Demon, Vilsteth

Vezper Whight's page

4 posts. Alias of william Nightmoon.


Full Name

Vezper Whight

Race

Tiefling

Classes/Levels

Wizard(Familiar Adept) 3

Gender

Male

Size

Medium

Age

25

Alignment

Lawful Neutral

Languages

Common, Infernal, Draconic, Elven, Celestial, Orc, Giant, Goblin, Dwarven

Occupation

Sage

Strength 13
Dexterity 16
Constitution 15
Intelligence 18
Wisdom 10
Charisma 11

About Vezper Whight

Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Feindish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class

Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance. (Electricity)

Prehensile Tail:Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Class traits:

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.

School Familiar (Ex): At 1st level, a familiar adept must select a familiar for his arcane bond. His familiar automatically gains the school familiar archetype (see page 14), but it cannot use its lesser school power until 4th level. At 8th level, it gains access to its greater school power. This ability alters arcane bond.

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.

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).

Diminished Expertise: A familiar adept doesn’t gain Scribe Scroll at 1st level or the wizard’s bonus feats at 5th and 10th levels. He must also choose one additional opposition school, even if he is a universalist.

Familiar Spells (Ex): A familiar adept stores his spells in his familiar rather than in a spellbook, exactly as a witch does. His familiar can freely trade spells known with a witch’s familiar, provided the spells traded are on both casters’ class spell lists. The familiar adept’s familiar uses the witch rules for familiars, including the increased cost of replacing the familiar. This ability alters spellbooks.

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).

Focused School (Ex): A familiar adept’s training is focused more deeply on his familiar and his school of magic. At 1st level, 5th level, and every 5 levels thereafter, his familiar gains the ability to use the wizard’s 1st-level school ability one time per day without it counting against the wizard’s daily uses.

School Powers:

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.

Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (8.5/day)

Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

Spells:
School:Evocation
Opposition:Abjuration, Illusion, transmutation,

0-(4/day),all non-opposition

1-(3/day),Magic Missile, corrosive Touch, True Strike, Burning Hands, Identify, Infernal Healing, Magic Weapon,Charm Person, Chill Touch

2-(2/day),Acid Arrow, Ghouls Touch

3-

4-

5-

6-

7-

8-

9-

Skills/Feats:
Skills (rank+class/ability/other)
Appraise (Int),6/4
Craft (calligraphy)(Int),4/4
Fly (Dex),0/3
Knowledge (Arcana) (Int),6/4
Know (Dungonering),4/4
know (Nature),6/4
Linguistics (Int),6/4
Profession (scribe)(Wis),4/0
Spellcraft (Int),6/4

Feats
Spell focus (Evocation)
Silent spell

Familiar:

School Link (Su): A school familiar can use the share spells and deliver touch spells abilities only with spells of its master’s specialized arcane school.

School Cantrip (Sp): A school familiar can cast at will one cantrip selected from its associated arcane school, using its master’s caster level.

Specialty Stowaway (Sp or Su): A school familiar can use any granted abilities of its master’s arcane school that have a limited number of uses or rounds per day, expending twice the number of uses or rounds as usual.

Lesser School Power: A school familiar gains the lesser school power matching its associated arcane school.

Lesser—Energy Boost (Su): Choose an energy type: acid, cold, electricity, or fire. The familiar gains resistance 10 to the selected energy type. Whenever an ally casts an evocation spell that has the chosen energy type as a descriptor while within 5 feet of the familiar, the spell deals bonus energy damage equal to its spell level.

Greater School Power: A school familiar whose master has taken the Greater School Familiar feat gains the indicated greater school power of its associated arcane school.

Greater—Eldritch Battery (Su): The familiar becomes immune to the energy type chosen for its energy boost ability. If the familiar’s master casts an evocation spell that has that energy type as a descriptor, and targets the familiar or includes it in the spell’s area, the familiar can choose to absorb the spell. Instead of the spell’s normal effect, the familiar gains the spell (including any metamagic feats applied to it) as a spell-like ability. It can use this ability once, at half the spell’s original caster level. If the halved caster level is insufficient to cast a spell of that level, the familiar doesn’t gain the spell as a spell-like ability. The effect fades after 1 minute if not used.

Greensting Scorpion CR 1/4
Source Bestiary 4 pg. 232 (Amazon), Ultimate Magic pg. 1 (Amazon)
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
Defense
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
Offense
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks poison
Statistics
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Ecology
Environment warm or temperate forests
Organization solitary, pair, or colony (3–6)
Treasure none
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.

Backstory:

Vezper Whight was born to a rich family. His mother was a lady, his father a powerful mage... it completely baffled everyone that the child of two such outstanding people would be a scaley monstrosity. that was until the Elemental-kin intervened and found that Vezper's father was a necromancer, and his mother a murderer. They quickly dispatched them, meaning to rid the world of them all... but then hhe was whisked away by a mage curious with tthe force of magic. He wanted to see what it had made, how it could grow and become powerful. The old man moved from the city to a small village where the men and woman didn't look twice. There he became a teacher. Well, mostly. Vezper had an interesting way of comming into the art and world of magic. He channeled it through his familiar, a scorpion he named Griz. The man tragically died of a stroke when Vezper was only 16. Leaving the teifling with only a few servants and Griz. Then one faithful night, he left. It wasn't long before he was attacked by bandits and taken prisoner at first he wondered why they hadn't killed him, they had just taken him prisoner. He later learned they liked him, and they where only poor men who couldn't feed their family because they where oppressed by the Elemental-kin. So Vezper joined them, he donned a mask to hide his monstrous appearance and became "The Bandit in White". He now makes a living helping bandits intercept caravans for the Elemental-kin.