Aram Zey

Wyran Zuranan's page

260 posts. Alias of AGM Lemming.


Gender

Human Evoker | HP: 42/42 | AC14, FF12, T14 Add 4 for Mage Armor | F:+5, R:+5, W:+8 | Init: +12 | Perc: +10 | Versatile Evocation: 8/8 | Ongoing: Mage Armor for 1 hour

About Wyran Zuranan

Basics:

Character Name: Wyran Zuranan
Character Race: Human
Alignment: Chaotic Good
Deity: Belon the Wise, God of Travel, Wanderer in White (NG; Travel, Magic, Knowledge)

Current Moderator: brvheart
Adventure: Rappan Athuk
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Gender: Male
Age: 26
Height: 6'
Weight: 190
Eyes: Brown
Hair: Black
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Character Level: 6

Known Languages
Common, Draconic, Giant, Goblin, Abyssal

Statistics:

Strength: 11 (1 point)
Dexterity: 14 (5 points)
Constitution: 14 (5 points)
Intelligence: 20 (7 points, Race +2, Level 4 +1, Headband +2)
Wisdom: 14 (5 points)
Charisma: 12 (2 points)
25 POINT BUILD +1 for level 4
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Hit Points: 42 (6d6 6+24+12) 6d6 - 1 ⇒ (5, 4, 1, 6, 6, 3) - 1 = 24

Defense & Saves:

Armor Class: 14 (Base: 10, Dex +2, Ring +1, Amulet +1)
Flatfooted Armor Class : 12
Touch Armor Class: 14

Special Armor Class Notes: None
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Save vs. Fortitude: +5 (Base: Wizard +2, Con: +2, Cloak +1)
Save vs. Reflex: +5 (Base: Wizard +2, Dex:+2, Cloak +1)
Save vs. Will: +8 (Base: Wizard +5, Wis: +2, Cloak +1)

Special Save Notes: None

Offense:

Initiative Modifier: +12 (Dex: +2, Feat: +4, Familiar: +4, Trait: +2)
Base Attack Bonus: +3
Melee Attack Bonus: +0
Ranged Attack Bonus: +2

Special Combat Notes: None
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Weapons:
3 daggers 1d4 | 19-20 x2 | 10' | P or S

Skills:

Skills
Total skill points earned: 8/level (2 + Int(4) + Human(1) + Favored Class Wizard(1))
Wizard class skills: Appraise(Int), Craft(Int), Fly(Dex), Knowledge(all)(Int), Linguistics(Int), Profession(Wis), Spellcraft (Int)

Acrobatics: = +2 (Dex 2)
Appraise: = +9 (Int 5) 1 Ranks +3 [Class Skill]
Craft (Jewelry/Wands): = +11 (Int 5) 3 Ranks +3 [Class Skill]
Fly: = +6 (Dex 2) 1 Ranks +3 [Class Skill]
Knowledge (arcana): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Knowledge (dungeoneering): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Knowledge (engineering): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Knowledge (geography): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Knowledge (history): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Knowledge (local): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Knowledge (nature): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Knowledge (nobility): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Knowledge (planes): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Knowledge (religion): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Perception: = +10 (Wis 2) 6 Ranks +2 Alertness
Sense Motive: = +6 (Wis 2) 2 Ranks +2 Alertness
Spellcraft: = +14 (Int 5) 6 Ranks +3 [Class Skill]
Stealth: = +5 (Dex 2) 3 Ranks
Survival: = +2 (Wis 2)
Use Magic Device: = +11 (Int 5) 6 Ranks

Feats & Traits:

Wizard Bonus: Scribe Scroll
Level 1: Spell Focus: Evocation
Human Bonus Level 1: Varisian Tattoo: Evocation (ragario): dancing lights
Familiar: Alertness: +2 Perception & Sense Motive
Level 3: Spell Specialization
Level 5: Improved Initiative
Wizard Bonus Level 5: Craft Wand

Traits:
Combat: Reactionary: +2 Init
Magic: Pragmatic Activator: Use INT for UMD

Race: Human:

+2 to One Ability Score: Human characters get a +2 bonus to 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 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class: Wizard/Evoker=Admixture:

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.

School: Evocation/Admixture?
Opposition Schools: Enchantment, Necromancy
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

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.

