Imeckus Stroon

Victarion Gauss's page

211 posts. Organized Play character for EmissaryOfTheNorth.


Full Name

Victarion Gauss Fibonacci

Race

Human

Classes/Levels

Wizard | HP: 2/17 | AC: 13, T: 13 I, FF: 10 | Fort: 2, Reflex: 4, Will: 2 | CMB: 0, CMD:13 | Init: +11 | Perception: +1

Gender

Male

Temporal Stuff:
1 str damage due to poison]

Size

Medium

Age

34

Alignment

True Neutral

Deity

Self-Militant Agnostic

Languages

Common, Draconic, Dwarven, Elven, Ignan

Occupation

Scholar, Teacher, Demmolitions Expert

Strength 8
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 8
Charisma 12

About Victarion Gauss

The Gauss Equation:

The story of Victarion Gauss Fibonacci is one of calculus.
As the son of a pair of mildly famous Wizards he was destined to learn the intrincacies of arcane magic. Since he was able to talk he was under the tutelage of his father, Luis Diego Gauss Fibonacci, who taught him of the arcane and the divine, of the mundane and how to twist it with pure force of will... and he taught him of numbers.
Numbers, you see, are a peculiar kind of being. They are bound by their own rules, but they bound the world as a whole: Everything can be expressed and explained with the appropiate formulae.

This fact enraptured Victarion, who from an early age decided to master the most abstract -and at the same time exact- science of all: Maths.
He studied at every moment possible, resolving for X, drawing schemes, developping equations. He was good, one of the best, and this training helped him in his Wizard training.
No spell was too big or too large, too intense or too weak: he calculated everything beforehand. But one day he discovered something he couldn't comprehend or explain with numbers: the instant gratification of blowing something up with magic.

The day he first cast an Evocation spell he felt euphoric. Even resolving the most difficult equation of the world paled in comparison.

With his two life loves found, when he was 26 he decided that he would research and teach in the Arcanamirium. For 7 years he studied there and he even got to help in some of the teacher's researches. But he couldn't forget that thrilling sensation that produced the magical fire burning stuff up, nor his love of maths.

One day he cloistered himself in his room. He mixed algebra, calculus and evocation magic. He wrote, he calculated and he dreamt. When he exited two weeks later he claimed two discoveries: to have been perfected the Fireball spell, the ultimate weapon of an Evocation Wizard and that he could use the since then called Gauss Equation to alter the flows of magic and channel a part of his life essence when casting a spell, therefore changing its fundamental basis and allowing him to transmute fire into cold, water, acid or thunder... and vice versa.

Most of his pals called bluff on it, and when the teachers said him that he should focus in his basic studies instead of tinkering over what he could, he left to prove himself and to prove others.

Outside of his comfort zone he went back to his roots and just observed the environment: he saw a numerical pattern, something he couldn't fully comprehend and simply followed it. He didn't knew where he was going, but the numbers never ever have failed him.

Victorion Gauss Fibonacci
Male Human
Wizard(Admixture School) 1
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Stats
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Size / Type: Medium Humanoid (Human)
Alignment: TN
Deity: Self-Militant Agnostic
Age: 34
Speed: 30 Ft.
Initiative: +11
Senses: Perception +1
Languages: Common, Draconic, Dwarven, Elven, Ignan

Attributes
STR 08 (-1)
DEX 16 (+3)
CON 12 (+1)
INT 18 (+4)
WIS 08 (-1)
CHA 12 (+1)

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Offense
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BAB: +1

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Defense
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HP: 17 (3d6 + 3 Con +3 Favored Class)
AC: 13 (10 Base + 3 Dex)
Touch: 13 / Flat-Footed: 10
CMB: 0 (1 BAB - 1 Str)
CMD: 13 (10 Base + 1 BAB - 1 Str + 3 Dex)

Fort: +2 (+1 Base +1 Con)
Refl: +4 (+1 Base +3 Dex)
Will: +2 (+3 Base -1 Wis)

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Spells Prepared
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DC: 10 + Spell Level + Intelligence Modifier
(+2 for Spells from the Evocation School)

CL: 3 (5 for Burning Hands)

Level 0:

Total Number: 4 (4 Spells per Day)
Detect Magic
Ray of Frost
Spark
Light


Level 1:

Total Number: 4 (2 Spells per Day + 1 Intelligence + 1 Arcane School)
4x Burning Hands
[X].[X].[X].[]

Level 2:

Total Number: 3 (1 Spells per Day + 1 Intelligence + 1 Arcane School)
2x Invisibility
[X].[X]
Flaming Sphere
[]

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SpellBook
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Level 0:

All 0th Level spells except those from the Enchantment and Necromancy Schools.


