| Classes/Levels |
Undine Elf | Wizard 1 | AC 15 | Fort +3 | Ref +5 | Will +7 | HP 12/12 | Perception +5, Low Light Vision | Speed 30 | Spear +4 1d6+1 P | Held Items: Spear | Reactions: Salt Wound 1/1 |
| Gender |
Active Spells: None |Free Actions: Drain Bonded Item 1/1 | Focus Spells: Hand of the Apprentice 1/1 |
About Ofeus
Names:
Pathfinder Society NickName: Ofeus (Pathfinder Agents know this name)
Personal Name: Molostroi (Known only by family members)
Nick Name in River Kingdoms: Triandal (He uses it only when in the River Kingdoms)
Active Spells:
Level: 1
XP: 4
Downtime: 0 Days
Hero Points: 1
Reputation:4
Vigilant Seal
Ancestry: Male Elf (He/Him)
Heritage: Undine
Traits: Undine, Elf, Humanoid, Amphibious
Size: Medium
Height: 5'-10"
Weight: 169 lbs
Ethnicity: Aiudeen
Nationality: River Kingdoms
Birthplace: Outsea
Age: 96
Appearance: Ash blonde Hair, Sea Blue Wizard Robes, Aquamarine Eyes. He has spent a lot of time underwater. This has caused his face to become wrinkled and puffy. This makes some people conclude that he is of advanced years. In reality, he has barely reached the age of maturity by elven standards.
Attitude: Studious
Philosophy: Green Faith
Background: Animal Whisperer
Class: Wizard
Str: +1
Dex: +2
Con: +0
Int: +4
Wis: +2
Cha: +0
Armor Class: 16 (+10 Base +2 Dex +3 Proficiency)
Armor Proficiencies: Unarmored - Trained
Fortitude: +3 (+0 Con +3 Proficiency) Trained
Reflex: +5 (+2 Dex +3 Proficiency) Trained
Will: +7 (+2 Wis +5 Proficiency) Expert
Maximum Hit Points: 12 (+6 Elf Ancestry +6 Wizard +0 Con)
Current Hit Points: 12
Temporary Hit Points: 0
Conditions:
Skills:
Acrobatics: +5 (+2 Dex +3 Proficiency)
Arcana: +7 (+4 Int +3 Proficiency)
Crafting: +7 (+4 Int +3 Proficiency)
River Lore: +7 (+4 Int +3 Proficiency)
Pathfinder Lore: +7 (+4 Int +3 Proficiency)
Library Lore: +7 (+4 Int +3 Proficiency)
Nature: +5 (+2 Wis +3 Proficiency)
Occultism: +7 (+4 Int +3 Proficiency)
Religion: +5 (+2 Wis +3 Proficiency)
Society: +7 (+4 Int +3 Proficiency)
Languages:
Elf Ancestry: Common and Elven
Regional: Hallit
Bonus Languages: Draconic, Jotun, Fey, Thalassic(Chronicle #1)
Perception: +5 (+2 Wis +3 Proficiency)
Senses: Low-Light Vision
Land Speed: 30 Feet
Swim Speed: 10 Feet
- No Athletics check needed, he automatically swims 10 feet.
- Swimming up or down counts as difficult terrain.
- Athletics checks needed for hazardous conditions and turbulent water.
- He can make Athletics checks to swim in hopes of getting a crit.
- He gets a +4 circumstance bonus to Athletics checks to swim.
Melee Strikes
Spear +4 (+1 Str +3 Proficiency) 1d6+1 Piercing
Traits: Thrown 20ft
Critical Specializations: Spear - Clumsy 1 until next turn
Weapon Proficiencies:
Unarmed: Trained
Simple: Trained
Wizard Class DC: 17 (+10 Base +4 Int +3 Proficiency)
Feats
Level 1 Ancestry Feat: Brinesoul
Level 1 Background Skill Feat: Train Animal
Level 1 Wizard Feat from Magic School: Spellbook Prodigy
Level 1 Wizard Feat from Thesis: Reach Spell
*Spellbook Prodigy Feat grants Magical Shorthand Skill Feat
Wizard Class Features:
Wizard Spellcasting
Arcane Thesis: Experimental Spellshaping
Arcane School: School of Unified Magical Theory
Inventory:
Held Items:
Spear Bulk 1
Worn Items:
Wizard Robes (Explorers Clothing) Bulk L Group: Cloth Traits: Comfort
Backpack Holding 2 + L Bulk of Gear
Repair Toolkit Bulk 1
Stowed Items:
Bedroll Bulk L In Backpack
Chalk (10) Bulk - In Backpack
Flint and Steel Bulk - In Backpack
Rope 50 feet Bulk L In Backpack
Rations (14 Days) Bulk 2L Backpack
Soap Bulk - In Backpack
Torches (5) Bulk 5L In Backpack
Waterskin Bulk L In Backpack
Spellbook Bulk L In Backpack
Writing Set Bulk L In Backpack
Formula Book Bulk L In Backpack
Sea Shell Necklace (worn) - Personal Keepsake
Cold Weather Clothing Bulk L In Backpack
Sacks (5) Bulk L In Backpack
Pup Tent Bulk L In Backpack
Stowed Consumables:
Matchstick (10) Bulk - In Backpack
Caltrops Bulk L In Backpack
Oil Pints (2) Bulk - In Backpack
Lesser Antidote Bulk L In Backpack
Lesser Antiplague Bulk L In Backpack
Minor Healing Potion Bulk L In Backpack (Pathfinder Provision)
Minor Healing Potion Bulk L In Backpack
Total Bulk:
2 + 2L
Encumbered Bulk 6
Maximum Bulk 11
Invested Items: 0/10
Wealth:
5gp, 8sp, 7cp
Actions:
Reach Spell
1 Action
Traits: Concentrate, Spellshape, Wizard
Player Core Page 201
Effects: Increase Spell Range by 30 feet
Increase Touch Range by 30 feet
Activities:
Learn A Spell
Traits: Concentrate, Exploration
Player Core Page 230
Spend 10 Minutes With Magical Writings (From Magical Shorthand Feat)
Purchase materials costing as shown of the Learning A Spell Table
Roll Arcana Check
A Success upgrades to a Critical Success due to Magical Shorthand Feat
A Critical Failure upgrades to a Failure from Spellbook Prodigy Feat
After a failure, try again in 1 week or gain a level
Critical Success expends half the required materials.
Failure does not expend the materials.
Learn A Spell With Downtime using Magical Shorthand Feat
Player Core Page 258
Works as if using Earn an Income Activity using Arcana Skill
Money earned is a discount on the Material costs instead of income
Learn the spell for free if earned income exceeds material cost.
Reactions
Salt Wound Granted from Brinesoul Ancestry Feat
Traits: Lineage, Undine
Lost Omens Ancestry Guide Page 118
1 Uses/Day
Trigger: Applies When a creature, that has blood, is not at its maximum hit points, hits me with a melee strike.
Effect: Creature attempts a DC 17 Fort save.
Failure: Creature takes 1d6 persistent Acid Damage and is sickened 1
Critical Failure: Creature takes 2d6 persistent Acid Damage and is sickened 2
Free Actions
Drain Bonded Item
Traits: Arcane, Wizard
Player Core Page 197
1 Use/Day
Bonded Item is a Seashell Necklace hanging around his neck.
Effect: Cast 1 spell he already casted without spending a spell slot.
Magical Tradition
Arcane, Prepared Caster
Spells Per Day
Cantrips: 5 (Wizard Class, No curriculum spells), Cantrip Rank: 1
1st Rank: 2 (+2 Wizard Class, No curriculum spells)
Spell Attack: +7 (+4 Int +3 Proficiency)
Spell DC: 17 (+10 base +4 Int +3 Proficiency)
Spellbook: Hydroarcanium - A gift from father
Contents: 10 starting Cantrips *
Contents: 5 starting 1st Rank spells *
Contents: 1 Rank 1 Spell Learned
Contents: 1 additional starting 1st Rank Spell from Magic School *
Cantrips
*Draw Moisture
Common
Draw water from an object or condense drinking water from humid air.
Rage of elements page 173
*Spout
Common
Conjure column of water. It blasts upward dealing 1d4+4 bludgeoning damage. Degree of success depends on Reflex save. Can affect an area if conjured in a pool of water.
Secrets of Magic Page 130
*Warp step
Common
Earth warps beneath your feet. Gain a +5 status Bonus until start of next turn. You then stride twice. Instead of stride you can also burrow, swim, climb, or fly if you have these movement types.
Dark Archives page 107.
*Detect Magic
Common
A pulse registers the presence of magic. You can ignore magic you are fully aware of. You detect illusion magic if the effect has a lower rank than your detect magic spell. Items with an illusion aura that don't have a deceptive appearance are detected normally.
Player Core 323
*Light
Common
Create an orb of light shedding bright light in a 20 ft radius, and dim light for another 20 ft. I pick the color. I can attach the light to a creature if I create the light in the same space as a willing creature. This causes the orb of light to float near the creature and it will move as the creature moves. I can sustain the spell to move the light up to 60 feet. I can attach and detatch the light from a creature as part of this movement. I can dismiss this spell, and I can have four active light spells at one time.
Player Core Page 340
*Read Aura
Common
Focus on an object to perceive magical auras. You know whether the item is magical. You or anyone you advise gets a +2 circumstance bonus to Identify Magic on that item. You detect an illusory object if your read aura spell is higher rank than the illusory effect.
Player Core Page 352
*Message
Common
Ofeus' words are transferred to the ears of his target as long as he is in range. Others nearby cannot hear my words but can watch me mouth them. Target can give a brief response as a reaction or free action on their next turn, but only if they can see me and are within range. Their response come directly to Ofeus' ears.
Player Core Page 343
*Shield
Common
You raise a magical shield of force. It counts as the raise a shield action (Player Core Page 419). It gives a +1 Circumstance Bonus to AC until the start of your next turn. It doesn't require a hand to use. You can use the Shield Block Reaction(Player Core Page 262). Hardness: 5 Shield block reaction can reduce damage from any spell or magical effect. The spell ends after using shield block reaction, and cannot be used again for 10 minutes.
Player Core Page 356
*Slashing Gust
Common
Requirements: One free hand
Channel ripples of air from each finger to slice your enemies. With two free hands you can target two creatures. Make a spell attack roll against each target's AC for 2d4 slashing damage. A critical success adds 1d4 persistent bleed damage. If you make two attacks with this spell, it does not draw a Multiattack penalty. If you make another attack after this spell, then a multiattack penalty is applied as if two previous attacks have been made. A critical success causes double damage and 1d4 persistent bleed damage.
Rage of elements Page 71
*Telekinetic Hand
Common
The target is an unattended object of light bulk or less.
This spell must be sustained. A floating magical hand, either invisible or ghostlike, grasps the object and levitates it slowly up to 20 feet in any direction. When sustaining the spell, you can move the object an additional 20 feet. The object falls if it is in the air when the spell ends.
Player Core Page 362
Rank 1 Spells
*Create Water
Common
Water flows from my cupped hands. I create two gallons of water. If no one drinks it, the water evaporates in one day.
Player Core Page 322.
*Hydraulic Push
Common
2 Actions
Traits: Attack, Concentrate, Water, Manipulate
Range 60 feet
Targets: 1 Creature or Unattended Object
Defense: AC
Summary: You call a blast of pressurized water. It bludgeons the target and knocks it back.
Make a Ranged Attack Roll against AC.
Critical Success: Target takes 6d6 Bludgeoning damage, and is knocked back 10 feet.
Success: Target takes 3d6 bludgeoning damage, and is knocked back 5 feet.
Player Core Page 366
*Mystic Armor Two Actions
Common
Traits: Concentrate, Manipulate
Duration: Until your next daily preparations.
*Mud Pit
*Sleep
*Runic Weapon
Chilling Spray
Prepared Spells:
Cantrips: Shield, Spout, Detect Magic, Light, Read Aura
Rank 1: Mystic Armor, Mud Pit
Focus Spells
Focus Points: 1/1
Focus Spell Rank: 1
Hand of the Apprentice
Personal Aspirations:
Ofeus wants to learn the art of bookmaking. He wants to craft his own spellbook.