Cleric of Pharasma

Sydney Streegrenet's page

148 posts. Alias of PJP.


Full Name

Sydney Streegrenet

Classes/Levels

LN Human Pact Wizard 4 HP: 25/25 AC: 10 Tch: 10 FF: 10 CMD: 12 | F +3 R +2 W +7 | Init: +1 Perc: +6 | Active: none

Strength 10
Dexterity 10
Constitution 12
Intelligence 18
Wisdom 14
Charisma 14

About Sydney Streegrenet

Sydney Streegrenet
LN Human Wizard (Pact Wizard FF) 4
Languages: Common, Taldor, Infernal, Abyssal, Draconic, Elven

Notes:

any time Onora even so much as looks at the Count a scowl forms on her face and he gets the feeling that she has a quiet hatred for the man. Its likely that trying to invoke his name for influence to persuade her would meet with a poor outcome.
---

Team Two,

Keep watch over Martella’s stooges while we dispatch her Ladyship. They seem useless, but our contract specifies eliminating Lotheed AND anyone she is working with. If they’re particularly noteworthy—say a senator or noble—keep them alive and we’ll interrogate them along with Lotheed. Have Imistos bring any such targets to the Dignified Repository.

—The Fantabulous Killer of the Brotherhood of Silence

Deity: Abadar, Cayden Cailean, Norgorber, or Shelyn (Asmodeus)
Familiar: Black Thrush named Iznagitur (really a devil,imp but won't be discovered until level 7/8)

Persona Facets: (DC 15+2*new rank to advance)
Genius: 4 (6 students)
Charm: 0
Heroism: 0
Sacrifice: 0
Sagacity: 0
Subterfuge: 0

Init +0
HP 25 (6 +1 Con +1 FC / 4+1+1 / 4+1+1 / 4+1)

DEFENSE
AC 10 (+0 armor +0 Dex), touch 10, flat-footed 10
CMD 12 (10 +2 BAB +0 Str +0 Dex)
Fort +3 (+1 class +1 Con +1 cloak)
Ref +2 (+1 class +0 Dex +1 cloak)
Will +7 (+4 class +2 Wis +1 cloak)

Defensive Abilities
none

OFFENSE
Speed 30 ft - Dimension door 10’ as swift action, no AoO, 7 of 7 remain
Base Attack +2; Melee Touch +2; Ranged Touch +2
CMB +2

Melee Attacks
Dagger +2 / 1d4+0

Ranged Attacks
Dagger +2 / 1d4+0

Spells Prepared: (+1 DC to dispel conj) (conjures +2 rounds duration)
(can replace prepared with summons)
0.1 Detect Magic
0.2 Read magic
0.3 Acid splash
0.4 Detect poison

1.1 Grease
1.2 Magic missile
1.3 Mount
1.B Mage Armor
1.S Obscuring Mist
1.S Summon Monster I
Pearl of Power - unused

2.1 Levitate
2.1 Flaming Sphere
2.B Glitterdust
2.S Summon Swarm

B - Bonus for int, S - bonus for arcane school (conjuration)

Concentration Check: 1d20+18 (+4 Caster Level +4 Int)

Spellbook:
0: (DC 14 / 15 Conj) [all except prohibited]
Acid Splash (conj) Orb deals 1d3 acid damage.
Arcane Mark (uni) Inscribes a personal rune on an object or creature (visible or invisible).
Dancing Lights (evo) Creates torches or other lights.
Detect Magic (div) Detects all spells and magic items within 60 ft.
Detect Poison (div) Detects poison in a creature or object.
Flare (evo) Dazzles one creature (–1 on attack rolls).
Light (evo) Object shines like a torch.
Mage Hand (tran) 5-pound telekinesis.
Mending (tran) Makes minor repairs on an object.
Message (tran) Whisper conversation at distance.
Open/Close (tran) Opens or closes small or light things.
Prestidigitation (uni) Performs minor tricks.
Ray of Frost (evo) Ray deals 1d3 cold damage.
Read Magic (div) Read scrolls and spellbooks.
Resistance (abj) Subject gains +1 on saving throws.
Spark (evo) Ignites flammable objects.

