About Wyran ZurananBasics:
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
Known Languages
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 ------------------------------------------- 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
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
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)
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:
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?
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
Alertness feat to Master
Equipment:
Explorer's Outfit 3 daggers: 6 GP, 3 lbs Amulet of Natural Armor +1: 2,000 GP
Ioun Stone Dark Blue Rhomboid Cracked: +1 Perception and Sense Motive: 400 GP
Backpack: 2 GP, 2 lb - With Bag inside, total weight: 5 lbs
Spell Component Pouch: 5 GP, 2 lbs Belt Pouch: 1 GP, 1/2 lb
Familiar Satchel: 25 GP, 6 lbs Total weight carried: 17.5 lbs
Remaining Gold: 29 GP, 8 SP, 8 CP
Movement: Base Speed: 30 ft. Magic:
Varisian Tattoo +1 to Evocation CL Spell Specialization: +2 to CL to Magic Missile (Arcane Evocation spell) Wizard:
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
Level 2: 4
Level 3: 4 (+1 @ 135 gp ea) 135 GP
Character History:
Medium XP path: https://paizo.com/campaigns/RappanAthukOldSchool/discussion&page=46#228 2
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