Level 2:

Total Number: 2 (0 Starting + 0 Intelligence +2 Level)
Invisibility
Flaming Sphere

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Skills
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Per Level: 9 (2 Base + 4 Int + 1 Human + 2 Background)

Skills List:

Disable Device +10 (3 DEX +3 Class +3 Rank +1Trait)
Knowledge(Arcana) +10 (4 INT +3 Class +3 Rank)
Knowledge(Planes) +10 (4 INT +3 Class +3 Rank)
Knowledge(Local) +10 (4 INT +3 Class +3 Rank)
Knowledge(Nature) +8 (4 INT +3 Class +1 Rank)
Knowledge(Religion) +9 (4 INT +3 Class +2 Rank)
Knowledge(Dungeoneering) +10 (4 INT +3 Class +3 Rank)
Spellcraft +10 (4 INT +3 Class +3 Rank)

Background SKills:
Appraise +9 (4 INT +3 Class +2 Rank)
Knowledge(Engineering) +9 (4 INT +3 Class +2 Rank)
Knowledge(History) +9 (4 INT +3 Class +2 Rank)


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Traits
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Nimble Fingers, Keen Mind:

Here
You have studied clockwork mechanisms and other mechanical wonders.

Benefit(s): You gain a +1 trait bonus on Disable Device checks, and Disable Device is a class skill for you.


Magical Lineage(Fireball):

Here
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.

Benefit: 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.


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Feats
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Spell Focus(Evocation)(Bonus):

Here
Choose a school of magic. Any spells you cast of that school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic


Spell Specialization(Burning Hands)(1st Level):

Here
Prerequisites: Int 13, Spell Focus.

Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.

Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.

Greater Spell Focus(Evocation):

Here
Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.

Prerequisite: Spell Focus.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.


Improved Initiative:

Here
Your quick reflexes allow you to react rapidly to danger.

Benefit: You get a +4 bonus on initiative checks.


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Special Abilities
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Proficiencies:

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.

Arcane Bond: Bobo the Dodo:

Familiar: Dodo CR 1/4
XP 100
N Small animal
Init +0; Senses low-light vision; Perception +3

DEFENSE
AC 12, touch 11, flat-footed 11 (+1 size+1 natural)
hp 8 (Half Master's Hit Points)
Fort +4, Ref +2, Will 1

OFFENSE
Speed 20 ft.
Melee bite +1 (1d3–4)

STATISTICS
Str 3, Dex 11, Con 14, Int 6, Wis 9, Cha 6
Base Atk +0; CMB –5; CMD 5
Feats Weapon Finesse
Skills Perception +3

SPECIAL ABILITIES
Familiar : The master of a dodo familiar gains a +4 bonus on initiative checks
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat(+2 to Perception and Sense Motive).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

[Spoiler=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.

Opposition Schools(Necromancy & Enchantment):


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Equipment
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Gold: 416.7 gp

Equipment:

"WIZARD'S KIT"
Price 21 gp; Weight 21 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.

"SPELLBOOK"
Price -; Weight 3 lbs.
A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).

"BOOK LARIAT"
Price 3 sp; Weight 1/2 lb
This braided metal cord comes with a clasp that affixes to the lock of a standard spellbook. The other end of the cord attaches to a belt or belt loop. The cord is 10 feet long and retractable. If you drop your spellbook while it's attached to the lariat, you can recover the spellbook as a standard action. While attached to you, the book can never be farther than 10 feet from you. Unclasping the book requires a move action, or the cord can be cut to free the book (hardness 5, hp 10).

"LIQUID ICE"
Price 40 gp; Weight 2 lb
Also known as “alchemist's ice,” this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.
If used as an alchemical reagent for Ray of Frost:
Ray of Frost (F): The spell deals +1 point of damage.

"BOBO's SMALL BACKPACK"
Price: 2 gp ; Weight: 1 lb.
This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides. It's created for a small and quite dumb bird called Bobo.

"EXPLORER'S OUTFIT"(WORN)
Price - gp; Weight 8 lbs.
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches , a belt, a shirt (with a jacket), gloves, and a cloak. The clothes have plenty of pockets (especially the cloak). The outfit also includes a Wizardly Hat. A big and pointy one.