Nickold Starweather

Trawets Aarock's page

324 posts. Alias of trawets71.


Full Name

Trawets Aarock

Race

Human

Classes/Levels

Wizard 1| AC 29 T 15 FF 25| HP 40/40 | F +5 R +5 W +5 | Init +14 | Perc +2

Gender

Male

Size

Medium

Age

18

Alignment

Neutral Good

Deity

Nethys

Languages

Abyssal, Aklo, Celestial, Common, Draconic, Elven, Gnome, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon

Strength 12
Dexterity 19
Constitution 16
Intelligence 33
Wisdom 14
Charisma 12

About Trawets Aarock

Character Sheet:

Size Medium Humanoid (Human)
Init +14; Perception +2

DEFENSE
AC: 29 Touch: 15 Flat-footed: 25 (+13 armor, +1 deflection, +4 dex, +1 natural armor)
HP: 40 (1d6+30+3+1)
Fortitude: +5 Reflex: +5 Will: +5
SR: 16 vs. arcane

OFFENSE
Speed: 30, Fly 60
Ranged: Ray of frost +4 (1d3+1) Range: 30'
Melee: Quarterstaff +1 (1d6+1)
Melee: Dagger +1 (1d4+1/19-20/x2)

STATISTICS

Str 12, Dex 19, Con 16, Int 33, Wis 14, Cha 12

Str: 8 (rolled) +4 (advanced) = 12
Dex: 15 (rolled) +4 (advanced) = 19
Con: 12 (rolled) +4 (advanced) = 16
Int: 17 (rolled) +2 (race) +4 (advanced) +10 (Mythic) = 33
Wis: 10 (rolled) +4 (advanced) = 14
Cha: 8 (rolled) +4 (advanced) = 12

Languages: Abyssal, Aklo, Celestial, Common, Draconic, Elven, Gnome, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
Base Atk +0; CMB +1; CMD 15

SKILLS

Skill Ranks: Appraise +15 (1), Craft: Calligraphy +15 (1), Fly +18 (1), Kn: Arcana +15 (1), Kn: Dungeoneering +15 (1), Kn: Engineering +15 (1), Kn: Geography +15 (1), Kn: History +15 (1), Kn: Local +15 (1), Kn: Nature +15 (1), Kn: Planes +15 (1), Kn: Religion +15 (1), Linguistics +15 (1), Perception +3 (1), Spellcraft +15 (1). Total: 14

Favored Class: Wizard +1 HP / level

Stat Increases:
4th:
8th:

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)
3 - Intensified Spell
5 - Greater Spell Focus (Evocation)
5 - Empower Spell (Class Bonus)
7 -
9 - Spell Penetration
10 - Dazing (Class Bonus)
11 - Greater Spell Penetration
13 - Quicken Spell
15 - Spell Perfection: Fireball
15 - (Class Bonus)
17 -
19 -
20 - (Class Bonus)

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
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. Fireball

Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Mythic: Archmage:

Mythic Tier Base Mythic Abilities

1st Hard to kill, surge +1d6
2nd Amazing initiative
3rd Recuperation
4th Surge +1d8
5th Mythic saves
6th Force of will
7th Surge +1d10
8th Unstoppable
9th Immortal
10th Legendary hero, surge +1d12

Mythic Feats
1-Mythic Spell Focus
3-Mythic Spell Lore
5-Mythic Spell Penetration
7-Mythic Spell Lore
9-Extra Path Ability

Ability Score
2- Int
4- Int
6- Int
8- Int
10- Int

Archmage Arcana: Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Path Abilities

1st Enduring Armor: This armor grants you an armor bonus to AC equal to 3 + your tier.
2nd Competent Caster: You automatically succeed at concentration checks except highest
3rd Arcane Potency 1st: Four bonus 1st-level arcane spell slots
4th Component Freedom: ignore 1 component of the spell: focus, material, somatic, verbal
5th Eldritch Flight: gain a supernatural fly speed of 60 feet
6th Channel Power: 1 use of mythic power when casting spell to up its damage by 50%
7th Arcane Potency 2nd: Four bonus 2nd-level arcane spell slots
8th Perfect Preparation: no longer need to prepare spells from a spellbook
9th Rapid Preparation: Prepare 1 spell 1 min. All spells 15 min.
10th Arcane Potency 3rd: Four bonus 3rd-level arcane spell slots
Extra Component Freedom 2: ignore 1 component of the spell: focus, material, somatic, verbal

True Archmage (Ex): At 10th tier, whenever you cast an arcane spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result. You gain spell resistance equal to 15 + your highest arcane caster level, but only against arcane spells. Once per round when your spell resistance protects you from a spell cast by an enemy mythic creature, you regain one use of mythic power.

Special powers:

Advanced Template

Well-Prepared Alternate Capstone: two additional cantrips per day, six additional 1st- and 2nd-level spell slots, four additional 3rd- and 4th-level spell slots, two additional 5th-level spell slots, and one additional 6th-level spell slot.

