Jeggare Noble

Nicolai Auf derMaur's page

675 posts. Alias of Ragadolf.


Full Name

Nicholai Auf der Maur

About Nicolai Auf derMaur

Nicholai Auf DerMaur
PFRPG version, Lvl 5

Human
Sorcerer Lvl: 5
XP: 24,780
Next Lvl: ?

Current Effects

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-

Stats:

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Str: 12 (+1)
Dex: 16 (+3)
Con: 14 (+2)
Int: 14 (+2)
Wis: 13 (+1)
Cha: 19 (+4)

1st lvl: Human +2 to Cha, 4th lvl: +1 to Cha

Skills:

Spoiler:

Acrobatics:
*Appraise: C +6 = 2+ (1 ranks, +3C)
*Bluff: C +12 = 4 + (5 ranks, +3C)
Climb*: +1
*Craft (_): C +2
Diplomacy: +8 = 4 + (4 ranks)
Disable Device: not trained
Disguise: +3
Escape Artist*: +3
*Fly: C +3 = 3 + (0 ranks, +3C)
Handle Animal: not trained
Heal: +1
*Intimidate: C +8 = 4 + (1 ranks, +3C)
Knowledge (arcana): C +10 = 2 + (5 ranks, +3C)
Knowledge (local): +4 = 2 +(2 ranks)
Knowledge (religion): +4 = 2 +(2 ranks)
Linguistics: (untrained)
Perception: +1 (+3 w/ Wij'kan, +6 w/Wij'kan in bright light)
Perform:
Profession: C
Ride: +3
Sense Motive: +6 (+8 w/ Wij'kan Nearby) = 1 + (1r, +3C, +1t)
Sleight of Hand: +3
*Spellcraft: C +10 = 2 + (5 ranks, +3C)
Stealth:
Survival: +1
Swim*: +1
Use Magic Device: C +11 = 4 + (4 Ranks, +3C)

1st level: 6 skill points, (2 Class, 2 Int, 1 Human, 1 favored class)
2nd level: +6 Skill points,
3rd level: +6 Skill Points,
4th level: +6 Skill points,
5th level: +6 Skill Points,

*Armor Check Penalty for # Encumbrance;
Bold=skill ranks taken;
X=Untrained/Unusable
C=Class Skill
cc=cross class
F= Affected by Feat
t= Affected by Trait
Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Traits

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-Focused Mind: +2 to Concentration Checks (Magic) [Concentration check is +11]
-Suspicious: +1 to Sense Motive Checks, Sense Motive is always a Class Skill (Social)

Feats

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1st Level-
-Spell Hand (Mage Hand, Open/Close, Tenser's Floating Disk 1/day)
-Summon Familiar/Arcane Bond-Taken as Feat (Human bonus feat)
-Alertness- +2 to Perception & Sense Motive Checks , free with familiar, only when Familiar is nearby (5')
-Eschew Materials (FREE for Sorcerer)

3rd Level-
-Sudden Still- Cast spell without Somatic 1/day (?) (OR replace with Craft Wand or Craft Wondrous Item?)

5th Level-

Languages
Atuscan, Thuringian, Celestial

Combat

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HP: 31
Current HP: 31

AC: 13 (touch: 13, flat-footed: 10)
w/Prot-Evil= AC 15/15/12 vs Evil
(17/17/14 w/+4 Mage Armor)
(21/21/18 w/ Mage Armor & Shield Spell)
*+2 Dodge bonus to AC when Fighting Defensively (-4 to att)
*+4 Dodge bonus to AC when using the Total Defense Standard Action

Speed: 30'
Initiative: +3
BAB: +2
Grapple: +2
Concentration Check: +11

Saves:
Fort: +3 (+1, +2 Con)
Ref: +4 (+1, +3 Dex)
Will: +5 (+4, +1 Wis)
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Light Crossbow: +5 (Dmg: 1d8, 19-20/X2, 80ft, 4lb, Peircing) (35GP)
ShortSpear: +3/+5 Thrown (Dmg:1d6+2, ×2, 20 ft., 3 lb., Piercing)(1GP)
Dagger: +3/+5 thrown (Dmg:1d4+2, 19-20/×2, 10 ft., 1 lb. -Piercing or slashing) (2GP)
Light Mace: (steel-clawed fist scepter) +3 (Dmg:1d6+1, x2, 4lbs, Blunt)

Magic/Spells:

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Sorcerer
Level: 5
Caster Level: 5

Celestial Bloodline Abilities:
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Spells per day: (Includes bonus from high Cha, +1 each lvl 1-4)
0= X; 1= 7; 2= 5

Spells Used: 0=X ; 1= ; 2=

Spells Known:
0= 6; 1= 4; 2= 2
(+1 bonus each level from Bloodline Feat, see feat above)
0- Read Magic (Free), Detect Magic, Ghost Sound, Light, Prestidigitation, Message, Resistance
1- Burning Hands, Magic Missile, Obscuring Mist, Prot/Evil, Bless(b)
2- Raiment of Command(PF5), Scorching Ray, Resist Energy(b)

(b)= Bonus spell from bloodline
Save DC's for Sorcerer spells: 0= 13; 1= 14; 2= 15

Sorcerer Info

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Alignment: Any
Hit Die: d6
Starting Wealth: 2d6 × 10 gp (average 70 gp)
Class Skills: The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Class Features
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Celestial
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.
Class Skill: Heal.
Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).
Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain:
Immunity to acid, cold, and petrification
Resist electricity 10
Resist fire 10
+4 racial bonus on saves against poison
Unlimited use of the Wings of Heaven ability
the ability to speak with any creature that has a language (as per the tongues spell).