1st: (DC 15 / 16 Conj) [3+4/+2]
Adjuring Step (abj) You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Air bubble (conj) - Creates a small pocket of air around your head or an object.
Alarm (abj) - Wards an area for 2 hours/level.
Comprehend Languages (div) You understand all spoken and written languages.
Detect Secret Doors divination Reveals hidden doors within 60 ft.
Endure Elements (abj) Exist comfortably in hot or cold regions.
Grease (conj) Makes 10-ft. square or one object slippery.
Mage Armor (conj)
Magic missile (evo) 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Mount (conj) Summons riding horse for 2 hours/level.
Obscuring Mist (conj)
Shield (abj) Invisible disc gives +4 to AC, blocks magic missiles.
Summon Minor Monster (conj) Summon 1d3 Tiny animals.
Summon Monster I (conj) Summons extraplanar creature to fight for you.
Unseen Servant (conj) Invisible force obeys your commands

2nd: (DC 16 / 17 Conj)
Acid Arrow (conj)
Darkvision (trans) See 60 ft. in total darkness.
Flaming Sphere (evo) Rolling ball of fire deals 3d6 fire damage.
Glitterdust (conj) Blinds creatures, outlines invisible things.
Knock (trans) Opens locked or magically sealed door.
Levitate (trans) Subject moves up and down at your direction.
Protection from Evil, Communal (abj) As protection from evil, but you may divide the duration among creatures touched.
See Invisibility (div)
Summon Monster II (conj)
Summon Swarm (conj)

Specialist: Conjuration (Teleportation School)
Opposition Schools (2+1): Necromancy, Enchantment, Illusion

STATISTICS

20 pt build :

S 0 10 (+0)
D 0 10 (+0)
C 2 12 (+1)
I 10 +2 18 (+4)
W 5 14 (+2)
Ch 3 13 (+1)
Added +1 Chr at 4th level

Abilities Str 10 (+0), Dex 10 (+0), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 14 (+2)

SKILLS 29 (2 +4 Int +1 Human / +2+4+1 / +2+4+1 / +2+4+1+1 FC )
Acrobatics +0 (+0 Dex)
Bluff +8 (4 rank +4 Int)
-- Feint +4 (+2 Chr instead)
Climb +0 (+0 Str)
Diplomacy +15 (4 rank +4 Int +1 trait +3 class +3 familiar)
-- Gather Info +13 (+2 Chr)
Disguise +2 (+2 Chr)
Escape Artist +0 (+0 Dex)
Fly* +0 (+0 Dex)
Heal +3 (1 rank +2 Wis)
Intimidate +3 (1 rank +2 Chr)
Knowledge(all)*
Knowledge(arcana)* +9 (1 rank +4 Int +3 class)
Knowledge(local)* +9 (1 rank +4 Int +3 class +1 trait)
Knowledge(planes)* +11 (4 rank +4 Int +3 class)
Knowledge(religion)* +8 (1 rank +4 Int +3 class)
Perception +6 (4 rank +2 Wis)
Ride +0 (+0 Dex)
Sense Motive* +9 (3 rank +2 Wis +1 trait +3 class)
Spellcraft* +11 (4 rank +4 Int +3 class)
Stealth +0 (+0 Dex)
Survival +0 (+0 Dex)
Swim +0 (+0 Str)
Use Magic Device +3 (1 rank + 2 Chr)

Background Skills 4 (2/2/2/2)
Appraise* +8 (1 rank +4 Int +3 class)
Craft(calligraphy) +8 (1 rank +4 Int +3 class)
Handle Animal +3 (1 rank +2 Wis)
Knowledge(engineering)* +8 (1 rank +4 Int +3 class)
Knowledge(geography)* +8 (1 rank +4 Int +3 class)
Knowledge(history)* +8 (1 rank +4 Int +3 class)
Knowledge(nobility)* +8 (1 rank +4 Int +3 class)
Linguistics* +8 (1 rank +4 Int +3 class)

The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

EQUIPMENT
Noble Outfit (75 gp)
Signet ring (5 gp)
Earing, jeweled (25 gp)
Pearl of Power (level 1)
Cloak of Resistance +1

Belt pouch (2 gp)
potions of delay poison (2)

Dagger (2 gp)

Spellbook 2 -
2nd - acid arrow, invisibility
1st - alarm, comprehend languages, identify, mage armor, magic missile, shield, unseen servant,
0 - detect magic, mage hand, open/close, read magic