Gear:

Adventuring Clothes(1#), Dagger 2gp (1#), Quarterstaff (4#), Winter blanket 5sp (3#), Scroll Case 1gp (.5#), flint and steel 1gp, ink 8gp, inkpen 1sp, a mess kit 2sp (1#), soap 1cp (.5#), a spell component pouch 5gp (2#), 6 days trail rations 3gp (6#), waterskin 1gp (4#)
Total: 19#

Amulet of Natural Armor +1 2,000 gp
Handy Haversack 2,000 gp (5#)
+1 Cloak of Resistance 1000 gp (1#)
Ring of Protection +1 2000 gp
Rod of Selective Metamagic, Minor 3,000 gp (5#)
Rod of Empower Metamagic, Minor 9,000 gp (5#)
Glove of Storing 10,000 gp

Scrolls: Comprehend Languages 25 gp, Read Magic 6.25gp.

946 gp 9 sp 4 cp.

43/86/130

Backstory:

Concept

1. Trawets was an adventurer in his previous life. He remembers the fighter, the cleric and the thief, but not their names. He remembers clearing out the Haunted Halls, travelling to a big city on the coast. Meeting his wife. Living in the eastern forest of a kingdom with all of them including his twin children who absorbed all magic.

2. Trawets was a special servant of Nethys, the Magister of Evocaton. Each school had one as well as a universal one.

3. While trying to locate the Magister of Transmutation, an evil deity killed him in an instant and attempted to take his soul. Nethys intervened and while he couldn’t secure his soul sent him here with all the power that he could.

4. Trawets was taken in by a widower who had lost his wife and children to rampaging orcs.

5. Trawets believes magic is king and its use should be widespread. Why do something physically if magic can do it.

6. Trawets has looked for any sign of his past life, especially his wife and children but has found nothing.

Goals

Regain his lost spellcasting capabilities and knowledge.

Find his wife and children or what happened to them

Destroy the evil god responsible for his death or as much of his organization here as possible

Secrets

Trawets doesn’t tell anyone of his former position with Nethys. He is worried that may be what got him killed.
2. The deity responsible for his death was (I’ll leave that up to you as a possible plot point)

People

Carl Fredricksen took Trawets in after his rebirth. They have a strong bond with both missing wives and children.
Tess, Trawets wife, but he can’t remember her name.
Duradin local lad who wants to take over Carl’s farm, envious of Trawets relationship with Carl

Memories

He has fond memories of his life with his wife and children.
He remembers his time with his adventuring friends and the things they accomplished.
He has fond memories of helping Carl around the farm. Building stone walls. Chopping trees. Making the place prosperous.

Spellbook:

All Cantrips except Enchantment and Necromancy

First Level

Burning Hands M
Color Spray
Comprehend Languages
Ear Piercing Scream M
Enlarge Person
Expeditious Retreat
Floating Disk M
Grease
Identify
Mage Armor
Magic Missile M
Protection From Evil
Shield
Unseen Servant

Second Level
Blur
Darkvision
Flaming Sphere
Glitterdust
Invisibility
Mirror Image
Resist Energy
Scorching Ray M

Third Level
Displacement
Dispel Magic
Fireball M
Haste

Fourth Level
Dimension Door
Greater Invisibility
Phantasmal Killer
Wall of Fire

Daily Resources:

Mythic Power (23/day) Used: 0

Versatile Evocation (14/day) Used: 0

Spells Memorized:

Cantrips (5):
Detect Magic
Light
Mage Hand
Prestidigitation
Ray of Frost

First Level DC: 22/24 Evocation (14+1):
Burning Hands
Burning Hands
Burning Hands
Burning Hands (S)
Color Spray
Ear Piercing Scream
Enlarge Person
Expeditious Retreat
Floating Disk
Grease
Magic Missile
Magic Missile
Magic Missile
Shield
Shield

Second Level DC: 23/25 Evocation (5+1):

Third Level DC: 24/26 Evocation (5+1):

Fourth Level DC: 25/27 Evocation (4+1):

Fifth Level DC: 26/28 Evocation (3+1):


Dice:

[dice=Ray of frost]1d20+1[/dice] [dice=Damage]1d3+1[/dice]
[dice=Quarterstaff]1d20+1[/dice] [dice=Damage]1d6+1[/dice]
[dice=Dagger]1d20+1[/dice] [dice=Damage]1d4+1[/dice]
[dice=Perception]1d20+3[/dice]
[dice=Appraise]1d20+8[/dice]
[dice=Kn: Arcana]1d20+8[/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=Spellcraft]1d20+8[/dice]
[dice=Fort Save]1d20+2[/dice]
[dice=Reflex Save]1d20+4[/dice]
[dice=Will Save]1d20+3[/dice]