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About William WyrdRuneName: William (Wallace) WyrdRune
CURRENT EVENTS:
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- Stats
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Male, Human(Medium) Alignment: NG (or LN w/Good tendencies?) Human Stats: +2 to any 1 (15Pt Buy)
Skills
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Acrobatics: (Dex)(cc) Y + Appraise: (Int)(C) Y + Bluff: (Cha)(cc) Y + Climb: (Str)(cc) Y + Craft: (Alchemy) (Int)(C) Y + (, C +3, [r]) Diplomacy: (Cha)(cc) Y + Disable Device: (Int)(cc) N + Disguise: (Cha)(cc) Y + Escape Artist: (Dex)(cc) Y + Fly: (Dex)(C) N + Handle Animal: (Cha)(cc) N + Heal: (Wis)(cc) Y + Intimidate: (Cha)(cc) Y + Knowledge (Arcana):(C)(Int) Y +10 (4, C +3, T+1, [2r]) Knowledge (Dungeoneering):(C) Y +9 (4, C +3, [2r]) Knowledge (Engineering):(C) Y +5 (4, T+1) Knowledge (Geography):(C) Y +9 (4, C+3, [2r]) Knowledge (History):(C) Y +10 (4, C+3, T+1, [2r]) Knowledge (Local):(C) Y +4 Knowledge (Nature):(C)(Int) Y +9 (4, C +3, [2r]) Knowledge (Nobility):(C)(Int) Y +4 Knowledge (Planes):(C)(Int) Y +8 (4, C +3, [1r]) Knowledge (Religion):(C) Y +8 (4, C +3, [1r]) Linguistics: (Int)(C) N +9 (4, C +3, [2r]) Languages learned: Perception: (Wis)(cc) Y + (, [r]) Perform: (Cha)(cc) Y + Profession:(C)(Int) Y + Ride: (Dex)(cc) Y + Spellcraft: (C)(Int) Y +9 (4, C +3, [2r]) Stealth:(Dex)(cc) Y + Survival: (Wis)(cc) Y + Swim: (Str)(cc) Y + Theft: (Dex)(cc) N + Use Magic Device:(Cha)(cc) N + 1st level: 8 (2, +4 Int, +1 Human, +1 Favored Class)
*Armor Check Penalty
Feats
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1st level: 2 (1, +1 Human) - Scribe Scroll (Free) - Combat Casting: +4 to Concentration checks (OR Skill Focus +3 to Spellcraft) - Collegiate Wizard: 6 spells (+Int bonus) @ 1st lvl, & 4 spells every level gained 3rd level: 1
Traits
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2 traits at 1st level -Historian: +1 Trait bonus to Knowledge (History) checks, and K:(History) is always a class skill -Mathematical Prodigy: +1 bonus to K:(Arcana/Architecture/Engineering) One is always a class skill Languages:
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Common, Elvish, Draconic, Abyssmal, Celestial, Azlanti, ?? Combat
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AC:11 ; Touch AC:11 ; Flat Footed:10 ; (15/15/14 w/+4 Mage Armor) *+2 Dodge bonus to AC when Fighting Defensively (-4 to att) *+4 Dodge bonus to AC when using the Total Defense Standard Action HP (Wiz = D6)
Saves:
Club (as Cane): +1 (Dmg: 1d6, X2, 10ft, 3lb)(0cost)
Human Stats
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Human Racial Traits +2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed. (Wizard) Wizard Magic Info:
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Caster Level: 2 Arcane School: Divination
Spells/Day :Includes Bonus from Int & Specialist bonus:
Spells Memorized:
(b=Bonus spell, Wiz) Spells in Spellbook:
Save DC's for spells cast: 0= 14 ; 1= 15 ; 2= Wizard Class Info:
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Weapon and Armor Proficiency: 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. Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section. Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below). Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats. Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic). Spellbook (Spells listed here for easy reference)
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Read Magic
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
Ray of Frost
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage. Prestidigitation
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. Daze
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. (Dazed creature can take no actions, but suffers no penalty to AC.)
Mage Armor
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Color Spray
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice.
