Harighal

Valdis Pechman's page

204 posts. Alias of Foxy Quickpaw.


Full Name

Valdis Pechman

Race

Human

Classes/Levels

Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

Gender

Male

Size

Medium

Age

35

Alignment

N

Deity

Pharasma

Languages

Common, Celestial, Auran, +1

Strength 10
Dexterity 12
Constitution 14
Intelligence 18
Wisdom 11
Charisma 14

About Valdis Pechman

Valdis Pechman
Valdis outlook on life from an early age was pessimistic. His mother told "Life could be worse." Valdis always replied "Life could be a lot better too." He just didn't believe that it actually would get better. And most of the time he was right. With the Hold of Belkzen and its Twisted Nails Orcs as neighbors, bad luck befell the area often enough. When his mother died through such an assault and his father drowned his sorrow in alcohol, he came to the conclusion, that life is just waiting for death to happen.
He turned to Pharasma who - according to his beliefs - shares that sentiment. And he took it upon himself to make sure that all who reached that goal of being dead stayed that way - he opposed undead whereever he found them. Not being the most devout follower and also using frowned upon methods, he nevertheless wears the holy symbol of Pharasma proudly.

HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

Crunch:

Male Human Servant of Pharasma (4)
None Medium humanoid (human)
Init +3, Senses Perception +4
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 29 ((4d6)+12)
Fort +3, Ref +2, Will +6 (+1 pessimist)

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OFFENSE
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Speed 30 ft.
Melee masterwork quarterstaff +3 (1d6/1d6)
Melee masterwork quarterstaff (head 1 only) +3 (1d6)
Melee masterwork quarterstaff (head 2 only) +3 (1d6)
Melee dagger +2 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4/19-20)
Special AttacksPower Over Undead ~ Command Undead,

Prepared Spells
Wizard (CL 4th; concentration +8)
2nd-command undead(DC 17), glitterdust(2)(DC 16), levitate
1st-grease(DC 15), mage armor(DC 15), ray of enfeeblement(DC 16), silent image(DC 15)
0th-dancing lights, detect magic, *disrupt undead
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TACTICS
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STATISTICS
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Str 10, Dex 12, Con 14, Int 18, Wis 11, Cha 14,
Base Atk +2; CMB +2; CMD 13
Feats Command Undead, Improved Channel, Spell Focus (Necromancy)
Skills Acrobatics +4, Appraise +10, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +10, Knowledge (Planes) +11, Knowledge (Religion) +11, Perception +4, Spellcraft +11,
Traits Reactionary,
Languages Auran, Celestial, Common, Terran
SQ arcane bond, arcane school, bolster, arcane bond (object), bonus feat, cantrips, enchantment opposition school, evocation opposition school, necromancy school, skilled, spells,
Combat Gear trail ration (4),
Other Gear masterwork quarterstaff, backpack, common, grooming kit, winter blanket, holy text (cheap), waterskin, belt pouch, wooden holy symbol, silver holy symbol, dagger, 3.5 gp
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SPECIAL ABILITIES
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Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with an object.)

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. 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.

Arcane Bond (Object) Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. 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. If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. 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.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips Wizards 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. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.

Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Evocation Opposition School You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite.

Bolster (Sp) As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a + 1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. These bonuses last for 2 rounds. The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability 7 times per day.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Necromancy School You have chosen to specialize in necromancy spells.

No Racial Subtype You have chosen no racial subtype.

Power Over Undead

Power Over Undead ~ Command Undead (Su) You can channel energy 7 times per day to command undead. You can command up to 4 hit dice of undead. The will save DC of your command undead attempts is 16.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. 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 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
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.

Manual Changes for Pactwizard Archetype

Effortless Magic (Ex)
Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute.

Patron Spells
At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar.
In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower.
This ability replaces scribe scroll.

Patron Spells from the Healing Patron
1st - Remove Fear
2nd - Lesser Restoration

Campaign Trait
The Pessimist: You expect the worst and have rarely been disappointed. Your dour outlook may hail from the original destruction of Roslar’s Coffer at the hands of the Twisted Nail tribe, the exile of the faithful from the nearby Sarenite temple, or some more personal misfortune, but it has set you apart among the largely forward-thinking population of Lastwall. Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results.

Feat - False Focus
You can use a divine focus to cast arcane spells.
Prerequisite: Knowledge (religion) 1 rank, ability to cast arcane spells.
Benefit: By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or less. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than the value of the divine focus, you must have the material component on hand to cast the spell, as normal.