Witch

Quadravos φ's page

127 posts. Alias of Theorythmus.


Full Name

Quadravos φ, Practitioner of Applied Numerology, member of the Grand Lodge

Race

Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe

Classes/Levels

Male Human Wizard 7 (Conjuration)

Gender

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active

Size

Medium

Special Abilities

Wizardry

Alignment

Neutral

Deity

Nethys

Languages

Common, Draconic, Aklo, Elven, Undercommon, Thassilonian, Aquan, Auran, Ignan, Terran, Abyssal, Celestial, Infernal

Occupation

Numerologist, Explorer, Carthographer

Strength 10
Dexterity 14
Constitution 10
Intelligence 23
Wisdom 10
Charisma 8

About Quadravos φ

Spells Prepared:

Spells that are striked through are used, * spells are Conjuration spells.
lvl 0 (4+1): Ray of Frost, Detect Magic, Message, Open/Close, Acid Splash*[School]
lvl 1 (4+2+1): Mage Armor*, Detect Secret Doors, [open slot], Feather Fall, Touch of Gracelessness, Snowball*, Snowball*[School]
lvl 2 (3+2+1): See invisibility, Communal Protection from Evil, Acid Arrow*, [open slot], Summon Monster II*, Glitterdust*[School]
lvl 3 (2+1+1): Fireball, haste, [open slot], Summon Monster III*[School]
lvl 4 (1+1+1): Ball Lightning, Black Tentacles*, Summon Monster IV*[School]

Tracked Resources:

Folding Pole 2/3 (Sir Alaric has one, Ibid's has disappeared, last one still on person)

Carried weight: 30,5 lbs
Money: 0 PP 3 GP 0 SP 0 CP left

Quadravos φ, Practitioner of Applied Numerology, member of the Grand Lodge:

Male Human Wizard 7 [Arcane School: Conjuration
N Medium humanoid (Human)
Init +3; Senses Perception +11, normal vision
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Defense
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AC : 13 | T : 13 | F : 10
AC with mage armor : 17 | T : 13 | F : 14
hp 37 (7d6+7) [FCB=HP]
Fort +4, Ref +6, Will +7
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Offense
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Speed 30 ft.
Melee Quarterstaff +3 1d6 20/x2 | B
. . Cold-iron Dagger +3 1d4 19-20/x2 | P or S
Ranged Acid Dart +5 1d6+3 20/x2 [Ranged Touch | 30 ft]
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Statistics
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STR 10 DEX 14 CON 10 INT 23 WIS 10 CHA 8
BAB +3; CMB +3; CMD 15
Feats Spell Focus(Conjuration), Varisian Tattoo(Conjuration), Extend Spell, Sacred Geometry (Reach Spell, Elemental Spell[Acid]), Calculating Mind, Intensified Spell, Augment Summoning
Traits Seeker
Mathematical Prodigy
ACP 0
Skills 2+5+1/lvl [ranks]+ability+CS+other
Acrobatics [3]+2+0 = 5
Appraise [7]+6+3 = 16 (skill points from Headband)
Climb [1]+0+0 = 1
Craft(Cartography) [1]+6+3 = 10
Fly [1]+2+3 = 6
Knowledge(Arcana) [1]+6+3+1 = 11
Knowledge(Dungeoneering) [1]+6+3 = 10
Knowledge(Engineering) [7]+6+3+1 = 17
Knowledge(Geography) [1]+6+3 = 10
Knowledge(History) [1]+6+3 = 10
Knowledge(Local) [1]+6+3 = 10
Knowledge(Nature) [1]+6+3 = 10
Knowledge(Nobility) [1]+6+3 = 10
Knowledge(Planes) [1]+6+3 = 10
Knowledge(Religion) [1]+6+3 = 10
Linguistics [7]+6+3 = 16
Perception [7]+0+3+1 = 11
Sense Motive [2]+0+0+1 = 3
Spellcraft [7]+6+3 = 16
Stealth [2]+2+0 = 4
Survival [1]+0+0 = 1
Swim [1]+0+0 = 1

SQ
Acid Dart 9 times/day
Acid Splash 3 times/day

Languages Common, Draconic, Aklo, Elven, Undercommon, Thassilonian, Aquan, Auran, Ignan, Terran, Abyssal, Celestial, Infernal

