Artemis Entreri

Pratavh's page

366 posts. Alias of Drogeney.


Full Name

Pratavh

Race

human (vudrani)

Classes/Levels

Wizard 8 | HP 33/56 | AC:19 (21), T:13, F:17 (19) | CMD:14, CMB:+2 | Save F+5, R+6 , W+9 | Init:+8 | Perc: +9 | Aura of Prescience 2/8 | Reveal Weakness 4/8 (-2 all charisma based rolls)

Gender

Male

Size

medium

Age

30 (physical age is now between 40 and 45)

About Pratavh

Build:

Pratavh
male human (vudrani) wizard 8
NG medium humanoid (human)
Init +6; Senses Perception +9
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Defense
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AC 19 (21), touch 13, flat-footed 17 (19) (+4 armor (mage armor), +2 (+4 whith shield spell) shield, +2 Dex, +1 deflection)
hp 56 (8d6+20)
Fort +5, Ref +6, Will +9
Defensive Abilities light fortification, aura of prescience (8/8 rounds per day), void awareness
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4-2/19-20 x2)
Ranged ranged touch +6 (varies)
Special Attacks Expose Weakness (8/8 per day),
Spells (CL 8; concentration +14, +18 when casting defensively):
4th—wall of ice, black tentacles, wandering star motes (dc 20)(school spell)
3rd —dispel magic, battering blast, slow, tiny hut, arcane sight (school spell)
2nd —web (dc 19), magic missile (toppling), glitter dust (dc 19), magic missile (toppling), blur, invisibility (school spell)
1st —mage armor, magic missile, enlarge person, magic missile, mage armor, magic missile, shield
0 (at will)—detect magic, read magic, message, acid splash
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Statistics
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Str 7, Dex 15, Con 13, Int 23, Wis 13, Cha 11 (-5)
Base Atk +4; CMB +2;CMD 14
Feats spell focus (conjuration) (wbf), toughness, combat casting (hbf), improved initiative, spell penetration, toppling spell (wbf), improved familiar
Traits World Traveler (diplomacy), Theoretical Magician
Skills Diplomacy +12, Knowledge (arcana) +16, Knowledge (history) +16, Knowledge (planes) +16, Linguistics +16, Perception +9, Profession (scholar) +12, Spellcraft +18, Use Magic Device +11
Languages common, vudrani, draconic, aquan, auran, terran, ignan, celestial, infernal, abyssal, necril, cyclops, sylvan, elven
Combat Gear Staff of Minor Arcana, +1 light fortification mithral buckler (5005 gp, 2.5 lbs); Other Gear metamagic rod of toppling spell (minor) (5 lbs, 3000 gp), potion of cure light wounds x2 (100 gp), potion of cure moderate (300), ring of protection +1 (2,000 gp), cloak of resistance +2 (4000 gp, 1 lbs), robe of the void mage, horn of goodness, potion of cure critical wounds x2
Misc Gear Wizard's Kit (This kit includes a backpack [not carried], a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.) (19 lbs), spell book (3 lbs), note books (repurposed spell books) (2) (30 gp, 6 lbs), vial of in x 5 (40 gp), inkpen x 10 (1gp), scholar's outfit (starting clothes, 6 lbs), traveler's outfit (1 gp, 5 lbs), 11400 gp
Magic Items handy haversack (5 lbs, 2000gp), headband of vast intelligence +2 (diplomacy) (4000 gp, 1 lbs), belt of incredible dexterity +2 (4000 gp, 1 lbs), ring of sustenance (2500 gp), locket with continual flame on the inside (60 gp)
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Special Abilities
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Arcane Bond (ex) -Familiar
Arcane School Void; Opposition Elemental School Fire
Aura of Prescience (Su) At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.
Cantrips
Reveal Weakness (Su) When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
Spell Books A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.
Adding Spells to a Wizard's Spellbook:
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).
Spells Gained at a New Level:
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Spells Copied from Another Spellbook or Scroll:
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.
Theoretical MagicianYou gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren't a spellcaster.
Void Awareness (Su) Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.
At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.
Void Elementalist Wizard Spells
0th—guidance;
1st—gravity bow, keen senses, shield, true strike;
2nd—continual flame, haunting mists, invisibility, masterwork transformation, see invisibility, share memory;
3rd—arcane sight, clairaudience/clairvoyance, dispel magic, nondetection, seek thoughts, tapestry’s embrace*, twilight knife;
4th—minor creation, moonstruck, wandering star motes;
5th—fabricate, major creation, mind fog, telepathic bond, teleport;
6th—greater dispel magic, legend lore, true seeing, mage’s lucubration;
7th—greater teleport, simulacrum, vision;
8th—mind blank, moment of prescience, orb of the void, whirlwind;
9th—foresight, mage’s disjunction, time stop.
Void Magic Add the following spells to your wizard spell list at the listed spell level:
1st—keen senses, 3rd—twilight knife*, 4th—wandering star motes, 6th—true seeing, 8th—moment of prescience.
World Traveler Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Spell Books:

