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Vasaam Cathan's page

88 posts. Alias of AGM Lemming.


Race

| Init: +4 | Perc: +6 (Low-Light Vision) | Appraise: +3, Know(Arcana/Local): +7, Spellcraft: +7, Stealth: +7

Classes/Levels

| Active Conditions: None | Versatile Evocation: 6/6

Gender

Male Human Evoker | HP 7/7 | AC14 T13 F11 | F: +1, R: +3, W: +3

About Vasaam Cathan

Vasaam Cathan:

Character Name: Vasaam Cathan
Character Race: Human
Alignment: Neutral Good
Deity: Deveros

Current Moderator:
Adventure:
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Gender: Male
Age: 22
Height: 5' 10"
Weight: 150 lbs
Eyes: Blue
Hair: Blond
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Character Level: 1

Known Languages: Common, Aquan, Auran, Draconic

Stats & HP:

Strength: 10
Dexterity: 16 (5 points, Race +2)
Constitution: 12 (2 points)
Intelligence: 16 (10 points)
Wisdom: 12 (2 points)
Charisma: 11 (1 point)
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Hit Points: 7

Hero Points: 1

Defense: Armor Class & Saves:

Armor Class: 14 (Base: 10, Dex +3, Armor +1)
Flatfooted Armor Class : 11
Touch Armor Class: 13

Haramaki: +1 AC

Special Armor Class Notes:

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Save vs. Fortitude: +1 (Base: +0, Con: +1)
Save vs. Reflex: +3 (Base: +0, Dex:+3)
Save vs. Will: +3 (Base: +2, Wis: +1)

Special Save Notes:

Offense: Attacks & Weapons:

Initiative Modifier: +4 (Dex +3, Trait +1)
Base Attack Bonus: +0
Melee Attack Bonus: +0
Ranged Attack Bonus: +3

Special Combat Notes: Low-Light Vision

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Weapons:
Dagger 1d4 | 19-20/x2 | 10' | P or S
Quarterstaff on loan from Coraline

Skills:

Total skill points earned: 6/level (2 + Int(3) + Favored Class(1)) +2 Background Skills/level
Wizard Class Skills: Appraise(Int), Craft(Int), Fly(Dex), Knowledge(all)(Int), Linguistics(Int), Profession(Wis), Spellcraft(Int)
Perception & Stealth added by Fey Thoughts

Acrobatics: = +3 (Dex 3)
Bluff: = +0 (Cha 0)
Climb: = +0 (Str 0)
Diplomacy: = +0 (Cha 0)
Disguise: = +0 (Cha 0)
Escape Artist: = +3 (Dex 3)
Fly: = +3 (Dex 3)
Heal: = +1 (Wis 1)
Intimidate: = +0 (Cha 0)
Knowledge (arcana): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (local): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Perception: = +6 (Wis 1) 1 Ranks +3 [Class Skill] Trait +1
Ride: = +4 (Dex 3) 1 Ranks
Sense Motive: = +1 (Wis 1)
Spellcraft: = +7 (Int 3) 1 Ranks +3 [Class Skill]
Stealth: = +7 (Dex 3) 1 Ranks +3 [Class Skill]
Survival: = +1 (Wis 1)
Swim: = +0 (Str 0)

Background Skills
Appraise: = +3 (Int 3)
Artistry: = +3 (Int 3)
Craft (Carving): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Profession(Scribe): = +5 (Wis 1) 1 Ranks +3 [Class Skill]
Perform: = +0 (Cha 0)

Feats & Traits:

1st Level: Precise Shot
1st Level Human Bonus: Spell Focus(Evocation)
1st Level Wizard Bonus: Scribe Scroll

Traits:
- Magic: Havoc of the Society: +1 Force damage to any spell that deals damage
- Race: Gruff Watcher: +1 Initiative & Perception

Race: Human:

+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: Replaced by Low-Light Vision, Fey Magic & Fey Thoughts.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

- Low-Light Vision
Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).
- Fey Magic
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.
A human can take this trait in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
Favored Terrain: Urban. Spells: Orisons: Create Water, Guidance, Stabilize. 1st Level: Entangle
- Fey Thoughts
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Chosen: Perception & Stealth
In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).

Class: Wizard:

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

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ring): 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.
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. 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.

Arcane School: Evocation/Admixture
- 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.

Opposition Schools: Necromancy, Enchantment

Equipment & Gear:

Dagger: 2 GP, 1 lb.

Haramaki: 3 GP, 1 lb.

Explorer's Outfit

Backpack (common): 2 GP, 2 lbs. - Total Weight: 16 lbs.
Bedroll: 1 SP, 5 lbs.
Rations(2 days): 1 GP, 2 lbs.
Waterskin: 1 GP, 4 lbs.
Spellbook: 3 lbs.

Belt Pouch: 1 GP, .5 lbs. - Total Weight: 2.5 lbs.
Flint & Steel: 1 GP, -
Liquid Ice: 40 GP, 2 lbs.

Spell Component Pouch: 5 GP, 2 lbs.

Total weight carried: 22.5
Weapons: 1
Armor: 1
Equipment: 20.5

Carrying capacity : -> 38 Light, ->76 Medium, ->115 Heavy

Starting Gold: 70 GP
Weapons: 2
Armor: 3
Equipment: 51.1

Remaining Gold: 13 Gold, 9 Silver


Movement:
Base Speed: 30 ft.

