Mage Slayer

Thurk von Wolkowitz's page

113 posts. Organized Play character for CyberMephit.


Full Name

Thurk von Wolkowitz

Race

Half-Orc

Classes/Levels

Wizard 2 | HP 22 | AC 16 | F:5, R:6, W:7 | Perc: +5 (Darkvision)

Gender

Male

About Thurk von Wolkowitz

Background:

Son of a retired Lastwall knight and a former orc prisoner turned maid, Thurk is a Lastwall refugee. During the calamity his life was saved by Pathfinders, and when he learned that there is a faction dedicated to containment and destruction of ancient evils, he understood that he found his calling. His ultimate goal is to contribute to the destruction of at least re-imprisonment of Tar-Baphon, and he vigorously pursued the study of the protective magic which he believes will be the indispensable tool in this task. But he also understands that a dead wizard is a useless wizard, so he took medical studies as his secondary field. After graduation from the School of Spells, the time has come for Thurk to prove himself in the field work!

Chronicles:

Level 1:
Started 1-12 with 4 gp
Earned 14.4 gp
Spent 2 gp to learn Command

GM'ed 1-11
Earned 14.4gp

Started 1-15 with 30.8 gp
Earned 14.08 gp

Purchased scrolls of Ant Haul, Create Water - 8 gp
Learned Color Spray, Magic Weapon, Summon Animal, Grease - 8gp
Current wealth: 28.88 gp

Level 2:
GM'ed 2-03
Earned 22gp
Current Wealth: 60.88 gp

Perception +5; Darkvision
Languages Common, Draconic, Elven, Dwarven, Halfling, Orcish
Skills Acrobatics +6, Arcana +8, Diplomacy +5, Lore: Undead +8, Medicine +5, Nature +5, Occultism +8, Religion +5, Society +8
Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +1
Items Wizard's kit, healer's tools
Melee Staff +4 1d8 Bludgeoning
Ranged Crossbow +6 1d8 Piercing, Reload 1
AC 16, Fort +5, Ref +6, Will +7
HP 22
Speed 25 feet, Bulk 4.2/5

Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You areholding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Drain Bonded Item (Arcane, Wizard) Frequency once per day Requirements You haven't acted yet on your turn. You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell youprepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

Arcane Prepared Spells DC 18, attack +8
1st Magic Weapon, Magic Missile, Shattering Gem;
Cantrips Telekinetic Projectile, Ray of Frost, Read Aura, Detect Magic, Electric Arc, Shield, Prestidigitation, Produce Flame

Arcane Spells known:
1st: Charm, Command, Fear, Color Spray, Magic Weapon, Summon Animal, Grease; Endure
Cantrips: , Mage Hand, Ghost Sound

Focus Spells (1 points) Protective Ward Area 5-foot-radius emanation centered on you Duration sustained up to 1 minute
You emanate a shimmering aura of protective magic. You and any allies in the area gain a +1 status bonus to AC. Each time you Sustain the Spell, the emanation's radius increases by 5 feet, to a maximum of 30 feet.

Addi tional Feats Half-Orc, Orc Sight, Cantrip Expansion, Courtly Graces
Additional Specials Arcane Bond, Arcane School (Abjuration), Arcane Thesis (Spell Substitution)