The Cinderlander

Wayland Egorius's page

352 posts. Alias of Aldizog.


Full Name

Wayland Egorius

Race

Human

Classes/Levels

Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

Gender

M

Size

M

Age

22

Special Abilities

Diviner's Touch 7/day, Forewarned +1

Alignment

N

Deity

Nethys

Languages

Common, Skald, Hallit, Giant, Tien

Occupation

Wizard and Caravan Guard

Strength 10
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About Wayland Egorius

Background:


Appearance and Personality:

Wayland is a tall and fit man of Chelish descent. His skin is tanned, and a bit more wrinkled that you would expect for a man of his age. He is a scholar, and very at home in the library, but also comfortable in the field.
Wayland is a follower of Nethys. In most cases, he's likely to be somewhat apathetic about good, evil, and ethics.

Role and Development:

As a Diviner, Wayland is going to try to make sure the party has the necessary information before charging ahead. He’ll be willing to spend spell slots and time on reconnaissance, rather than hoping to just power through everything. His Knowledge skills are also excellent.
I am willing to take Lookout if others will take it; this is a good teamwork feat with a Diviner in the party.
He’ll have a good number of utility spells, and some direct damage ones as well.
He is less than perfectly optimized (the prohibited schools and ability scores). I am so tired of 7-Str 7-Cha wizards spamming Grease and Glitterdust. So I refused to dump Str/Cha, and took Conjuration as an opposition school. But he’s still a wizard.

Character Sheet:

Wayland
Human Wizard (Diviner); Opposition Schools Conjuration, Enchantment
N Medium Humanoid
Deity: Nethys
Alternate Racial Traits:Focused Study
Init +4; Perception +4
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DEFENSE
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AC 14, touch 13, flatfooted 11 (+3 Dex, +1 Armor)
HP 12 (1d6+6)
Fort +3, Ref +3, Will +2
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OFFENSE
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Speed 30 ft.
Melee Dagger +0 (1d4/19-20) or Whip -4 (trip/disarm)
Ranged Light Crossbow +3 (1d8/19-20), Dagger +3 (1d4/19-20), or Bolas -1 (trip)
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STATISTICS
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Str 10, Dex 16, Con 14, Int 16 (18), Wis 10, Cha 10
BAB +0; CMB +1; CMD 13
Feats
1: Scribe Scroll (B), Skill Focus (Perception), Toughness
Traits Caravan Guard, Resilient
FCB Wizard +1 Hit Point
Skills (6 per level)
Knowledge (Arcana) 1 +8
Knowledge (Local) 1 +8
Knowledge (Nature) 1 +8
Spellcraft 1 +8
Perception 1 +4
Survival 1 +5

Background Skills
Knowledge (Geography) 1 +8
Appraise 1 +8

Languages Common, Skald, Hallit, Giant, Tien
Equipment
Spell component pouch, Spellbook, Dagger, Bolas, Whip, Backpack, Waterskin, Bedroll, Cold Weather Outfit, Silken Ceremonial Armor, bonded ring (total cost 54 GP)
Remaining: GP
Special Forewarned (always act in surprise round, +1 Init), Diviner's Fortune (+1, 7/day), Arcane Bond (ring)
Spells Prepared
0-level (3): Detect Magic, Open/Close, Light
1st-level (2+1): True Strike, Feather Fall, Shield
Spells Known
0: Resistance, Detect Magic, Detect Poison, Grasp, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Spark, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1: Alarm, Burning Hands, Feather Fall, Protection from Evil, Shield, True Strike, Vanish