Nickold Starweather

Xander Telesphorus's page

73 posts. Organized Play character for Aquanda.


Full Name

Xander Telesphorus

Race

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Age

27

Homepage URL

Character Sheet

Strength 7
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 11
Charisma 7

About Xander Telesphorus

# 124062-3

Background:

Xander grew up in the district of Westgate in Absalom the son of peuter merchants. While likely skilled enough Xander’s father could never build enough capital to buy his way from the peuter business to the much more lucrative silver business thanks to the high entry fees of the silversmiths guild and the exorbitant fees of Xander’s teachers. Xander demonstrated an extreme intellect and magical talent at an early age and his parents spared no expense hiring the best teachers and even sending him to the Arcanamirium for a few years.

The early identification of Xander’s talents meant little time of his growing up years were spent in play so he had very few friends. None actually other than the friends he learned to summon. His lack of freinds mean that when he did get a few afternoons off to play he usually had to spend them on the lookout for the neighborhood bullies at least until he got the drop on one of them and sent the follow home cover in a sheen of grease. His interest in summoning and eventual concentration in a conjuration meant that even at the Arcanamirium he never really fit in and often got in conflicts with the faculty until he decided to leave to seek knowledge elsewhere. It didn’t take long for the the exploits of the Pathfinder society to draw his eye. He join the society and quickly passed their basic training requirements.


Description:

Xander is . . . unimpressive to look at. He is neither tall nor short, has a hair style typical for many westgaters and a simple scholars outfit. The only two items that might catch an observer’s attention are his clear purple eyes and the large scorpion that is usually sitting on his shoulder or scampering his arm.

Character Details:

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Xander Telesphorus
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CG Medium Humanoid (Human) Wizard 1
Init +8 Perception +7
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DEFENSE
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AC 12 (+2 Dex, +0 Armor)
Hp 9
Fort +2, Ref +2, Will +2
Speed 20’
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OFFENSE
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Melee
Dagger -2 1D4-2 (Critical 19-20 x2)

Ranged
Light Crossbow +2 1D8 (Critical 19-20 x2)
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STATS
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Str 7, Dex 14, Con 14, Int 20, Wis 11, Cha 7
Base Atk +0; CMB -2; CMD +10
Feats: Spell Focus (Conjuration), Augment Summoning, Spell Specialization(Summon Monster 1), Alertness
Traits: Eyes and Ears of the City, Reactionary
Skills: Craft(Alchemy) 9, Handle Animal -1, Knowledge(Local) 9, Knowledge(Nature) 9, Knowledge(Arcana) 9, Linguistics 9, Perception 7, Spellcraft 9
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Features
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Bonus Feat: Humans select one extra feat at 1st level.

Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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. A wizard must choose and prepare his spells ahead of time.

Arcane Bond: Familiar (Greensting Scorpion)

Arcane school: Teleportation, Opposition Schools: Necromancy, Enchantment

Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

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 an opposition school, but it uses up two of his available slots (see below).

Spell books: 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.

Favored Class Wizard: +1HP
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Spells
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DC: 15+Spell Level
Level 0, 3, Detect Magic, Read Magic, Dancing Lights
Level 1, 3+1, Summon Monster I, Grease, Color Spray, Summon Monster I (S)

Character Sheet