3 or 4 HD= The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD= The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component= A pinch each of powder or sand that is colored red, yellow, and blue. Inventory
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Weapons: Club (Cane)(0), Dagger(1)(2gp), Cold Iron Dagger(1)(4gp), Crossbow (35gp), 10bolts(1gp), Gear: Backpack(2gp), Bedroll(1sp), Blanket(5sp), Traveler's Clothes(0-free outfit) , 50' hemp rope(1gp), grappling hook(1gp), waterskin((1gp), 7 days trail rations, 10 candles(1sp), flint/steel(1gp), 12 sheets parchment(4gp,8sp), 10 charcoal sticks(0), 10 pieces Chalk(1sp), 2 Sacks (Empty)(2sp),
Belt pouch(1gp),
Money:
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Familiar:
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Appearance & Mannerisms
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William is clean-cut young man of average height and build, with a nearly genius level mind. He is usually dressed practically in explorer's pants, boots and jacket, and a heavy-topped cane that doubles as a club in a fight, with little or nothing to show his 'noble' background. His adventuresome youth and interest in exploration has kept him in better shape than the average caster. And his focus on Divination has allowed him to avoid getting into scrapes he couldn't get out of, so far. Will is rightfully proud of his accomplishments. Fortunately, he is constantly focused on his projects, and cares little for bragging. Which is good, because he has the personality of a wet mop! His one talent, besides casting and reading ancient languages, seems to be saying the wrong thing at exactly the right time,... to p!$$ someone off! He is never deliberately rude, or antagonistic, he is simply blissfully unaware of other people's feelings, and simply speaks his mind with no thought as to the consequences. As a result he has very few friends, and only one 'good' friend, Silas Tyr, a Priest of Calistra who has taken Will 'under his wing' so to speak, and seems determined to turn the young bookworm into a ladies man. Will for his part thoroughly enjoys his friendship with Silas. He lives vicariously through the worldly priest, shaking his head at stories that he can only dream of having the nerve to try and live himself. Will's Opposition Schools are Necromancy, (due to urgings to avoid it from his parents, and an unfortunate encounter with a ruins undead guardian as a youth), and Enchantment, (probably due to his complete lack of people skills!) Will detests combat, and avoids it whenever possible. But when forced into a fight, his Divination abilities allow him to (usually) stay one step ahead of his opponents. Combined with his Bound Item's ability to 1/day cast any spell in his larger-than-usual spellbook, he usually looks as if he is prepared for any contingency, and rarely surprised. When exploring, he usually keeps Divinations like Comprehend Languages and Detect Secret Doors memorized, and if expecting a fight, usually goes with Divination and Defensive magics. He so rarely casts the usual flashy Evocation spells that when he does cast one, it always surprises his opponents. Background
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The small but noble Wyrdrune family of Absalom are famous, as their name implies, for the casters in their lineage, but also for many other brave pioneers and explorers. Both Wizardry and Sorcery flows strong in the bloodline, but sometimes 'skips' a generation, and Will's parent's were both adequate casters, but never Archmage material. While they have perfectly respectable business holdings and dealings, they are nevertheless considered 'upstarts' by the High and powerful Noble houses. Fortunately over the years, the powerful noble houses have been more than happy to hire Wyrdrune casters to enspell their items and treasure vaults. And the Wyrdrune's keep meticulous records. So they sit comfortably in their precarious perch, holding enough of the other family's secrets to protect them from outright attack, and yet not powerful enough to climb themselves onto the same level as the great houses. WIlliam Wyrdrune, (Born Wallace WyrdRune, But he hated the name Wallace and answers only to William or Will. NOT 'Willy'), soon proved his parent's wish come true, a naturally talented caster. While excelling at nearly all he attempted, he seemed a natural in the gifts of Divination. While not at first glance ideally suited for an adventuring career, (The WyrdRunes do not frown upon adventurers in the family, as this is how they gather more spells and powerful magics! But the 'Noble' houses frown on such things, another thing they hold against them.) Divination is useful for SO many things, and they encouraged his skills eagerly. The only spells he seems to have difficulty mastering are those of enchantment and necromancy. Will also soon proved that his sharp mind was nearly photographic, and he devoured all he could read or be taught. As he grew he focused more on history and studies of the ancient Thassilonian civilization, becoming quite the walking encyclopedia on those particular subjects. He also developed an interest in exploring, and was soon to be found crawling with much older family members and archaeologists across the ancient runes that dot the landscape, taking notes and translating the ancient runes alongside much more experienced peoples. As he matured, he attended the Arcanimarium, and was happy as he had a HUGE library to plunder, as well as a variety of teachers and magical styles to explore. He soon became known as the one to go to if you needed to find an obscure tome in the library, but was overall considered to have the personality of a wet mop, made few friends, and was rarely invited to any parties. He tried summoning a familiar to assist him in his studies, (and make friends with), and was rewarded with an owl. It left him within the week. He never tried again, instead focusing his mystic energies into his Bonded Item, his 'good luck piece', an ancient gold coin of undetermined origin. It was his first 'find' when exploring in his youth, and he has never let it out of his possession since he found it. In one, deliberate, effort to try and broaden his interpersonal horizons, he attended a lecture given by a priest of Calistra named Silas Tyr. His attempts to actually USE the ideas presented in the lecture all ended in unmitigated disasters, and for a while Will had even fewer friends to talk to than usual. BUT, he ended up having a lively all-night discussion with the priest, (over multiple subjects, and several bottles of wine,) And In the morning Will woke up with the worse hangover he ever had, and he had acquired his new best friend. Will enjoys the the company of one who can discourse intelligently on a variety of subjects, (even though Silas invariably steers back to his favorite subjects!) and who never seems to take offense at anything he says. Silas for his part seems to have made Will his personal project, and seems bound and determined to prove that he can turn ANYone, even Will, into a ladies' man! When Will came of age, he declared his desire and intention to join the Pathfinders. He has become almost obsessed with History and Ancient civilizations, and decided that the Pathfinders represented the most logical step to gathering more knowledge. His parent's were cautiously optimistic at the news. They are happy that he wants to go out into the world to grow to his full potential, but are obviously concerned that his specialty might not prove formidable enough to protect him against the dangers of the wilds. In the end they gave in, letters were written, favors and fees traded hands, and Will was inaugurated into the ranks of the Pathfinders. Will was trained and schooled in his new duties and responsibilities, and given a few simple assignments to take his measure. He passed, and when his teacher was recently promoted to Venture-Captain, he magnanimously decided to give Will and another new recruit an assignment to attend a party as 'official representatives' of the Pathfinders. His new Venture-Captain is either blissfully unaware, or ignoring the fact that Will is exactly the WRONG person to send on an assignment involving diplomacy! Or perhaps he thinks that the other recruit will be the talker of the two, as Will's strengths are obviously more suited to gathering information. Fortunately, by happy coincidence Will's priestly friend Silas is also attending the party, and so Will is happy to take the assignment. |