Spellbook:

Opposition Schools: Necromancy, Enchantment
Cantrips:
- Acid Splash: Orb deals 1d3 acid damage.
- Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
- Dancing Lights: Creates torches or other lights.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Flare: Dazzles one creature (–1 on attack rolls).
- Ghost Sound: Figment sounds.
- Grasp: Retry a Climb check as an immediate action
- Haunted Fey Aspect: You surround yourself with disturbing illusions.
- Light: Object shines like a torch.
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- Message: Whisper conversation at distance.
- Open/Close: Opens or closes small or light things.
- Prestidigitation: Performs minor tricks.
- Ray of Frost: Ray deals 1d3 cold damage.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
- Spark: Ignites flammable objects.
- Vacuous Vessel: Make a single container appear empty.

Level 1: 6 Spells
- Adhesive Spittle: Conjuration
- Burning Hands: Evocation
- Crafter's Fortune: Transmutation
- Identify: Divination
- Mage Armor: Conjuration
- Magic Missile: Evocation

Prepared Spells:

Level 0: (3): Detect Magic, Prestidigitation, Ray of Frost
Level 1: 2 +1 (1 +Int(1) + Evocation)
- Adhesive Spittle
- Mage Armor
E: Burning Hands

Save DC: 10 + Spell Level + INT(3) - +1 for Evocation
Plus 1 spell from his spell focus (ring).

Spells from Fey Magic: Favored Terrain: Urban. Spells: Orisons: Create Water, Guidance, Stabilize. 1st Level: Cure Light Wounds

Character History:

Thirty years ago my parents were married.... Actually, there's more of interest in the details starting about a year before. My father was Bartholemeu Cathan, veteran sorcerer and Adventurer Guild 'fixer'. He was, like most sorcerers, charismatic, really good looking. But, he was also.... not weak, not stupid, not unwise, and not very agile. In other words, he was good with his magic but not much else. Enter Marianna Lothar, bar girl, sometimes singer, and an exceptional con artist.... That is to say that she was great at spotting an opportunity and taking advantage of it. She was actually a trained bard and a rogue, very smart, and not bad looking.

Mary met Bart at a bar with his friends after a successful mission. He was charming and the food and drinks were flowing easily. He was a sucker for Mary's charms. They stayed in touch while Mary played her long game, and a year later they were married so he could support her. I was born 8 years later. To her credit she wasn't terrible to Bart. And she wasn't terrible to me. She just wasn't much of a wife or mother other than not throwing me away as an infant.

As I said, Bart wasn't all that bright, but he wasn't completely clueless. I was ten when he stole me away and moved us to Arquette. I never saw Mary after that day but I was fine with that. Bart wasn't a full time father as he needed to work to earn the cost of our existence. While that may not sound good it let me take charge of a lot of things in my life. As an adult now I would agree that sounds crazy, a ten year old child in charge of his own life? But, I was a smart kid! Bart had taken me on a tour of the Grand Academy and I had fallen in love with learning. Well.... That may be a bit of an exaggeration, but I was smart enough to be a wizard, and I was very impressed with all of the books. I only had to convince Bart that the best place for me when he couldn't be home was the University. He was fairly easy to convince!

So, I was sort of an orphan of the university and had time to learn which of the staff were OK with kids, which might actually enjoy the company, and which to avoid at all costs. I wasn't telepathic or highly charismatic, but I had time. I even figured out that one of the instructors was a pedophile.... Added that one to the 'avoid at all costs' list! By my fourteenth birthday I was able to learn and cast every cantrip that I had heard of. I had also discussed several actual spells with my friends, but hadn't had the formal training to learn them or scribe them onto anything. I didn't have the price of a real spell book and Bart had bristled with anger when I mentioned that. He'd found himself another woman and wasn't enjoying anytime I happened to be in the way.

I started asking my friends at the university about an apprentice position. The responses were.... interesting. I was too young, too old, too well known and apparently thought to already be somebody's apprentice, and several other answers that indicated that such wasn't going to be an easy answer. Eventually I was able to get the expected answer, gold was needed. Getting the required amount was difficult, but not impossible. As a full time student I would need a full scholarship, impossible without a wealthy sponsor. But, by the time I turned sixteen I was able to figure out a working scholarship, half time as a student and half time working as a scribe. I also learned how to craft the paper and bindings to create books. The chemicals stank and I had to use the prestidigitation cantrip a lot to not stink up any room I was in after my work times.

For my eighteenth birthday Bart surprised me with a gift, the last that I received and the last time that I saw him as he departed Arquette. The gift was a platinum ring of the highest quality that I'd ever seen. It had been planned as a wedding ring for his new wife, but had never been given since she had rejected him. He'd had it re-sized for me without me ever knowing, and apparently he knew that I hadn't chosen a familiar and could use this as a wizard's focus. I hadn't known that he'd paid that much attention to my work and was very grateful.

Four years later I graduated from the university. I was now an actual wizard, equipped for work. I was directed to Yonford to apply for the Adventurer's Guild.

Character Personality and Appearance:

I am an average looking human, tall and slender. I am somewhat more agile than usual, but not beyond human normal, intelligent, but I tend to be quiet unless I feel 'something needs to be said'. My clothing and equipment is sturdy and well maintained, but otherwise nondescript.

Skills pdf