Virtual SpellBook: (Spells listed here for easy reference)
Spoiler:

Zero (0) Level Spells:

Mage Hand
Transmutation
Level: Bard 0, Sor/Wiz 0
Casting time: 1 standard action
Range: Close (25ft. + 5ft./2 levels
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: None
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Read Magic
Divination
Level: Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 0 min./level

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.
Focus- A clear crystal or mineral prism.

Detect Magic
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 Standard Action
Range: 60'
Effect: Cone Shaped Emanation
Duration: Concentration, Up to 1 min/Level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Familiar Wijk'An (Hawk)

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Half-Celestial Hawk
Size: Tiny (+8)
Benefit: +3 to Nicolai's Spot in daylight (bright light) when within 1 mile

HP: 15 of 15 (half Nicolai's, rounded down)
HD: 5 (Master's Character lvl)
Initiative: +3
Speed: 10', fly 60' (average)
AC: 20 (+2 size, +3 dex, +3 natural, +2 nat adj)
BAB: +2 (Nicolai's)
Grapple: -10
Attack: Talons +7 melee (1d4-2)
Qualities: low-light vision
Fort: +2 (greater of Nicolai's base or +2, +0 for Con)
Reflex: +5 (greater of Nicolai's base or +2, +3 for Dex)
Will: +6 (greater of Nicolai's base or 0, +2 for Wis)
Abilities: STR 6, DEX 17, CON 10, INT 8, WIS 14, CHA 6
Feats:
- Weapon Finesse
- Alertness (master)
- Improved Evasion (no dmg on reflex save, half if fail)
Size: T
Hit Dice: d8
Fly: +7
Perception: +15 (Nicolai's ranks + Wijk'An +8 Racial modifiers)
Hide: +11 (Nicolai's ranks + Wijk'An modifiers, +8 for size)
Natural Armor Adj: +2
Special: Alertness, Improved Evasion, Share spells, empathic link, deliver touch attack, Speak with Master,

Wijk'An is the result of a very rare mating between a celestial hawk and one native to Oerth and was drawn to Nicolai due to their similar heritage. Although he can pass for a noncelestial hawk, he retains the higher intelligence of his extra-planar kin and has streaks of golden feathers on his wings. He can also speak the celestial tongue, though he is careful to hide this fact from all but Nicolai and his trusted friends. He does not possess other celestial qualities such as darkvision, damage reduction, or innate resistance to acid, cold, electricity or spells.

Inventory:

Spoiler:

Weapons-
Light crossbow: 1d8, 19-20/x2, 80' (4 lbs)
Crossbow bolts x20 (2 lbs)
Dagger: 1d4, 19-20/x2, 10' (1 lb)

Total Encumbrance: 31.5 lbs
Light load: 43 lbs
Medium load: 86 lbs
Heavy load: 130 lbs

Worn (7.5 lbs):
Traveler's outfit (5 lbs)
Backpack (2 lbs)
Belt pouch A (0.5 lbs)
Wooden holy symbol - Arton

Magic Items-
Arcanist's gloves (augment caster level by +2 on 1st level spells, twice/day)
Safewing emblem (one-time feather fall)
Healing Potion (From ratman)
1X Clay jars-healing potions

Belt pouch B (2 lbs):
Alchemist's fire (1 lb)
Holy water (1 lb)
2 sp
2 gp

-Adventurer's Pack-
Backpack (15 lbs):
Bedroll (5 lbs)
Candle x5
Flint and steel
Ink vial
Inkpen
Mirror, small steel (0.5 lbs)
Parchment x5
Trail rations x4 (4 lbs)
Waterskin (4 lbs)
Sealing wax (1 lb)
Bag
Belt pouch B (0.5 lbs)
Grim reaper mask and cloak
Nicolai mask
From Ancient tomb:
* 28 ancient gold coins
* 64 ancient silver coins (tarnished)
* 1 x bracelet / armband
* 1 x knecklace
* silver comb & matching silver mirror
* steel clawed fist sceptre (light mace), 1d6dmg; (X2, 4 lbs, )
* stoppered clay flask adorned with a rune;

Belt pouch B:
6 pp

Money-
PP:6
GP:2
SP:2
CP:

Appearance & Personality:

Spoiler:

Nicolai stands 5'10" tall and weighs approximately 185 lbs. He has long brown hair tied back in a pony tail and very pale brown eyes, almost golden. He's clean cut, handsome and always looks well-dressed, even in standard traveler's attire.