Book 1 (85 pages used)
0-Level (30 pages): All except spark but including guidance.
1-Level (9 pages): magic missile, mage armor, grease, keen senses, protection from evil, unseen servant, enlarge person, shield, vanish
2-Level (12 pages): invisibility, fog cloud, glitterdust, continual flame, blur, web
3-Level (18 pages): arcane sight, dispel magic, slow, battering blast, tiny hut, resist energy (communal)
4-Level (16 pages): moon struck, wandering star motes, wall of ice, black tentacles

Familiar:

Hirati
FAERIE DRAGON CR 2
XP 600
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +14
DEFENSE
AC 20, touch 16, flat-footed 16 (+3 Dex, +1 dodge, +4 natural, +2 size)
hp 32 (3d12+3)
Fort +4, Ref +6, Will +5
Immune paralysis, sleep; SR 13
OFFENSE
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +4 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
3/day greater invisibility (self only)
Spells Known (CL 3rd; concentration +6)
1st (5/6 day) grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close
STATISTICS
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge, Alertness
Skills Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +15, Fly +23, Perception +14, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +15
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
SPECIAL ABILITIES
Breath Weapon (Su)
5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Spells
A faerie dragon casts spells as a 3rd-level sorcerer.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Description:
Pratavh is a 30 year old Vudrani man who stands 5 feet and 8 inches tall and weights 130 lbs. He always has a studious look and wears loose scholars robes, when not out traveling in the course of his studies, in tans and reds. When he is out on a research trip or adventuring, he wears a set of lightweight traveling clothes in similar colors to his scholar's robes, wears a nice buckler of mithral attached to his left arm, and has a rod close at hand. He is almost always accompanied by a faerie dragon, who rides across his shoulders or flies around getting into trouble, named Hirati who has yellow green scales.

Background:
Pratavh is a Vudrani man who was born in his people's homeland, but grew up in various countries around the world with his parents as they traveled, first as traders, and later as diplomats. He parted ways with them when he went to study magic in Absolam as a wizards apprentice. His studies were rough at first due to his different world view as a child, he had trouble understanding the way of viewing the natural elements of the world that those in the inner sea region considered normal. Despite the occasional clashes Pratavh finally began to make better progress when he found a book on magic that came from his homeland, it described not four elements but five, the standard earth fire, air, and water were there, but there was a fifth called void, the power of the mind and spirit. When he learned of this Pratavh's learning accelerated quickly, he attracted a familiar at the time to aid him in his studies, a raven that he got along well with.

Eventually he finished his apprenticeship and he and his bird went out into the world to pursue his studies. Though he was not much of a conjurer, Pratavh focused his studies on draconic, and planar languages, the better to understand their knowledge, learning to understand and read most of the languages of the other planes. As the years turned he learned more and more of his trade, expanded his studies into ancient cyclopian empires, and the fey and elven realms, picking up their languages as well. In between his various journeys he found himself working as a tutor while he did more thorough studies of his finds and experiments.

On one of his most recent journeys, his familiar was eaten by a large cat after it had been struck from the sky by an enemy. Despite his dismay at the loss of his dear friend, he continued on and came to the attention of a young faerie dragon named Hrati. She took an immediate interest in tormenting him, and followed him incessantly. eventually he came to enjoy her company and she agreed to become his new familiar. Despite their occasional disagreements, and her tendency to cause troubles for him, they have developed a deep bond. Recently, Pratavh got word that his little sister would be getting married soon, and he has begun his voyage back to Vudra for the ceremony via the island of Jalmeray, running into a few friends and acquaintances on the ship.

Robe of the Void Mage:

"Darling this is rather something special, made from condensed moonlight and phase spider silk. Not only does it protect you from fire and acid and aid your void thaumaturgy, it lets you recall any one spell you've cast today and cast it again but stronger. And if you press this button here darling, you'll find the pull of the stars is so strong you can fly for a short while."

The robes grant 10 acid and 10 fire resist and +1 CL and DC on any spell with the void descriptor. Once per day as a swift action you can recall any spell you cast that day. If you cast that spell within 1 round, it has +2 CL and DC. In addition once per day you can fly for 5 minutes.