Valeros

Thael Silverstep's page

1,106 posts. Organized Play character for PatheticWretch.


Full Name

Thael Silverstep

Race

Human

Classes/Levels

Wizard 5 | HP 37/37 | AC 16; Tch 11; FF 15 | F +4; R +3; W +5 | CMB +1; CMD 12 | Speed 30 ft | Init +5 | mwk Quarterstaff: +2 (1d6-1) | Perc +7

About Thael Silverstep

Male Human Wizard 5 (Conjuration/Teleportation)
LG Medium Humanoid (Human)
Init +5 (Familiar); Senses Perception +7 (Alertness)
Languages Common, Aquan, Auran, Draconic, Dwarven, Elven, Goblin, Ignan, Terran, Thassilonian, Undercommon
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+4 mage armor, +1 Dex, +1 shield)
hp 37 (5d6, +10 Con, +5 favored)
Fort +4, Ref +3, Will +5
Defensive Abilities
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OFFENSE
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Speed 30 ft. (6 squares)
Melee mwk Quarterstaff +2 (1d6-1)
Ranged Sling +3 (1d4-1/x2)
Base Atk +2; CMB +1; CMD 12
Special Attacks
Specialist School: Conjuration Opposition Schools: Enchantment, Necromancy
Prepared Spell List: Wizard (CL 5, Concentration +11): *Specialist School
    3rd - heightened battering blast (DC 21, CL 7), heightened battering blast (DC 21, CL 7), summon monster III
    2nd - burning arc (DC 19), create pit (DC 19), heightened glitterdust* (DC 20), heightened glitterdust* (DC 20), summon monster II
    1st - burning hands (DC 18), color spray, feather fall, mage armor*, magic missile, vanish
    0th - detect magic, ghost sound, light, prestidigitation
Spells per Day: (4+2/3+2/2+1/0/0/0/0/0/0/ DC:16 + spell level)
Scrolls comprehend languages, protection from evil (x2), ray of enfeeblement, darkness, false life
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STATISTICS
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Abilities STR 8, DEX 12, CON 14, INT 23, WIS 10, CHA 8
Feats Spell Focus (Evocation), Spell Specialization (burning arc), Scribe Scroll, Craft Wondrous Item, Heighten Spell, Spell Focus (Conjuration) Story Feats: Lost Legacy, Stealth Synergy
Traits Magical Lineage (battering blast), Metamagic Master (glitterdust), Unbreakable Survivor Drawback Vain
Skills Acrobatics +1, Appraise +10, Bluff +0, Climb -1, Craft (Alchemy) +11, Diplomacy +5, Disguise +0, Escape Artist +1, Fly +8, Intimidate +0, Knowledge (Arcana, Planes) +14, Knowledge (Dungeoneering) +12, (Local, Religion) +13, Knowledge (Engineering, Geography, History, Nobility) +10, Linguistics +13, Perception +7 (Alertness), Profession (Scholar) +4, Ride +1, Sense Motive +2, Spellcraft +14, Stealth +1, Survival +0, Swim +0, Use Magic Device +5
SQ Summoner's Charm (2 additional rounds), Shift (10', 9/day)
Combat Gear metamagic rod (toppling, lesser), pearl of power, wand of grease [3/50], potion of cure moderate wounds, alchemist's fire, acid flask Other Gear headband of vast intelligence +2, cloak of resistance +1, handy haversack, mwk quarterstaff, longsword (broken), dagger (cold iron), sling, bullets (10), haramaki, darkwood buckler, outfit (cold-weather), mirror (small/steel), rations (trail/per day)(x2), mwk backpack, bandolier, spring-loaded wrist sheath (x2) (loaded with dagger), belt pouch, sack, scroll case (x2), spell book, spell component pouch (x2), bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), torch (x3), smoked goggles, earplugs, antiplague, 1,237 gp

Spellbook:
    Level 3: battering blast, summon monster III
    Level 2: burning arc, create pit, glitterdust, mirror image, resist energy, see invisibility, summon monster II, web
    Level 1: burning hands, comprehend languages, color spray, enlarge person, feather fall, grease, mage armor, magic missile, mount, protection from evil, silent image, summon monster I, unseen servant, vanish
    Level 0: acid splash, arcane mark, breeze, dancing lights, detect magic, detect poison, drench, flare, ghost sound, haunted fey aspect, jolt, light, mage hand, mending, message, open/close, penumbra, prestidigitation, ray of frost, read magic, resistance, root, scoop, scrivener's chant, spark

FAMILIAR:

Thanatos (alertness, improved evasion, share spells, empathic link, deliver touch spells)
Compsognathus
N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 12 (3d8)
Fort +4, Ref +4 (improved evasion), Will +4 (use master's if higher)

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +3 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +2 (use master's); CMB +2; CMD 11
Feats Improved Initiative
Skills Perception +4, Swim +10

The master of a compsognathus familiar gains a +4 bonus on Initiative checks.

Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

SPECIAL ABILITIES:

Arcane Bond (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.
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.
Familiar: A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
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.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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.
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.

BACKGROUND:

Thael Silverstep was born in the backwater town of Phaendar, but has spent much of his life trying to escape his provincial past. Thael's father was a human ranger and his mother a half-elf arcanist, making the boy 1/4 elf. Both of his parents had an adventuring background, but after some harrowing experiences had retired to a quiet life of farming on the frontier.

Thael was always intelligent beyond his years, reading by the time he was almost two. He always asked questions, and his parents could hardly give him enough books and information to keep him content. Eventually, they ran out of answers. His mother recognized latent magical ability and thought he should study in a bigger city. Thael had few interests in common with other frontier children, and would rather spend his time in a book.

Tragically, when Thael was 12 years old, his parents were killed defending Phaendar from attack. After a period of mourning, it seemed the right time for the young boy to begin his studies.

Thael's maternal grandfather ('Aduadar' in elven), an elf, sent the boy to Tamran briefly to study magic, but when that proved insufficiently challenging, sent for the boy to study in larger cities. Thael spent time learning in Kyonin, where he felt drawn to the elves and their magic. He loved their culture, and experienced an inferiority complex with more-talented elves.

Now an up-and-coming spellcaster, Thael seeks to make a name for himself. He wants to achieve greatness and understanding to prove himself worthy in the disapproving eyes of his elven peers, whose magical prowess he envies and seeks to emulate. After several years of study in Kyonin, he studied in Almas at the university. Thael came to love the big city life, becoming very metropolitan, in stark contrast to his provincial roots he would rather leave behind. He found great interest in researching magical items, and also hoarding information and secrets. He is a firm believer in the credo, "A secret isn't a secret if you tell anyone."

Still, he couldn’t completely forget his Phaendar past. His half-sister, Selde, still lived there. Though the two of them had been close as children, the busy wizard had found it difficult to keep up with her over the years, but had corresponded as best he could. He thought it was time to see her when she found some of their parents’ old journals and trinkets. Perhaps it was time to go back and visit. Though Thael has always felt the need to move past what Phaendar could offer him, it would always be his home, if for no other reason than to honor the memory of his parents.

Appearance
Thael is over 6-feet-tall and lanky. He is a bearded man with black hair. Though in his early thirties, his hair and beard are streaked with silver. Thael usually dresses in nondescript black robes with silver runes on the sleeves.

Personality
He behaves in a distinguished manner.

1. Background
    a. Conflict
    b. Challenges
    c. Mystery
    d. Passion
    e. Birthplace
    f. Family
    g. Professions and Crafts
    h. Significant Past Events
        i. Family-related events
        ii. Personal events
        iii. Notable individuals
    i. Mysteries
    j. Existing Conflicts
    k. What triggered adventuring?
    l. Initial possessions
    m. Bound duties
    n. Quests
2. Primary Motivators - Achievement and Understanding
3. Emotion and Core Traits
    a. Emotional Disposition and Moodiness - Curious, Even-tempered
    b. Core Traits
        i. Outlook: Optimistic
        ii. Integrity: Conscientious
        iii. Impulsiveness: Controlled
        iv. Boldness: Cautious
        v. Agreeableness: Agreeable
        vi. Interactivity: Reserved
        vii. Conformity: Conventional
4. Secondary Personality Traits
    a. Sense of Humor - Dry
    b. Favorite Topics of Conversation - Magical items, elves, secrets
    c. Group Affiliations
    d. Religion and Spirituality
    e. Quirks, Habits, and Oddities
    f. Hobbies and Enjoyments
    g. Mental Disorders
    h. Barks

Level Progression:

Level 1:
Class Taken: Wizard
Class Feature Gained: Spells, weapon and armor proficiency, bonus feat, arcane bond, arcane school, cantrips
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +6 int +1 human +2 background +1 free*): appraise (1), diplomacy (1), knowledge (arcana)(1), knowledge (history)(1), knowledge (local)(1), knowledge (religion)(1), knowledge (planes)(1), linguistics (1), perception (1), profession (scholar)(1)*, spellcraft (1), use magic device (1)
Feats: spell focus (evocation), spell specialization (burning hands), scribe scroll*, lost legacy*