Scrolls:
dispel magic
invisibility
mirror image
mount
Floating disk (was unable to learn)
Darkvision (75)
Knock (75)
See Invisibility (75)
Obscuring mist (12.5)
Detect secret doors (12.5)
Detect Poison x2 (6.25)
Read Magic x2 (6.25)

Rod of Extend (3000) 3x per day to double duration

Rod of Giant Summoning (3000) 3x per day to add Giant simple template
Creatures with the giant template are larger and stronger than their normal-sized kin. This template cannot be applied to creatures that are Colossal.
Quick Rules: +2 to all rolls based on Str or Con, +2 hp/HD, –1 penalty on all rolls based on Dex.
Rebuild Rules: Size increase by one category; AC increase natural armor by +3; Attacks increase dice rolled by 1 step; Ability Scores +4 size bonus to Str and Con, –2 Dex.

COINS
PP – 0
GP – 425
SP – 1
CP – 0

Spending:

150 - 99 + 389 + 9010.1 - 1180 (spellwork) - 500 (pearl) -7275

FEATS
Spell Focus: Conjuration (Human Bonus Feat) +1
Augment Summoning (1st Level Feat) - +4 Str & Con to summons
Scribe Spell (Wizard bonus feat)
Superior Summons (Level 3) - add one creature if summoning more than 1

TRAITS
Senatorial Hopeful (Campaign): While you belong to a noble family, hailing from the outlying prefectures means you lack the pull and wealth needed to rub shoulders with the stars of Oppara’s social scene. Your life has been quiet, isolated from the thrum of fashion and pop culture, but you see this as a source of insight and aim to help people by someday joining the senate. It’ll be a long journey, but you’ve already begun learning which hands to shake and how to listen carefully when others tell you what they want. You gain a +1 bonus on Diplomacy and Knowledge (local) checks, and both of these skills are always class skills for you. Once each week you can call on family connections to obtain a single piece of equipment or consumable magic item (such as a potion or scroll) worth up to your character level × 25 gp. Delivery of the goods you request takes 1d4 days. At 10th level, the potential value of a magical item increases to your character level × 50 gp, and your requests can also include spellcasting services and wands.

Student of Philosophy (Social) You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Outcast's Intuition (Magic) You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

Drawback: Power Hungry You’re addicted to power. Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Familiar: Thrush:

+3 Diplomacy and Speaks Taldor/Common

THRUSH CR 1/3
XP 135
N Diminutive animal
Init +2; Senses low-light vision; Perception +5

DEFENSE
AC 18, touch 18, flat-footed 16 (+2 natural +2 Dex +4 size)
hp 10 (20/2)
Fort +0, Ref +4, Will +5

OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +3 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +1; CMB –1; CMD 4
Feats Skill Focus (Perception)
Skills Fly +12, Perception +5

SPECIAL
Alertness, improved evasion, share spells, empathic link, Deliver touch spells

Eagle:

Eagle CR 1/2

XP —
N Small celestial/fiendish animal
Init +2; Senses darkvision 60 ft.; Perception +10

DEFENSE

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 [7]
Fort +3 [+5], Ref +4, Will +2; SR 5
Celestial – Resist acid, cold, and electricity 5
Fiendish – Resist cold and fire 5

OFFENSE

Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 [+3] (1d4) [1d4+2], bite +3 [+3] (1d4) [1d4+2]
Special Attacks smite evil/good

STATISTICS

Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1 [+1]; CMD 11 [13]
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

SPECIAL ABILITIES

Smite evil/good
1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.

SPECIAL ABILITIES

Human Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

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

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

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:

The following are the class features of the wizard.

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 interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Arcane School: 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. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. 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.

Teleportation (Conjuration) School
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

Summoner's Charm (Su): 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.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Spellbooks: 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 prohibited 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. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Pact Wizard (FF)
Some wizards make bargains with beings from other realms in order to gain arcane power. These pact wizards have unparalleled access to extraplanar allies, but these bonds never come without strings attached.

Familiar (Ex)
A pact wizard must select a familiar for his arcane bond. The familiar’s loyalty ultimately lies with the pact wizard’s patron, and it reports back to the patron on the wizard’s activities.

