
+ Class Skill / * Trained only @=Armor penalty applies to these skills

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 first 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).

Feats:

Lightning Reflexes:
You have faster reflexes than normal.
Benefit: You get a +2 bonus on all Reflex saving throws.

Toughness:
You have enhanced physical stamina.
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).

Traits:

Harrow Born:
You grew up around mysterious fortune-tellers.
Benefit You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks.

Monument Scholar:
As a child in Magnimar, the city's ancient monuments inspired you with wonder. Your fascination with these relics has only grown in the years since, encouraging you to join the ranks of the Pathfinder Society so you can further quench your thirst for knowledge. Though you know little about the actual lore of the monuments, you've studied these colossal works extensively, developing an in-depth knowledge of some of the city's most famous landmarks.
Benefit: You gain a +1 trait bonus on Knowledge (history) checks made in Varisia due to your familiarity with its historical remnants. This bonus increases to +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar's magically imbued monuments

Special abilities:

Arcane Bond (Ex or Sp) (Familiar):
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or abonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while abonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Familiar: A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.
Use the basic statistics for a creature of the familiar's kind, but with the following changes.
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar'sDexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2,Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly,Perception, Stealth, and Swim as class skills.
Familiar Ability Descriptions
All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars.
Small and Vermin Familiars
Small-sized familiars threaten the areas around them like Small creatures, and can be used to flankenemies, though both familiars and their masters are often loath to use such tactics, as the result is often a dead familiar. Small-sized familiars are also harder to keep on a master’s person than Tiny or smaller familiars. Often they require some form of magic item, like a bag of holding, for such a feat to work.
The process of making a vermin into a familiar grants it an Intelligence score and removes the mindless trait. Vermin familiars communicate with their masters and other vermin of their kind (greensting scorpions with other scorpions, house centipedes with other centipedes, and scarlet spiders with other spiders) by way of a strange combination of behaviors, slight changes in coloration, and even the excretion of scents, subtle and otherwise. As with other types of familiars, other creatures cannot understand this communication without magical aid.

Arcane School (Divination:Foresight):
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard withevocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checksmade when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Divination: Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Forewarned (Su):
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Cantrips:
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per 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 opposition school, but it uses up two of his available slots.

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

Familiar:

Tavi
Mongoose
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 5 (1d8)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 20 ft., climbing (20 feet)
Melee Bite (Mongoose) +4 (1d3-4/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. Trip)
Feats Weapon Finesse
Skills Acrobatics +10 (+6 jump), Climb +10, Escape Artist +3, Fly +6, Linguistics -1, Spellcraft -1, Stealth +14; Racial Modifiers +8 Acrobatics, +4 Stealth
Languages
SQ attach, improved evasion
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

School & Spells:

Specialty School: Divination (Foresight Sub-school)

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered f lat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Opposition Schools: Enchantment, Necromancy

Spellbook:
0 level:
Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Flare
Ghost Sound
Haunted Fey Aspect
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Read Magic
Resistance
Scrivener's Chant
Spark

1st level:
Color Spray
Comprehend Languages
Detect Secret Doors
Grease
Mage Armor
Shield

Spells known:

0 level:
Spells per Day: 3 ; DC: 13
Detect Magic
Light
Read magic

1st level:
Spells per Day: 2+1 ; DC: 14
Color Spray
Mage Armor
Comprehend languages {B}

Gear & Money:

Arms & Armor:
Crossbow, light
-Bolts (10)
Dagger x5
Quarterstaff

Gear:
Backpack
Bedroll
Belt pouch
Compass
Explorer's outfit
Familiar satchel
Flint & Steel
Harrow deck
Ink, black
Inkpen
Mess kit
Mirror
Signal whistle
Spell component pouch
Trail Rations x5
Waterskin
Whetstone
Wrist sheath, spring loaded x2

Money:
CP: 8
SP: 2
GP: 27
PP:

Gems & Jewelry:

Magic Items: