Aram Zey

Peitry Valzarion's page

235 posts. Alias of Sigz.


About Peitry Valzarion

Human Wizard 5 (Admixture Evocer) / Cyphermage 2
Lawful Neutral Medium Humanoid (Human)
Init +2; Senses perception +8
Hero Points; 3
XP; 32630/34000
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DEFENSE
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AC 17, touch 12, flat-footed 15, (+2 dex, +5 armor)
hp; 49/49 (7d6 + 14 con + 5 FC)
Fort +5, Ref +5, Will +8
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OFFENSE
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Speed 30 ft.
Melee Mithril Dagger +5, 1d4+1, 19-20/x2
Melee mwk Cold Iron Dagger +5, 1d4+1, 19-20/x2
Melee Touch +4
Ranged Mithril Dagger +6, 10ft, 1d4+1, 19-20/x2
Ranged mwk Cold Iron Dagger +6, 10ft, 1d4+1, 19-20/x2
Ranged Touch +5
Space 5, Reach 5
Spell like abilities; Dancing Lights (CL 8) 3/day [][][]

Spells Prepared; CL 7, 8 evocation, DC 15 + spell level + 1 evocation. (*=Evocation)
Cantrips; 4 At will. Detect Magic, Detect Undead, Ray of Frost* (1d3+2), Read Magic
1st 5+1; Burning Hands* (5d4+2 DC 18), Magic Missile x2, Mount, Protection from Evil, Shield (7 rds), +1.
2nd 5+1; False Life, Flaming Sphere*, Rope Trick, Scorching Ray* (2 rays, 4d6(+2to one)), See Invisibility, Shatter* (DC 18).
3rd 3+1; Dispel Magic, Fireball* (7d6+2, DC 19), Haste, Wind Wall* (80ft long, 35ft high, 8rnds, DC 19).
4th 1+1+1

Spells Known;
Cantrips; Acid Splash, Arcane Mark, Bleed, Dancing Lights*, Detect Magic, Detect Poison, Detect Undead, Flare*, Light*, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost*, Read Magic, Resistance, Touch of Fatigue
1st; Alarm, Burning Hands*, Comprehend Languages, Detect Secret Doors, Endure Elements, Enlarge Person, Erase, Feather Fall, Floating Disk*, Grease, Hold Portal, Identify, Magic Missile*, Magic Weapon, Mount, Protection from Evil, Ray of Enfeeblement, Shield, Shocking Grasp*, Unseen Servant, Jump
2nd; Arcane Lock(m), Blindness/Deafness, Darkvision, Detect Thoughts, False Life, Flaming Sphere*, Glitterdust, Knock, Make Whole, Scorching Ray*, See Invisibility, Shatter*, Resist Energy, Rope Trick, Web, Whispering Wind
3rd; Beast Shape I, Dispel Magic, Explosive Runes, Fireball*, Fly, Haste, Lightningbolt*, Phantom Steed, Protection from Energy, Secret Page, Sepia Snake Symbol, Water breathing, Wind Wall*
4th; Black Tentacles, Shout*
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STATISTICS
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Str 12, Dex 15, Con 14, Int 22(20), Wis 14, Cha 12
Base Atk +3; CMB +4; CMD 16

Feats; Armor Proficiency (Light), Craft Wand, Cypher Magic, Cypher Script, Spell Focus (Evocation), Scribe Scroll, Varisian Tattoos (Evocation-Ragario)
Traits;
Hedge Magician; Peitry apprenticed with a Cyphermage of Riddleport who often built magic items, and he taught him many handy shortcuts and cost-saving techniques. Whenever Peitry craft a magic item, you reduce the required gp cost to make the item by 5%.
Lore Seeker The secrets of the Thassilonian Empire intrigue me, particularly the magical traditions of its highly mystical culture. I've studied magic intensely, and hope to increase that knowledge by adding ancient lore. I've come to the region to pursue that study, and chose the town as my base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. (Burning Hands, Floating Disk, Shield)
Skills; Appraise +14 (6), Climb +6 (2), Disable Device +12 (7 hbvi), Kn Arcana +17 (7), Kn History +16 (7), Kn planes +16 (7), Linguistics +14 (5), Perception +9 (4), Spellcraft +16 (7), Survival +6(+8) (1), Use Magic Device +8 (4)
ACP 0
Language; Taldain, Varisian, Thassilonian, Shoanti, Giant, Abyssal, Infernal, Celestial, Elven, Dwarfen
Favored Class; Wizard

SQ; Arcane bond (object- Amulet), arcane school (Admixture Evocation, Opposed Schools; Enchantment-Illusion), Cantrips, Cypher Lore x2
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. [][][][][][][]
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 only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. 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. (+2)
Cypher Lore; Enhance Scroll (Su): As a swift action, a cyphermage can cause any scroll spell he reads to function using his caster level rather than the scroll’s caster level. He can use this ability a number of times per day equal to 1/3 his cyphermage level (minimum 1). []
Cypher Lore; Swift Scroll (Ex): The cyphermage does not provoke attacks of opportunity when retrieving a stored scroll. If the cyphermage moves at least 10 feet, he may retrieve a scroll as a free action as part of his move.

