AC 16/12/14 (+4 w/Mage Armor) /HP: 63 / F +6 R +7 W +10 / Init. +12 / Perc. +20/ Sense Motive +1/Arc22/Dund14/Eng11/Geog12/Hist17/Local18/Nat21/Plns21/Rel22/Spllcrt23
About Spasi Gaten
Spasi is a human male, 5'10 with few distinguishing features outside of a look of near perpetual shock. Physically frail, Spasi has never spent much time training his body and it shows in his inability to carry much or wear armor. He typically wears the robes of a traveling scholar with a light backpack and scrolltube in tow.
His face was severely tanned in the past (a result of his time in Valashmai Pathfinders) but will soon return to the more normal pale and drawn face of a voracious bookworm. His hair his black and short kept. His eyes are green.
Spasi, quite sadly, is quite a spaz. He is constantly amused by the new and unusual and doesn't hide that shock well. Though he has studied with the Pathfinders, he often gets flustered and confused in some situations, prone to overreaction, panic, and/or inappropriate responses. Not a natural leader, nor even a forceful personality, Spasi is content to let others do the leading and talk while he watches and observes (usually for his chance to react).
His Pathfinder superiors might feel as his parents did: that Spasi lacks the big picture view that will enable him to rise high within the ranks of the Society, not that that matters to Spasi. Spasi is happy to spend time researching and reading, with occasional forays into fieldwork. He likes downtime to review and codify his learnings...something he didn't have much time to do during his stint in the jungle.
On the whole, Spasi is neither the best nor worst traveling companion...neither too forceful to be noted nor motivated enough to be a complete asset.
Born in Magnimar of Taldan parents, Spasi received his training from his parents until they sent him to Valashmai to learn more and 'get tough'.
Spasi received his field commission in the jungles of Valashmai when he was noted by a needed Pathfinder team. He served decently considering the heat, mosquitos, and threat of disease until he was able to request transfer to 'not-there'.
He is the youngest of 3 children. His brother and sister share in their parent's business.
Spasi Gaten lvl 11
Male human (Taldan) sorcerer (wildblooded) 11 (Pathfinder RPG Ultimate Magic 70)
N Medium humanoid (human)
Init +12; Senses Perception +21
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 63 (11d6+17)
Fort +6, Ref +7, Will +10; +2 insight bonus vs. enchantment spells
Speed 30 ft.
Melee cold iron dagger +4 (1d4-1/19-20)
Ranged sling +7 (1d4-1)
Sorcerer Spell-Like Abilities (CL 11th; concentration +18)
. . 10/day—arcane bolt (1d4+5 force)
Sorcerer (Wildblooded) Spells Known (CL 11th; concentration +18)
. . 5th (5/day)—echolocation[UM], lightning arc[UM] (DC 22), overland flight
. . 4th (7/day)—dimension door, enervation, greater invisibility, communal protection from energy[UC], stone shape, summon monster IV
. . 3rd (8/day)—dispel magic, fireball (DC 20), fly, haste, heroism, summon monster III
. . 2nd (8/day)—false life, glitterdust (DC 20), invisibility, knock, resist energy, scorching ray, see invisibility
. . 1st (8/day)—burning hands (DC 18), feather fall, grease, identify, mage armor, magic missile, snowball (DC 19), vanish[APG] (DC 18)
. . 0 (at will)—daze (DC 17), detect magic, drench[UM] (DC 18), light, mage hand, mending, prestidigitation, read magic, spark[APG] (DC 17)
. . Bloodline Sage
Str 8, Dex 14, Con 12, Int 25, Wis 12, Cha 10
Base Atk +5; CMB +4; CMD 16
Feats Additional Traits, Augment Summoning, Eschew Materials, Extend Spell, Greater Spell Penetration, Improved Initiative, Quicken Spell, Spell Focus (conjuration), Spell Penetration
Traits child of the temple, exchange agent, reactionary, valashmai veteran
Skills Appraise +11, Bluff +14, Fly +13, Knowledge (arcana) +22, Knowledge (dungeoneering) +14, Knowledge (engineering) +11, Knowledge (geography) +12, Knowledge (history) +17, Knowledge (local) +18, Knowledge (nature) +21, Knowledge (planes) +21, Knowledge (religion) +22, Linguistics +9, Perception +21, Spellcraft +23, Survival +1 (+3 to avoid becoming lost)
Languages Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Skald, Terran, Thassilonian, Undercommon, Varisian
SQ metamagic adept (3/day), new arcana
Combat Gear acid elemental metamagic rod[APG], potion of cure light wounds (3), potion of cure moderate wounds, scroll of invisibility sphere, remove curse, shard of lust, wand of cure light wounds, wand of fly (4 charges), wand of magic missile (CL 9th, 31 charges), air crystal (2), alchemist's fire, antitoxin (2); Other Gear cold iron dagger, sling, sling bullets (10), cloak of resistance +2, eyes of the eagle, handy haversack, headband of vast intelligence +4, pink and green sphere ioun stone, wayfinder[ISWG], backpack, bedroll, belt pouch, blanket[APG], chalk, earplugs[APG], ink, inkpen, paper (4), scroll case, spell component pouch, trail rations (14), waffle iron[UE], waterskin, plain bronze token, 17 gp, 5 sp, 6 cp
Arcane Bolt (1d4+5 force, 10/day) (Su) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Metamagic Adept (3/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
New Arcana - level (4) (Ex) Add 1 spell to your list of spells known
Quicken Spell Cast a spell as a swift action. +4 Levels.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wand of Fly 4 charges
Wand of Magic Missle, CL 9 31/50 left