Nickold Starweather

Trawets Aarock's page

261 posts. Alias of trawets71.


Full Name

Trawets Aarock

Race

Human

Classes/Levels

Wizard 1| AC 15 T 11 FF 14| HP 8/8 | F +1 R +3 W +2 | Init +1 | Perc +7

Gender

Male

Size

Medium

Age

18

Alignment

Neutral Good

Deity

Nethys

Languages

Celestial, Common, Draconic, Elven, Skald, Sylvan

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

About Trawets Aarock

Character Sheet:

Size Medium Humanoid (Human)
Init +1; Perception +7

DEFENSE
AC: 15 Touch: 11 Flat-footed: 14 (+4 armor, +1 dex)
HP: 8 (1d6+2)
Fortitude: +1 Reflex: +3 Will: +2

OFFENSE
Speed: 30
Ranged: Ray of frost +1 (1d3+1) Range: 30'
Melee: Quarterstaff +0 (1d6), Dagger +0 (1d4/19-20/x2)

STATISTICS

Str 10, Dex 13, Con 12, Int 18, Wis 10, Cha 10
Languages: Celestial, Common, Draconic, Elven, Skald, Sylvan
Base Atk +0; CMB +0; CMD 11

SKILLS

Skill Ranks: Appraise +8 (B1), Kn: Arcana +9 (1), Kn: Dungeoneering +8 (1), Kn: Geography +8 (1), Kn: Local +8 (1), Linguistics +8 (B1), Perception +7 (1), Sense Motive +2 (0), Spellcraft +8 (1), Use Magic Device +5 (1). Total: 7

Favored Class: Wizard +1 hp per level.

Wizard: Admixture Evoker Abilities:

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.

School: Evocation (Admixture) Opposition: Enchantment and Necromancy

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon's frigid breath weapon (a supernatural ability), but not a fire elemental's fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.
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).

Feats and Traits:

FEATS
1- Spell Focus (Evocation)
1- Spell Specialization: Burning Hands (Racial bonus)
1- Scribe Scroll (class bonus)
1- Alertness (Familiar)

RACIAL TRAITS

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
Adaptive Magic: The wonders of magic have always fascinated you, and you find the urge to tinker and experiment with magic almost irresistible. You could be the child of an alchemist, wizard, or witch; a member of the Pathfinder Society; or maybe someone with a touch of fey or dragon blood. You may not be trained in magic, and you’ve had your share of accidental mishaps, but you possess a natural knack for activating magic items. You’ve always been intrigued by the cold magic of the winter witches and ice mages of the North, and would love to get your hands on some of their magic items. You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you.

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Gear:

Wizard Robes (1#), Cold Weather Gear (7#), Dagger 2gp (1#), Quarterstaff (4#), Backpack 2gp (2#), Winter blanket 5sp (3#), Scroll Case 1gp (.5#), flint and steel 1gp, journal 10gp (1#), ink 8gp, inkpen 1sp, a mess kit 2sp (1#), soap 1cp (.5#), a spell component pouch 5gp (2#), 5 days trail rations 3gp (6#), waterskin 1gp (4#), Wooden holy symbol of Nethys 1 gp
Total: 33# 33/66/100

2 Potion of Cure Light Wounds
Scrolls: Comprehend Languages 25 gp, Read Magic 6.25gp.

3 gp 9 sp 4cp.

Backstory:

Trawets was raised by his transmuter father and white dragon blooded sorcerer mother in Oppara, Taldor's capital. They are arcane craftsmen, making a variety of different magic items. He was consistently in trouble for playing with the goods. His maternal grandmother was primarily responsible for his care when he was young. She captivated him her tales of her homeland of Irrisen and taught him her native Skald.

Trawets followed after his parents in their worship of Nethys but is much more fervent in his worship. He followed in his fathers vocation as a wizard, but is much more militant than either of his parents and chose the path of the Evoker, much to their displeasure. Inspired by his grandmothers stories of the north, Trawets choose a ermine familiar who generally travels around his neck or hides in a large pocket in his robes.

Six months shy of his 18th birthday he started asking the local clerics of Nethys for a quest. After six months of being pestered by Trawets the high priest decided to get rid of him on his 18th birthday. He sent Trawets to Heldren to investigate vague rumors of strange beasts in the Border Forest, that he wouldn't send any of the more useful worshipers on.

Trawets is 6'10", weighing 210 pounds and proudly dresses in wizard robes as he is extremely proud of his profession. He keeps his short brown hair cut short and has blue eyes.

Spellbook:

All Cantrips except Enchantment and Necromancy

First Level
Burning Hands
Color Spray
Identify
Mage Armor
Magic Missile
Shield
True Strike

Familiar: Evelyn:

Ermine
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
Defense
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +3
Offense
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +6, Stealth +14;
Racial Modifiers +4 Stealth, +8 Acrobatics
Special Abilities
Attach (Ex) When a weasel hits with a bite attack, it automatically
grapples its foe, inflicting automatic bite damage each round. Familiar: Alertness, improved evasion, share spells, empathic link

Daily Resources:

Versatile Evocation (7/day) Used: 0

Spells Memorized:

Cantrips (3):
Detect Magic
Light
Ray of Frost

First Level DC: 15/16 Evocation (2+1):
Burning Hands (S)
Color Spray
Mage Armor

Dice:

[dice=Ray of frost]1d20+1[/dice] [dice=Damage]1d3+1[/dice]
[dice=Quarterstaff]1d20+0[/dice] [dice=Damage]1d6[/dice]
[dice=Dagger]1d20+0[/dice] [dice=Damage]1d41[/dice]
[dice=Perception]1d20+7[/dice]
[dice=Appraise]1d20+8[/dice]
[dice=Kn: Arcana]1d20+9[/dice]
[dice=Kn: Dungeoneering]1d20+8[/dice]
[dice=Kn: Geography]1d20+8[/dice]
[dice=Kn: Local]1d20+8[/dice]
[dice=Linguistics]1d20+8[/dice]
[dice=Sense Motive]1d20+2[/dice]
[dice=Spellcraft]1d20+8[/dice]
[dice=UMD]1d20+5[/dice]
[dice=Fort Save]1d20+1[/dice]
[dice=Reflex Save]1d20+3[/dice]
[dice=Will Save]1d20+2[/dice]