Combat Gear Quarterstaff, cold-iron dagger, Lesser Ectoplasmic metamagic rod; Other gear explorer's outfit, handy haversack, Headband of Vast Intelligence +2 (Appraise), Cloak of Resistance +2, Ring of sustenance, Bonded Ring of Protection +1; Robe of infinite Twine, Bedroll*, signal whistle, sewing needle, belt pouch, canteen, wayfinder, spell component pouch with miniature shovel (focus for pit spells), spell component pouch*, 2 spellbooks*, chronicler’s kit*, 3 folding poles*, Ioun torch(R), Cracked Dusty Rose Prim, Cracked Dark Blue Rhomboid(R)
* items are in haversack and do not count towards total weight.
(R) items are Resonant Ioun Stones.

Currently in Wayfinder: Cracked Dark Blue Rhomboid
Resonant Effect : The wearer no longer suffer penalties on Perception checks for being distracted or asleep; during sleep the wearer may remain open-eyed and fully aware of his environment, though he is still helpless against undetected threats until he actually wakes up.
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Magic
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Arcane School: Conjuration
School Powers:
Summoner’s Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Opposition Schools: Necromancy and Enchantment
Spells per day
1 extra Conjuration spell / spell level
lvl 0 (4)
lvl 1 (4+2)
lvl 2 (3+2)
lvl 3 (2+1)
lvl 4 (1+1)
Spells known (18 lvl 0, 16 lvl 1, 17 lvl 2, 16 lvl 3, 7 lvl 4) = 144 pages
lvl 0: Resistance, Acid Splash*, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
lvl 1: Mage Armor*, Detect Secret Doors, Identify, Silent Image, Animate Rope, Touch of Gracelessness, Feather Fall, Snowball*, Magic Missile, Protection From Chaos, Summon Monster I*, Magic Weapon, Enlarge Person, Touch of the sea, Obscuring Mist*, Comprehend Languages
lvl 2: Glitterdust*, Communal Protection from Evil, Scorching Ray, Flaming Sphere, Invisibility, See Invisibility, Mirror Image, Blur, Spider Climb, Rope Trick, Summon Monster II*, Create Pit*, Acid Arrow*, Web*, Stone Call*, Summon Swarm*
lvl 3: Fireball, Daylight, Tiny Hut, Dispel Magic, Communal Resist Energy, Aqueous Orb*, Spiked Pit*, Summon Monster III*, Displacement, Invisibility Sphere, Fly, Haste, Slow, Water Breathing, Mad Monkeys*, Rain of Frogs*
lvl 4: Lesser Globe of Invulnerability, Communal Protection from Energy, Summon Monster IV*, Ball Lightning, Telekinetic Charge, Mass Reduce Person, Black Tentacles*
* spells are of the Conjuration School
(8 first lvl spells + 2 first lvl spells + 4 second lvl spells + 4 third lvl spells + 2 fourth lvl spells), bought the rest : 6 lvl 1, 13 lvl 2, 12 lvl 3, 5 lvl 4 = 90 + 780 + 1620 + 1200 = 3690 GP
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Other info
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Carrying capacity Light 33 lbs. or less Medium 34–66 lbs. Heavy 67–100 lbs.

Background:

Quadravos φ doesn’t speak much of his life before he became a wizard. He was born and raised in a wealthy family who lived in the Petal District of Absalom. Although this came with a lot of benefits, he did not like his families view on the world. His actual name is Lythander Phyravos, but he does not use it to distance himself from his family. His early life was filled with private tutors teaching him all of manner of subjects. It was there that he found his love for mathematics, the arcane and everything related to it.
When he reached adolescence, Lythander was sent of to the famed Acadamae in Korvosa. Here he made his first steps into the art of wizardry. He proved to be very adapt in the 2 main subjects of the Acadamae, Conjuration and Evocation. During his stay in Korvosa he did not only learn about magic, but also a lot about how the world works. Near the completion of his studies he procured a Varisian Tattoo imbued with the magic of Conjuration, or idolis, as it is called by the locals.
Upon his return in Absalom his parents were very proud of his achievements and told Lythander that they had arranged for him to be capable of attending the College of Mysteries. Having heard of this proud establishment, Lythander was happy to oblige. He learned about the power of metamagic and its many versatile uses. During this time, he came to the knowledge that his parents were grooming him to become an important figure in his family’s business. Having no wish to be stuck in an ‘ivory tower’ for the rest of his life, Lythander proclaimed that he wished to see the world and for this reason was joining the Pathfinder’s Society. Obviously his parents were dismayed by this turn of events and tried to threaten him that he would not receive anymore money from them if he were to go on this course.
At this point Lythander knew he made the right choice. He went to the Grand Lodge in the Foreign Quarter of Absalom and signed up to become a pathfinder under the name of Quadravos φ. He received some basic training and some initial jobs as a scribe and cartographer. Not long after that he became a full fledged field agent.
In this manner he traveled the world of Golarion, meeting other wizards and exchanging knowledge.
On one of these trips, they were in Po Li on the continent of Tian Xia, a country filled with potent diviners. They thought Quadravos φ, the art of numerology and more specifically sacred geometry. It came easy to him with his innate understanding of mathematics. Although the people of Po Li mostly use it in their divinations, Quadravos φ sought more practical applications and it came when he combined it with his knowledge of metamagic. He learned that when he included the shapes found in sacred geometry in the various components for his magic that he could increase its power beyond anything he could achieve in the past. It comes at a price, as it requires even more concentration than one would normally need in regular spellcasting. From that point he called himself Quadravos φ, Practitioner of Applied Numerology.
Years passed and Quadravos φ participated in many more missions for the Explorer’s Society as arcane support, cartographer and when necessary, specialist in the field of mathematics and geometry. Having heard rumors of the fabled Tombs of Horrors, Quadravos φ wonder which unknown patterns might be hidden within its depts. So when the call came to explore this place, he used some favors he had piled up over the years to be able to be picked to go on this expedition ...

Personality:

Quadravos φ is introverted. He's not really a people person, but tries his best to be responsive when spoken too. He does take pride in the precision with which he draws his maps and also how he makes his gestures while casting a spell.
He does not speak of his past and it sometimes shows that he doesn't really like nobles all that much.

Starting Equipment:

3690 GP worth of spells
Headband of vast intelligence +2 : 4000 GP | 1 lb (Appraise skill)
Cloak of resistance +2 : 4000 GP | 1 lb
Ring of sustenance : 2500 GP | -
Ring of protection : 2000 GP | -
Handy Haversack : 2000 GP | 5 lbs
Lesser Ectoplasmic metamagic rod : 3000 GP | 5 lbs
Robe of infinite twine 1000 GP | 1 lb
quarterstaff - | 4 lbs
cold-iron dagger 2 GP | 1 lb
explorer’s outfit - | 8 lbs
Spell component pouch 5 GP | 2 lbs
--> with miniature shovel (focus for pit spells) costing 10 gp
*extra Spell component pouch 5 GP | 2 lbs
smoked goggles 10gp | -
*bedroll 1sp | 5lb
signal whistle 8sp | -
sewing needle 5sp | -
belt pouch 1 gp | .5lb
canteen 2 GP | 1 lb
wayfinder 250 GP | 1 lb
*Wizard’s Spellbook - | 3 lbs (100 pages) contains : 18 lvl 0, 16 lvl 1, 17 lvl 2, 8 lvl 3, 2 lvl 4 spell
*extra Spellbook 1 15 GP | 3 lbs (100 pages) [i]contains : 8 lvl 3, 5 lvl 4 spells
*chronicler's kit 40 GP | 4,5 lbs [i](This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration.)

*Folding Pole 2 SP | 10 lbs (This hinged pole can be unfolded and locked in place with sliding pins, creating a 10-foot pole. When collapsed, it is only 3 feet long. Assembling or collapsing the pole is a full-round action. The hinges and pins mean it is not as strong as a one-piece pole, and is best used for probing rather than vaulting or climbing.) x 3
ioun torch 75 GP | -
cracked Dark Blue Rhomboid 400 GP | - (+1 competence on Perception & Sense Motive)
Cracked Dusty Rose Prim 500 GP | - (+1 competence on Initiative)

* items are in haversack and do not count towards total weight.

money left unspent : 3 GP
carried weight : 30.5 lbs