About Rayanoushyant BasarRacial Traits:
Ability Score Bonus - Human characters gain a +2 bonus to one ability score (Intelligence) of their choice at creation to represent their varied nature. Bonus Feat - Humans select a bonus feat at level 1. Skilled - Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Traits:
Magical Lineage (Character Traits Web Enhancement) - Pick one spell when you choose this trait (Fireball). When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. Indomnitable Faith (Character Traits Web Enhancement) - You gain a +1 trait bonus on Will Saves. Favoured Class Bonus:
Favoured Class - Wizard
Class Abilities:
Arcane Bond Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below). A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Arcane School - Evocation (Opposition: Necromancy and Enchantment) - A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Intense Spells - 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. Force Missile - As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Spell Focus - PFS Wizards gain this as a bonus feat in lieu of Scribe Scroll as per the Guide to Pathfinder Society Organized Play page 25. Feats:
Spell Focus (Evocation) - Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Greater Spell Focus (Evocation) - Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus. Eschew Materials - You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. Chronicles & Inventory Tracking:
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HP 8 (6 Class, +2 Con); DR --; SR -- Fort +2 (+2 Con), Ref 0 , Will +3 (2 Class, +1 Wis) -----------------------
Speed 30'
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Force Missile - As Magic Missile, single missile deals 1d4+1/2 level (minimum +1) damage. 7 times per day. -----------------------
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Ranks 8 (Class 2, Int 4, FC 1, Racial 1) Acrobatics 0
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Spells Known - * Memorized | # Cast Cantrips - 3/day Acid Splash
1st Level - 3/day Burning Hands
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Languages
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Inventory [i]Light Crossbow, Worn, 4 lbs
Current Load - Light 32 lbs (light up to 33 lbs) Wealth
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1) Raised in Azir, the capitol of Rahadoum, by academics who secretly proselytised the faith of Nethys.
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1) Uncover what happened to his family and who is responsible for their deaths.
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1) Enjoyed soldiering much more than he let on despite having little aptitude for physical combat. Extremely worried what his peers at the Arcanamirium would think. -----------------------
1) Feels strong ties to both the Arcanamirium and the Scarab sages, clinging to them as his familial ties evaporated.
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1) Attending night-time sermons given by his parents, listening to them speak together. His father telling of the destructive and all encompassing power of magic while his mother offered a counterpoint, speaking of the beauty that could be conjured or shaped with it. -----------------------
1) Moonlighting with his former watch squadron as a bookkeeper to make ends meat. -----------------------
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