Amin Jalento

The Magician, Zomeraand's page

121 posts. Alias of Cuchulainn.


Full Name

Zomeraand

Race

Human

Classes/Levels

Wizard (Universalist) 2 l AC 16 T 13 FF 14 l HP 16/16 l F +1 R +2 W +4 l Init +2 l Perc +1

Gender

Male

Size

Medium (5'10" 165 lbs.)

Age

27

Alignment

Neutral

Deity

Nethys and Irori

Location

Magnimar

Languages

Common, Varisian, Draconic, Dwarven, Elvish, Celestial, Thassilonian

Occupation

Scholar of Antiquity and general Know-it-all

Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 13
Charisma 10

About The Magician, Zomeraand

AC: 16* (12 touch, 14 flat-footed with mage armor, 10 flat-footed without)

HP: 16/16 (6 base, 5 level, +2 con, +3 toughness feat)

Perception: +1

Initiative: +2 (+2 dex)

Speed: 30 ft.

BAB: +1 Attack: +1 melee//+3 ranged/+5 ranged with hand of the apprentice

CMB: +1
CMD: 12

Fort: +1 Ref: +2 Will: +4

Appearance: Zomeraand is an average-sized man of medium build with a medium skin tone, grey-blue eyes and red-blonde hair. His hands and fingers are ink stained. He wears an amulet of polished bronze with a translucent, sky blue sapphire in its center.

Personality:

Zomeraand is a man very confident in his intellect. He rarely passes over the opportunity to establish himself as the smartest person in the room, especially when dealing with people who need his assistance or want something from him, although he wisely keeps his mouth closed around those who he considers to be his betters. He has little tolerance for mindless drudgery, preferring activities that increase his knowledge or challenge his cognitive skills. Zomeraand has a keen interest in legends, mythology, ancient artifacts and cultures, and is easily engrossed by documents and artifacts of antiquity.

Background:

Zomeraand has recently completed his apprenticeship in the Kyver’s Islet district of Magnimar. His magical education was a largely self-directed one. His Mistress, Altha Tyne, was a retired officer of the Varisian Navy who had taken to the heavy consumption of exotic plant extracts ever since she gave up her life on the high seas. Tyne was often too engrossed in whatever daydreams and hallucinations she was experiencing to offer any proper instruction on the art of magic. As a result, Zomeraand often took it upon himself to access her small library of tomes and scrolls. Through a decade of trial and error, supported by occasional moments of lucidity from Tyne, he was able to grasp the fundamentals of magic sufficient to pursue the art without any further hand-holding.

Zomeraand never liked Kyver’s Islet. The whole district is loud, dirty, and crowded. Silence never falls, even in the darkest part of the night, and walking its streets is an open invitation to be manhandled and pick-pocketed. Now that he is ready to strike out on his own, Zomeraand wastes little time preparing to leave Kyver’s Islet and the rest of Magnimar behind. He longs to see and explore the ancient ruins and sites he has only read about. For his first journey, he intends to visit the Thassilonian ruins located just outside of Sandpoint.

RACIAL ABILITIES:

+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).

TRAITS:

Scholar of the Ancients (campaign): +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks, and the ability to speak and read ancient Thassilonian.

Scholar of Ruins (human): + 1 to Knowledge (geography) and Knowledge (dungeoneering), and one of these is always a class skill.

CLASS ABILITIES:

Arcane Bond: Bonded Object (Amulet): Wizards who select a bonded object begin play with one at no cost. The ring must be worn to have effect. 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).

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 the Craft Magic Arms and Armor feat in Feats). 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.

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).

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Spells per Day: 0-level: 4 1st level: 3

Spells Prepared:

0-level:

prestidigitation
ray of frost
dancing lights
detect magic

1st level:

burning hands
color spray
mage armor

Spell Book:

0-level:

acid splash
arcane mark
bleed
dancing lights
daze
detect magic
detect poison
disrupt undead
flare
ghost sound
light
mage hand
mending
message
open/close
prestidigitation
ray of frost
read magic
resistance
spark
touch of fatigue

1st level:

burning hands
color spray
comprehend languages
identify
mage armor
magic missile
ray of enfeeblement

SKILLS (2 + 4 int + 1 racial +1 favored class, +2 Background* = 10 points/level):

*Appraise (int):* +9 (2 rank, 3 class, 4 int)

Knowledge, Arcana (int): +10 (2 rank, 3 class, 4 int, 1 trait)

Knowledge, Dungeoneering (int): +10 (2 rank, 3 class, 4 int, 1 trait)

*Knowlege, Engineering (int):* +9 (2 rank, 3 class, 4 int)

Knowledge, Geography (int): +10 (2 rank, 3 class, 4 int, 1 trait)

Knowledge, History (int): +10 (2 rank, 3 class, 4 int, 1 trait)

Knowledge, Nature (int): +9 (2 rank, 3 class, 4 int)

Knowledge, Planes (int): +9 (2 rank, 3 class, 4 int)

Knowledge, Religion (int): +9 (2 rank, 3 class, 4 int)

Spellcraft (int): +9 (2 rank, 3 class, 4 int)

FEATS:

Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Scribe Scroll (bonus): You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

ARMOR:

None

WEAPONS:

Dagger (1d4, 19-20 x2, 10', type: P or S) 2 gp, 1 lb.

EQUIPMENT:

Masterwork amulet (bonded object)
Traveler's outfit, 5 lbs.

Spell component pouch, 5 gp, 2 lbs.

Scroll case, 1 gp, .5 lb.
-Scroll of comprehend languages, 25 gp
-Scroll of detect poison, 12 gp, 5 sp
-Scroll of ray of enfeeblement, 25 gp

Belt pouch, 1 gp, .5 lb.
-Flint and steel, 1 gp

Waterskin, 1 gp, 4 lbs.

Backpack, 2 gp, 2 lbs.
-Bedroll, 1 sp, 5 lbs.
-Mess kit, 2 sp, 1 lb.
-Trail rations (4 days), 2 gp, 4 lbs.
-Waterproof Bag, 5 sp, .5 lb.
--Spellbook, 3 lbs.
--Journal, 10 gp, 1 lb.
--Ink, 8 gp
--Pen, 1 sp

Coin: 6 gp, 6 sp, 0 cp

Weight Carried: 30.0 lbs. (light load: <34.0 lbs., medium load: 34.0 - 66.9 lbs., heavy: 67.0 - 100 lbs.)