He usually wears a tucked in white shirt under a red cloak with a design of elaborate golden swirls, long pants, and comfortable sandals. He's also usually wearing a carved wooden holy symbol of Arton around his neck, sleek blue gloves with golden stars on the knuckles, and a white porcelain brooch in the shape of wings with a small green gemstone in the center.

He carries a light crossbow on his back and a somewhat concealed dagger under his cloak. Those spending a lot of time with him will notice that a brownish-red hawk with golden streaks in his wing feathers can often be seen flying nearby.

Nicolai exudes an air of confidence and is easy-going and almost always smiling. He's always been popular among colleagues and with the ladies. People are naturally drawn to him and look to him for both guidance and friendship. He also comes across as very trustworthy.

Character Background:

Spoiler:

Nicolai's parents both died when he was a baby, and he was placed in a local orphanage. He was very popular and well-liked among the other children and soon became a somewhat of a ringleader, though they never got into any serious trouble.

He developed some arcane ability early on but was clever enough to disguise it, most of the time. Still, he always knew he was different from the other Atuscan children. Despite his penchant for mischief, he was brought up to respect Arton and the Church. It was only once he determined the true nature of his gift, and realized that the Artonites would never accept him, that a rebellious streak developed. At first, he tried to rebel along established lines within the system, and sought to join the Order of Truth, presuming that they would be more tolerant.

He signed on as an initiate and began his training in earnest. The rigorous process wore on him, however, and he became frustrated with the long hours spent studying things that he felt would never come in handy. Whenever he voiced these concerns, he was silenced by his mentors and sent back to his books. He eventually became so disenchanted with the Order that he decided to leave, despite his oath of allegiance. He just could not fathom how this group, mired in protocol as they were, would be capable of actually making a positive difference in the world.

Knowing that the Order would never accept his abandonment, he turned to the road to seek out adventure and the opportunity to actually exert some influence on a society that he was becoming more and more frustrated with. He could finally see the Artonites for what the really were, fearmongers, and was no longer to live in a society governed by such.

He joined up with a merchant caravan headed for the far reaches of the empire where the long arm of the Church was not as prominent. When the caravan finally reached its destination, the town of Lichford, Nicolai said his goodbyes and found himself a room at the local inn, where he's been staying the past several weeks. During that time, he's been perfecting his mastery of the Thuringian language and gathering news and information from locals and travelers alike, and has yet to settle on a more far-reaching purpose. He's hopeful, though, that this is soon to change.

Magic Item Background-
Although his parents died when he was a baby, Nicolai did inherit a small box of miscellaneous junk and heirlooms. None of it was determined to be valuable, but once his arcane talents emerged, Nicolai spent a lot of time testing out his abilities. For fun, he cast Detect Magic and inspected all of his belongings, including the contents of this box. To his surprise, he discovered that two items registered faint transmutation magic: a pair of sleek, blue gloves with golden stars across the knuckles and a small brooch shaped like a pair of white wings with a small green stone in the center.

He began to wear both items occasionally when testing out his spells in private. He eventually discovered that the gloves would augment certain aspects of his spells when mentally called upon, but could not determine the function of the brooch. Not one for toil or hard work, he began to frequent a local tavern known as a haven for those wishing to partake in games of skill or chance. Although his mouth occasionally got him into trouble, his bluffing skills enabled him to build up a decent-sized bankroll. Satisfied, he inquired of a local wizard who, for a small fee, cast an Identify spell on the brooch. He now wears it all the time, happy for the makeshift safety net.

Languages-
Although he was only formally taught Atuscan as a child, at the orphanage, Nicolai is fairly adept at languages when he applies himself, which he has done on two occasions.

Early on as he developed his skills, he was approached one afternoon by celestial hawk and the two became quick friends. Eventually, the hawk, named Wijk'An, became Nicolai's familiar. Eager to increase his ability to communicate with Wijk'An, Nicolai convinced the hawk to help him learn to speak Celestial. Limited to simple words at first, Nicolai eventually picked up enough to continue to learn the language on his own, taking advantage of a lucky find at the library at the headquarters of the Order of Truth, he was able to supplement his knowledge to the point where he is more or less fluent in the language.

Nicolai learned Thuringian through more mundane methods. Once he decided to leave the Order, and it became clear that his travels would take him to Lichford, he convinced a travelling merchant's daughter to teach him the basics of the language as he accompanied them on the road. During the past few weeks spent in Lichford, he's perfected the language to the point where he can easily communicate with the locals, though he retains a slight Atuscan accent.

Stephan-While undergoing his training as an initiate to the Order of Truth, Nicolai found he did not have much in common with the other members, and so became more of an introvert than usual. One of those he did befriend, however, was his a young member of the Order ten years his senior, a cleric by the name of Stefan. Stefan was one of the few Nicolai felt he could confide in and, when the elder cleric left for the far reaches of the Empire, the solitude became too much and Nicolai decided to abandon his path. Aside from just wanting to distance himself from the Artonite heartland, one of Nicolai's primary reasons for coming to Lichford was to inform Stefan of his decision. He has yet to locate his friend and former colleague.