Millech the Hump

Rathan Summercloak PFS's page

44 posts. Organized Play character for Papa-DRB.


Full Name

Rathan Summercloak

Race

Human

Classes/Levels

Wizard (evoker) / 1 (HP 7 AC:13 T:13 F:10 Saves F:+1 R:+3 W:+2 CMB:+0 CMD:13 Init:+7 Perc: +7)

Spells:
0th - Dancing Lights, Detect Magic, Ray of Frost; 1st - Burning Hands (x0)

Gender

Male

Size

Medium

Age

30

Alignment

CN

Deity

Desna

Location

Absalom

Languages

Celestial, Common, Draconic, Elven, Sylvan, Varisian

Occupation

Lab rat / Adventurer

Homepage URL

PFS#: 1884-2

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 8

About Rathan Summercloak PFS

Rathan Summercloak
Male Human (Varisian) Evoker 1 (Admixture School)
CN Medium humanoid (human)
Init: +7, Senses: Perception +7

DEFENSE

AC 13, Touch 13, Flat-footed 10 (+3 Dex, )
HP 7 (1d6)+1
Fort: +1, Ref: +3, Will: +2

OFFENSE

Speed: 30 ft. (6 Squares)
Melee Dagger +0 (1d4/19-20)
Ranged Dagger (thrown) +3 (1d4/19-20)
Space 5 ft. Reach 5 ft.
Special Attacks Intense Spells,
Wizard Spells Prepared (CL 1st, concentration +5):
1st—burning hands (3) (DC 17)
0 (at will)—dancing lights, detect magic, ray of frost

STATISTICS

Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 8
Base Atk: +0, CMB: +0, CMD: 13
Feats: Alertness, Greater Spell Focus (Evocation), Spell Focus (Evocation), Spell Specialization (Evocation) (Burning Hands)
Skills: Acrobatics +3, Appraise +4, Bluff -1, Craft (Untrained) +4, Diplomacy -1, Disguise -1, Escape Artist +3, Fly +3, Intimidate -1, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Perception +7, Perform (Untrained) -1, Ride +3, Sense Motive +2, Spellcraft +8, Stealth +3,
Languages:Celestial, Common, Draconic, Elven, Sylvan, Varisian
SpecialQualities: Arcane Bond, Bonus Feat, Cantrips, Enchantment Opposition School, Evocation School, Familiar, Humanoid Traits, Necromancy Opposition School, Skilled, Versatile Evocation, Weapon and Armor Proficiency,

Possessions dagger; outfit (traveler's); Backpack, Common[Bedroll;Rations (Trail/Per Day)(x2);Spellbook (Rathan);Waterskin (Filled);];Belt Pouch[Potion of Cure Light Wounds(x2);Coin (Silver Piece)(x9);Coin (Gold Piece)(x2);Coin (Platinum Piece)(x2);];Spell Component Pouch;

SPECIALABILITIES

Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchanment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Evocation School You have chosen to specialize in evocation spells.

Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. 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.

Magical Lineage (Fireball) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Fireball, treat its actual level as 1 lower for determining the spell's final adjusted level.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Observant (Grand Lodge Faction) (Perception) Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all related checks, and the chosen skill is always a class skill for you.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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 7 times per day.

Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.

Description:

Walking into the lodge hall, you see an almost middle aged man wearing simple travelers clothes with a backpack, pouch and a dagger. Poking out of the backpack is a very tiny critter.

History:

Born to two wizards, his mother an enchanter, and his father a necromancer, Rathan was destined to be a wizard. At an early age, his parents, who were from Andoran originally, moved to Absalom to become members of the Pathfinder Society. Both his mother and father were adventurers, and would take turns doing missions or raising their child. As Rathan came of age, he decided that he would not specialize in either of his parents particular brand of magic, perhaps out of spite, but choose the evocation school instead. During his teen years, and early adulthood, he spent quite a lot of time in the laboratory perfecting his craft. Finally as a man, he finally decided to join the Society and approached the Grand Lodge faction leader, and was given a mission, just to see if he could be as effective in the field as he was in the lab.

PbPstats:

(HP 7 AC:13 T:13 F:10 Saves F:+1 R:+3 W:+2 CMB:+0 CMD:13 Init:+7 Perc: +7

Familiar:

Greenie
Male Greensting Scorpion Vermin 1
TN Tiny animal/magical beast
Init: +3, Senses: darkvision (60 ft.) vision; Perception +5

DEFENSE

AC 19, Touch 15, Flat-footed 16 (+2 size, +3 Dex, +4 natural, )
HP 3 (1d8)
Fort: +2, Ref: +3, Will: +2

OFFENSE

Speed: 30 ft. (6 Squares)
Melee Sting -2 (1d2-4)
Space 2.5 ft. Reach 0 ft.

STATISTICS

Str 2, Dex 17, Con 11, Int *, Wis 11, Cha 2
Base Atk: +0, CMB: +1, CMD: 16
Feats:
Skills: Acrobatics +3, Bluff -4, Climb +7, Diplomacy -4, Disguise -4, Escape Artist +3, Fly +7, Intimidate -4, Knowledge (Arcana) +1, Knowledge (Dungeoneering) +1, Knowledge (Local) +1, Knowledge (Nature) +1, Knowledge (Planes) +1, Knowledge (Religion) +1, Perception +5, Perform (Untrained) -4, Ride +3, Spellcraft +1, Stealth +15, Swim +3,
Languages:
SpecialQualities: Darkvision, Empathic Link, Share Spells, Vermin Traits,

Possessions

SPECIALABILITIES

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically 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.

Improved Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Vermin Traits (Ex) Mindless vermin are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).


Created using PCGen 6.02.00 RC2 on Dec 14, 2013

[dice=Ray of Frost; ranged touch; dmg]d20+3; d3+1[/dice]