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About Victarion Gauss The Gauss Equation:
The story of Victarion Gauss Fibonacci is one of calculus.
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.
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
Stats
Size / Type: Medium Humanoid (Human)
Attributes
___________________ Offense
BAB: +1 ___________________ Defense
HP: 17 (3d6 + 3 Con +3 Favored Class)
Fort: +2 (+1 Base +1 Con)
___________________ Spells Prepared
DC: 10 + Spell Level + Intelligence Modifier
CL: 3 (5 for Burning Hands) Level 0:
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 [] ___________________ SpellBook
Level 0:
All 0th Level spells except those from the Enchantment and Necromancy Schools. Level 1:
Total Number: 9 (3 Starting + 4 Intelligence +2 Level) Burning Hands Shield Grease Summon Monster I Mount Magic Missile Windy Escape Mage Armor Comprehend Language Level 2:
___________________ Skills
Per Level: 9 (2 Base + 4 Int + 1 Human + 2 Background) Skills List:
Disable Device +10 (3 DEX +3 Class +3 Rank +1Trait)
Background SKills:
___________________ Traits
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.
___________________ Feats
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. ___________________ Special Abilities
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
OFFENSE
STATISTICS
SPECIAL ABILITIES
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)]
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):
___________________ Equipment
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"
"BOOK LARIAT"
"LIQUID ICE"
"BOBO's SMALL BACKPACK"
"EXPLORER'S OUTFIT"(WORN)
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