Full Name |
William |
Race |
Human |
Classes/Levels |
Evoker 3 |
Gender |
Male |
Size |
Medium |
Age |
21 |
Special Abilities |
Evocation special abilities (Pathfinder Core Rulebook, 81) |
Alignment |
Lawful Good |
Deity |
Hieroneous |
Location |
Dunwich |
Languages |
Common, Elvish, Halfling, Hieroneous Speech |
Occupation |
Battlemage |
Strength |
12 |
Dexterity |
15 |
Constitution |
12 |
Intelligence |
18 |
Wisdom |
12 |
Charisma |
14 |
About William the Destroyer
Human
Attributes: Attribute of Choice +2 (Wis) and +1 (DEX, INT) to 2 other different
Human Versatility: Gain an Extra Feat (Skill Penetration)
Skilled: Gain an 1 Additional Skill Point per Level and the Skill Focus Feat (Perception)
Multi-Talented: They can choose two Favored Classes at 1st-level and gain a +1 HP and +1 Skill Point whenever they take level in either class
Languages: Begin with Keolan (local human) and either Human, Elven, Dwarven, Gnome, or Hin
Potential Additional Languages: Any modern non-secret language
Languages: Keolan, Oerdian, Draconic, Dwarven, Celestial
Traits: Reckless (replaced by Magical Lineage)
Magical Lineage (Trait)
One of their parents (mother) was a gifted spell caster who not only used metamagics often, but developed many magical items and perhaps even a new spell or two -- and the character has inherited a fragment of this greatness. Pick one spell when choosing this Trait. The character always has this spell prepared but does not count against their prepared spells. Further they can have prepared as a normal version of the spell or a metamagic version of the spell. When they apply a metamagic to this spell that adds at least 1 level to the spell, they treat it as actually as 1 level lower for determining the spell's final adjusted level.
Kin Bond (Twin-Sister) (Trait)
The bond between the character and a close sibling is nearly mystical. Choose a single sibling (Lady Cirthana, LG female-twin Human Priest-5 of Heironeous) with whom to share this bond. Once per day if the either character fails a Save while their sibling is on the same plane, they may reroll that saving throw using their sibling’s saving throw modifier. If they and their sibling are twins or otherwise part of a multiple birth, they gain a +2 Trait Bonus on the rerolled Save if they are within 10 miles of their sibling. Their sibling must be willing to grant them the reroll. If they fail their Save, they and their sibling are dazed for 1 round.
A Power to be Feared (Drawback)
The character compulsively seeks recognition so that their enemies will fear them as they should for the good deeds they have done, making it hard for them to act with subtlety. They take a -1 Penalty on Bluff, Disguise, and Stealth checks, and the Save DC for any Illusion they create is 1 lower than normal.
Seeker (Trait)
The character gains a +1 Trait Bonus to Perception checks, and Perception is a Class Skill for them.
Heironeous' Glorious Defense (Special Faith Trait)
As a Swift Action once per day, they may increase the AC of a friendly creature within 10 feet of them by 1 when the friendly creature is the target of a weapon attack. They can choose to use this feature after the attack roll is made, but before the outcome is determined. The AC bonus increases by 1 and the range by 5 feet at 5th, 9th, 13th and 17th level. This ability is restored every morning at dawn. Note: The bonus is doubled if the friendly creature has fewer hit dice than they do.
Chivalrous Duty (Special Faith Drawback)
When another non-enemy is in trouble, the character is bound by their honor to help them. If a friendly goes down the character suffers a -2 penalty on Attack rolls and Skill checks as long as they are farther than 10 feet away from the fallen friendly. If there are more than one and they are within 10 feet of at least the majority of the fallen friendly they suffer no penalty.
feats:
Racial Feat: Skill Focus (Perception)
The character gains a +3 bonus on all checks involving the chosen skill. If they have 10 or more Ranks in that skill, this bonus increases to a +6.
Racial Feat: Spell Penetration
They bain a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
1st-Level Feat: Spell Focus (Evocation)
They add +1 to the Difficulty Class for all saving throws against spells from the school of magic they selected.
3rd-Level Feat: Toppling Spell (Metamagic)
The impact of a Force spell is strong enough to knock a target prone. If a target takes damage, fails its Save, or is moved by the force spell, the caster makes a Trip check against the target, using their Caster Level plus their Casting Ability Score Bonus (Intelligence for wizards). This does not provoke an Attack of Opportunity nor if the check fails, can the target attempt to Trip the caster or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 it uses up a spell slot one level higher, than the spell's actual level.
Wizard:
Alignment: Lawful Good
Hit Die: 1d6 Con +3 Human +1
Starting Wealth: 3,120 gp
Weapon Proficiency: Simple Weapons
Armor Proficiency: None
Class Skills (2 +4 Int Mod +2 Human/lvl)(Background Skills +2/lvl)
Appraise (Int) Rank 1 (8)
Fly (Dex)
Linguistics (Int)
Perception (Wis) Rank 3 (12)
Spell Craft (Wis) Rank 3 (8)
Use Magic Device (Cha) Rank 2 (9)
Knowledge[ ] (Int)
Arcana Rank 3 (10)
Engineer Rank 1 (8)
Geography Rank 1 (8)
History Rank 1 (8)
Strategy Rank +2 (10)
Local Rank 1 (8)
Nature Rank 1 (8)
Nobility Rank 1 (8)
Planar Rank 1 (8)
Religion Rank 1 (8)
Underdark Rank 1 (8)
Craft[Alchemy] (Wis) Rank 2 (7)
Profession[Alchemy] (Int) Rank 1 (8)
Profession[Battle Mage] (Int) Rank 1 (8)
Non-Class Skills
Intimidate (Cha) Rank 2 (4)
Swim (Str) Rank 2 (3)
Note I gave you 1 Rank in all your Knowledge skills to make your character well learned, something if someone wanted to be know as a power to be feared would probably be. For as they say, Knowledge is power.
Your submission did not choose any languages so I chose the ones most likely for your character based on your background and focus. Keolan the most common human language of Keoland, Oerdian used a lot by the Keoland military, Draconic as it is considered the language of Arcane Magic, Dwarven because their are a lot Dwarves where you are originally from, and Celestial due to your religious fervor. If you do not agree with these and/or one to swap any out do so, just let me know.
Background: William wanted power. Although a worshipper of Heironeous; William studied magic. He did not want to spend his life in service of the Church, he wanted to destroy evil. He regards the Church of Hextor to be his enemy. However, despite wanting power to destroy -- William has a tender heart, one that would do no one harm.
Rather than convert to Boccob, William stayed with Hieroneous, figuring the small and influential church would have a battle mage praying every worship day. In his childhood, he was bullied though. Bullied because he was smarter than everyone else.
However, he trained as an evoker partly because he wanted power. Also partly because he wanted to defeat the Church's enemies. He was neutral to start out with, but his passions led him down the path of righteousness. Still he has needs. He desires a beautiful partner. Someone who will accept him for being a battle mage.