Combat Gear; Mithril Dagger (0,5), Caltrops (2), Tanglefoot bag (4), smokestick (0,5), mwk cold iron dagger (0,5)
Magic Items; +1 mithral armored coat (10), Assisting Glove (1), Headband of Vast Intellect +2 (Disable Device), Cloak of Resistance +1, feather token (bird) x2, Wand of Endure Elements 50/50, Pearl of Power lvl 1
Potions; Cure Serious Wounds x2
Scrolls;
1st; Alarm, Detect Secret Doors, Hold Portal, Identify, Protection from Evil.
2nd; Arcane Lock, Blindness/Deafness, Darkvision, Knock, Make Whole, See Invisibility, Scorching Ray, Web, Whispering Wind.
3rd; Fireball, Haste, Phantom Steed, Waterbreathing.
Other Gear; mwk Backpack (4), Scroll Case x4 (2), Traveling Spellbook (blank) (1), Bedroll (5), Adventurer’s Spellcraft Sash (-Ink 2x 1oz vials, Inkpen x2, Paper -sheet (17), Spell Writing materials, candle x2), Flint & Steel, Spellbook 26/100 (3), mwk thieves tools (2), spell component pouch (2), Compass (0,5), Spiders Silk Rope -50ft (4), waterskin (4), sack x3 (1,5), belt pouch x3 (1,5), trail rations x16 (16), white chalk x3, Map of the Wastes
Weight carried: 40 Ibs, Light Load <50.
Wealth; 1825 gp, 0 sp, 4 cp

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Vital Statistics/Description;:
Pietry is a human male of Varisian blood in his late mid-twenties. He stands at 5'7'' and looks to weigh about 140 lbs, his shoulder-length black hair is tied by the back of his head with a leather cord from wich two feathers are attached, one orange and one blue, a band of woven silver inlaid with small white gemstones crests his brow and an amulet of silvered chain links is around his neck.

Dressed in boiled deerskin from head to toe, boots, trousers, a vest over a black shirt and a long, hooded coat over it all he looks like he‘s seen his fair share of dirty work and is willing to do some more. The dress looks to have seen it‘s fair share of dirt and grime but looks to be well enough made to withstand alot more wear, it is inlaid with leather straps sewn in at key points so it can easily be tightened and loosened over legs, thighs, shoulders, elbows and arms at need.

A dark-blue scarf is around his neck and on one hand he wear a black glove of supple leather and a fingerless glove of boiled deerskin on the other. Pietry carries a backpack with several straps and outlying pouches for the easy dispearsion of gear, a satchel over one shoulder wich he always clutches with one hand, several pouches line his belt, four scroll cases hang on leather straps over his shoulder and a pair of daggers are sheathed at his hips.

Background:
Peitry is born and bred in Riddleport, Varisia. He's the fourth of six children born to Miriala, a varisian harrower and Ludo, a low-rank smuggler and thief. Home life was interesting to say the least, money was scarce and daddy had a drinking habit, blood ran high and Peitry was never the biggest of siblings so he got accustomed to staying away from home more than not.

Intrigued as only a child can be by the various Thassilonian ruins scattered around Riddleport, the Cyphergate being most prominent, having zero interest in playing pick and run with the other children Peitry became a hanger-on for the various Cyphermage crawling around the port city, scribbling notes and muttering to themselves.

Unable to shoo him off one eventually gave in and gave Peitry his first job; Crawl Rat. Though the mage gave it an official sounding title Pietry has long forgotten he now realizes what his job was as he's used more than a few curious children in the same manner; Bait. He lived though and eventually got on as an apprentice at the Collage of Cyphers to study wizardry.

His time as an apprentice was brutal to say the least, only four of his class of sixteen survived to make full wizards. Some died by accidents on site or during experiments with magic, others by manufactured accidents at either location with one actually falling off the collage roof under suspect circumstances.

After his graduation he joined the Order of Cyphers and continued his studies of thassilonia, rune magic and the powers contained in the written words of magic, eventually rising through the ranks to make teacher and have apprentices of his own. His rise through the ranks were halted by betrayal and self-imposed exile as the fruits of his long years of study had finally bore fruit in the form of a break through, he had discovered how to enhance the written form of magic with his own level of expertise! But the night before he aimed to present his discoveries to his peers a fellow wizard came knocking on Peitry door bearing wine to celebrate his rise and recognition as full Cyphermage and, as it was as close a friend as Peitry ever had, he trusted him to toast to his good fortune.

When Peitry woke two days later from the poison induced sleep his research was gone. Frantic searching ensued, followed by a desperate dash to find his friend to find out what happened. When Peitry found him he was already wearing the robes of a Cyphermage, his inquiries were met by feigned ignorance and then scorn. When Peitry realized what had happened he grew resentful. Turning away he went to his chambers, packed his most prized things and left on a ship bound for Cheliax. After a short stop he left for Absalom and then Andoran, searching for a new home but unable to trust any fellow wizards enough to lay himself at their mercy and apply to other collages. So he was growing low on cash, the only way he saw was to sell off some of his gear or worse, his scrolls, when he saw a poster inviting crusaders to Mendev. And the reward! Ruler ship over his own land! He could raise a tower of his own, form his own collage with only members he would select himself! He would be the Archmage, free to pursue his own studies, no one would look down his nose at him there, he would be master of his own house.

And so, with visions of how he would construct his tower, he set off for Mendev to become a crusader.