This ability alters arcane bond.

Pact Focus (Ex)
At 1st level, a pact wizard must choose one additional opposition school, even if he is a universalist. A pact wizard can’t pick conjuration as an opposition school.

This ability alters arcane school.

Pact (Ex)
A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype, or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement.

Aura (Ex)
A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level.

Pact Summons (Ex)
A pact wizard can select Sacred Summons as a wizard bonus feat. He can use this feat only to summon outsiders of his chosen subtype.

True Form (Ex)
At 7th level, a pact wizard’s familiar reveals its true form, automatically transforming into an outsider improved familiar of the chosen subtype.

BACKGROUND
Sydney Streegrenet has always been a resident of Oparra, and is quite the patriot. However, his family history is a little blemished because about 600 years ago, his family was torn in two - half remaining in Taldor, and half now a family in Cheliax. It was truly brother vs brother during the Cheliax rebellion, and it cost his family much. Generations have worked toward regaining some of the family's former glory, but there was always a bit of a taint to the family name. Growing up, the continued bitterness, and some hidden family connections to their Cheliax brethren, have been a source of power and intrigue. Still, the Streegrenets of Taldor are a noble family (of a lesser extent), and Sydney hopes to bring his family name again to greatness. Toward that end, he has embarked on a career path to become a Senator... and has participated in some questionable dealings in an attempt to gain power. (GM Note: His drawback is Power-hungry, and is central to his mindset). As such, he works hard to gain influence and rub elbows with the right people, including jumping at a chance to establish new leadership!

With the family still having a fair amount of influence and wealth, Sydney was able to attend the university and developed an interest in other planes. As a highly intelligent student, he excelled at his studies with little effort, but as an apprentice wizard, he barely got by. One day, playing with some conjuration spells, he managed to call a thrush of deep black hue which went by the name Iznagitur. This thrush promised to help him with his studies, serving as his familiar, and helped him navigate the early years with both magical help, and with navigating the internal politics of the university. A voice on his shoulder, the raven inspires Sydney to greatness, sometimes with questionable choices.

Planning:

Human wizard (conjurer) with two archetypes, both called Pact Wizard (which are very different from from different Paizo sources, but just fit the concept so well.

Progression: In truth, the familiar is a devil/imp in thrush/raven form (as part of the Pact) archetype. While Sydney is not evil, the familiar is, and will always be trying to tempt the would be wizard-senator in a master plan to cause more souls to suffer. Sydney's intentions are good, however, although not necessarily for the right reasons. It is a classic case of "making a pact with the devil for the greater good" scenario. As a politician, he believes he is working to make laws for the betterment of Taldor and its citizens, although the need to become powerful to do so is a slippery slope. So much of this character will be about balancing good and evil, while he remains more or less impassioned in the middle. The power really comes in mid-levels to allow faster casting via Sacred Summons, and also allowing summoning of devils which would not otherwise be available. Also note: This gives him an Aura of Lawful-Evil even though his alignment is not. And I want to clarify - at no time will this character become evil - much of the struggle is to keep from crossing the line despite the lure provided by the familiar. Sydney is planned to continue progression as a full utility wizard.

1: Spell Focus: Conjuration, Augment Summoning (+4 str, con)
2:
3: Superior Summoning - When summoning more than one creature, summon an extra one.
4: +1 Int
5: Sacred Summons - summoning devils(LE) is standard action
6:
7: Spell Penetration (feat?) (Improved familiar comes for free with archetype)
8: +1 Int
9: feat
10:

Summon feats:
Superior Summoning (Augment Summoning, CL 3)- When summoning more than one creature, summon an extra one.
Evolved Summoned Monster
Expanded Summon Monster
Profane Studies(4 ranks know planes) - Gain +5 on Knowledge checks and +2 CL on to cast a summon monster spell summoning durations involving evil outsiders
Proxy Summoning (CL5) - summons can carry touch and gain share spells
Starlight Summons - Summoned creatures gain a bonus on Perception and Stealth checks.
Sunlight Summons - Summoned creatures glow and are immune to blinding and dazzling effects.
Moonlight Summons -
Summon Neutral Monster - expand list, add counterpoised template
Summon Evil would be useful with sacred summons, but alignment (not aura) has to be evil, so no good.