Familiar:

Jerboa

Diminutive animal
Init +7; Senses low-light vision, scent
AC 21, touch 21, flat-footed 18 (+3 Dex, +4 size, Nat Armor +4)
hp 21
Fort +1, Ref +5, Will +7
Offense
Speed 20 ft.
Str 1, Dex 16, Con 8, Int 9, Wis 15, Cha 3
Feats Improved Initiative
Familiar Class Skills:
Acrobatics: +11
Perception: +15 (Ranks 6, Class Skill +3, Wisdom +2, Race +4)
Stealth: +21 (Ranks 3, Class Skill +3, Dex +3, Size +12)
Swim:

Alertness feat to Master
Improved Evasion feat
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.
Deliver touch spells
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with animals of its kind

Equipment:

Explorer's Outfit

3 daggers: 6 GP, 3 lbs

Amulet of Natural Armor +1: 2,000 GP
Ring of Protection +1: 2,000 GP
Cloak of Resistance +1: 1,000 GP
Headband of Vast Intelligence (+2): Skill: UMD: 4,000 GP

Ioun Stone Dark Blue Rhomboid Cracked: +1 Perception and Sense Motive: 400 GP
Wayfinder: 500 GP

Backpack: 2 GP, 2 lb - With Bag inside, total weight: 5 lbs
Bag of Holding, Minor: 1,000 GP, 3 lbs
Spellbook: 3 lbs
Whetstone: 2 CP, 1 lb
Waterskin: 1 GP, 4 lbs
Bedroll: 1 SP, 5 lbs
MW Artisan tools for Jewelry/Wand crafting: 55 GP, 5 lbs
Trail Rations, 30 days: 15 GP, 30 lbs

Spell Component Pouch: 5 GP, 2 lbs

Belt Pouch: 1 GP, 1/2 lb
Pearl of Power Level 1: 1,000 GP
Wands: 3: 2250 GP
- Mage Armor Charges: 49
- Cure Light Wounds Charges: 50
- Endure Elements Charges: 50
Materials to Craft Wands: 1500 GP

Familiar Satchel: 25 GP, 6 lbs

Total weight carried: 17.5 lbs
Weapons: 4 lbs
Equipment: 13.5 lbs
Carrying capacity : Light -> 38 lbs, Medium -> 76 lbs, Heavy -> 115 lbs

Remaining Gold: 29 GP, 8 SP, 8 CP
https://paizo.com/campaigns/RappanAthukOldSchool/gameplay&page=181#9011 : +100 GP

Movement: Base Speed: 30 ft.

Magic:

Varisian Tattoo +1 to Evocation CL
Spell Specialization: +2 to CL to Magic Missile (Arcane Evocation spell)

Wizard:
Cantrips: 4: Dancing Lights, Detect Magic, Mage Hand, Ray of Frost
Level 1: 6 (3 +Int(2) + Evocation(1))
- Magic Missile
- Magic Missile
- Magic Missile
- Obscuring Mist
- Thunderstomp
E-Magic Missile
Level 2: 5 (3 +Int(1) + Evocation(1))
- Aggressive Thundercloud
- Alter Self
- Burning Arc (Keleshite)
- Light Prison
E-Burning Arc (Keleshite)
Level 3: 4 (2 +Int(1) + Evocation(1))
- Sheet Lightning
- Haste
- Haste
E-Fireball

Save DC: 10 + Spell Level + INT(5) | Spell Focus Evocation +1 DC

Spellbook:

Cantrips:
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Grasp: Retry a Climb check as an immediate action
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.

Level 1: 9 (+5 @ 15 gp ea) 75 GP
Adhesive Spittle: Spit a tanglefoot bag at a creature.
Ant Haul: Triples carrying capacity of a creature.
Burning Hands: 1d4/level fire damage (max 5d4).
Comprehend Languages: You understand all languages.
Crafter's Fortune: Subject gains +5 on next Craft check.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Endure Elements: Exist comfortably in hot or cold regions.
Identify: Gives +10 bonus to identify magic items.
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Obscuring MistY: Fog surrounds you.
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
Sure Casting: Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast
Thunderstomp: Trip one creature within range.

Level 2: 4
Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.
Alter Self: Assume form of a Small or Medium humanoid.
Burning Arc: Fire an arc of flame from your fingers which bounces from target to target.
Invisibility: Subject is invisible for 1 min./level or until it attacks.

Level 3: 4 (+1 @ 135 gp ea) 135 GP
Fireball: 1d6 damage per level, 20-ft. radius.
Firestream: Spray a rushing stream of fire from your hand.
Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Phantom Steed: Magic horse appears for 1 hour/level.
Sheet Lightning: Create an area of electricity that dazes all those within.

Character History:

Medium XP path: https://paizo.com/campaigns/RappanAthukOldSchool/discussion&page=46#228 2
XP=590 each
XP=600 each
XP=222 each