Wizard (Diviner) 2 | HP 14/14 | AC 12, T 12, FF 10, CMD 12 | F+2 R +2 W +3 | Init +7, Perception +1 (Forewarned) | Prescience 7/7 | Bonded Spell 1/1
About Wayland Egorius
Wayland grew up in Eleder, in the colony of Sargava. His swimming skill is a legacy of this coastal city. Born to privilege, he received a stellar education, excelling in history and magic. His parents were moderates, who sought good relations with the natives as long as their own status was not threatened. They were archaeologists and explorers; Wayland participated in many explorations of ruins in the Mwangi Expanse with them, seeking ancient magic and lore. His father's cousin is Praetor Ezio Egorius.
After a time, the oppression of the natives began to grate on him. Was not the greatest wizard of all, Nethys, a Garundi? Did not the Mwangi claim Old-Mage Jatembe? Had Wayland not seen marvelous relics of ancient civilizations in the Expanse that rivaled any seen in Avistan? Even though his parents were more progressive than many of their fellow colonists, he still felt ill at ease in Sargava, where the belief in Chelish racial supremacy hadn't ended with independence.
Wayland left Sargava and sought his fortune elsewhere. He has applied to join the Pathfinder Society, and was told to prepare a report on the Thassilonian ruins of Varisia. Accordingly, Wayland learned Thassilonian, read up on the history, and has traveled to Sandpoint to begin his first-hand research.
Appearance and Personality:
Wayland is a tall and fit man of Chelish descent. His skin is tanned from many years in Sargava, 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. He dresses the part of a Sargavan jungle explorer, and can ramble on about the details of plants and animals, but it soon becomes clear that his actual wilderness skills are lacking. With some embarrassment, he’ll note that servants took care of much of the practical details on his past expeditions.
He seeks knowledge in general, and has a particular curiosity about all things magical. Wayland is respectful of Nethys, but not a true worshiper at this point. Wayland is not as detached as that god, being generally kind-hearted, though he is also pragmatic. Wayland is also somewhat averse to arguing. In most cases, he’ll offer his understanding of the facts and let those who feel more strongly debate the ethics and morality. His leaving Sargava rather than fighting for reform is reflective of this element of his personality.
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 outstanding.
He will likely take Lookout as soon as another PC can take it (could even shift around to take it at first level). This is a good teamwork feat with a Diviner in the party.
In combat, he’ll hope to win initiative and prepare to disrupt or counter-spell enemy spellcasters. Down the line, he’ll look to improve his Dispel checks. 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). He’s still a wizard. I know how to make a more highly-optimized wizard and think it would be bad for the game. The whip and bola have great synergy with True Strike for boss fights against humanoid opponents.
Most likely near-term feat progression:
3: Inexplicable Luck
5: Crafting feat, Lookout
Human Wizard (Foresight Diviner); Opposition Schools Conjuration, Enchantment
N Medium Humanoid
Deity: None, though considering Nethys
Alternate Racial Traits: Heart of the Sea (+2 to Profession-Sailor and Swim, both are class skills, +4 concentration to cast underwater)
Init +7; Perception +0
AC 12, touch 12, flatfooted 10 (+2 Dex)
HP 14 (2d6+4)
Fort +2, Ref +2, Will +3
Melee Dagger +1 (1d4/19-20) or Whip -3 (trip/disarm)
Ranged Light Crossbow +3 (1d8/19-20), Dagger +3 (1d4/19-20), or Bola -1 (trip)
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
BAB +1; CMB +1; CMD 13
Feats Scribe Scroll, Improved Initiative, Defiant Luck
Traits Sea-Souled, Outlander (Lore Seeker - Ray of Enfeeblement, Burning Hands, Possession)
FCB Wizard +1 Skill Point
Skills (7 per level) Arcana 2 +10
Religion 1 +8
Planes 1 +8
Dungeoneering 1 +8
Local 1 +8
Nature 1 +8
Spellcraft 2 +9
Swim 2 +8 (can always Take 10)
Survival 1 +1
Appraise 1 +8
Perception 1 +1
Background Skills History +9, Linguistics +9
Languages Common, Thassalonian, Goblin, Draconic, Aklo, Celestial, Varisian
Spell component pouch, Spellbook, Journal, Ink, Inkpens (3), Dagger, Bola, Light crossbow, 10 bolts, Whip, Backpack, Wineskin, Bedroll, Explorer’s outfit, 5 days’ trail rations, bonded amulet
Special Forewarned (always act in surprise round, +1 Init), Prescience (pre-roll 7/day), Arcane Bond (amulet)
Cantrips Prepared Disrupt Undead, Detect Magic, Light, Open/Close
Spells (* prepared) Mage Armor, Shield, Protection from Evil*, Burning Hands (DC 16)*, Magic Missile, Comprehend Languages, True Strike*, Feather Fall*, Touch of the Sea
Current encumbrance: 30 lbs (light)
Money 72.9 gp spent, 17.1 remaining