Level 2:
Class Taken: Wizard
Class Feature Gained:
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +6 int +1 human +2 background): craft (alchemy)(1), diplomacy (1), knowledge (arcana)(1), knowledge (dungeoneering)(1), knowledge (engineering)(1), knowledge (local)(1), knowledge (planes)(1), knowledge (religion)(1), perception (1), spellcraft (1), use magic device (1)

Level 3:
Class Taken: Wizard
Class Feature Gained:
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +6 int +1 human +2 background): diplomacy (1), knowledge (arcana)(1), knowledge (dungeoneering)(1), knowledge (geography)(1), knowledge (local)(1), knowledge (planes)(1), knowledge (religion)(1), linguistics (1), perception (1), spellcraft (1), use magic device (1)
Feat: craft wondrous item

Level 4:
Class Taken: Wizard
Class Feature Gained:
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +6 int +1 human +2 background): diplomacy (1), knowledge (arcana)(1), knowledge (dungeoneering)(1), knowledge (local)(1), knowledge (nobility)(1), knowledge (planes)(1), knowledge (religion)(1), linguistics (1), perception (1), spellcraft (1), use magic device (1)
Ability Score: Int

Level 5:
Class Taken: Wizard
Class Feature Gained: bonus feat
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +6 int +1 human +2 background): craft (alchemy)(1), diplomacy (1), knowledge (arcana)(1), knowledge (dungeoneering)(1), knowledge (local)(1), knowledge (planes)(1), linguistics (1), perception (1), spellcraft (1), swim (1), use magic device (1)
Feats: Heighten Spell, Spell Focus (Conjuration)

*choose skills for headband of intellect (fly, sense motive*, stealth*)

Dice:

[dice=knowledge (arcana, planes)]1d20+13[/dice]
[ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc
[dice=knowledge (dungeoneering)]1d20+12[/dice]
[ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc
[dice=knowledge (local, religion)]1d20+11[/dice]
[ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc

[dice=ranged touch]1d20+3[/dice]

[dice=heightened battering blast (ranged touch)]1d20+3;3d6[/dice]
[dice=bull rush attempt (Int+CL)]1d20+6+5[/dice]

[dice=burning arc, 1st target (DC 19 Refl)]5d6[/dice]
[dice=burning arc, 2nd target (DC 17 Refl)]2d6[/dice]

[dice=mwk quarterstaff]1d20+2;1d6-1[/dice]
[dice=sling]1d20+3;1d4-1[/dice]

*Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1).
*teleportation: You can move 5 feet for every two wizard levels you possess. Use 3/day + your Intelligence modifier.

*https://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-sub stances/#TOC-Acid
*Collegiate Arcanist, Lorekeeper

6 *unbreakable survivor improves at lvl 6
*Persistent Spell, Improved Familiar, Improved Initiative, Augment Summoning, Superior Summoning, arcane discovery (craft construct?)

https://paizo.com/threads/rzs2um12?MinMax-SundayHighest-spell-DC
https://www.reddit.com/r/Pathfinder_RPG/comments/44sclb/battering_blast_giv ing_this_spell_a_second_look/

*Persistent A. Orb

*weapon: dueling
*armor:
*shield: darkwood buckler, enhancements?
*belt: Belt of Physical Might
*body: robe of the archmagi (+5 armor bonus, +4 resistance bonus to saves, SR 18, +2 vs. spell resistance, 37,500 gp)
*chest: Unfettered Shirt or Quick Runner's Shirt
*eyes: Annihilation Spectacles, Eyes of the Eagle
*feet: Boots of Striding and Springing, Spiderclimb Slippers
*hands: Glove of elvenkind
*head:
*headband: vast intelligence
*neck: amulet of natural armor
*ring: Ring of Protection
*ring: Ring of Invisibility, Ring of Freedom of Movement
*shoulders: Cloak of Resistance, Cloak of Displacement, Minor
*wrists: Sleeves of Many Garments, spellguard bracers, Bone Beads, longarm bracers
*slotless: Tome of Clear Thought, Dweomer’s Essence, Glove of Storing, handy haversack, pearl of power, caster's tattoo, rod of metamagic (toppling for magic missile and battering blast)(reach, persistent, quicken, extend, threnodic, logical), wayfinder, Dusty Rose Prism (Ioun Stone, cracked) (+1 Init), Dusty Rose Prism Ioun Stone (+1 AC), Cracked Incandescent Blue Sphere (+1 Perc), Cracked Magenta Prism (+2 any skill), Blessed Book (secret page spell), Ioun stone of +1 CL