Phase 1: Concept, Vote, & Questionnaire:
Human Wizard (Creation) with a couple of levels of Monk of the Empty Hand later on.
Party Size Vote: 6
Phase 1 Questionnaire
2. Your experience with PbP
3. Expectations for playing and what you want out of the experience
4. Philosophy as a PbP player
5. Why you are applying to this game?
6. Define what you think good role-playing is in PbP.
7. What is your experience with this adventure path?
Phase 2: 10 Minute Background & Questionnaire:
The 10 Minute Background:
2. What is your character's role in a group?
3. How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.
4. What are your character's goals, conscious and, perhaps, subconscious?
5. How easily does your character love? Have they been in love?
6. Is your character racist at all, either now or in their past?
7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?
8. How is your character about material possessions?
9. What does your character perceive their major problems to be?
10. What does he perceive the solutions to those problems to be?
11. What are your character's religious beliefs?
12. What does your character fear?
13. How much of a temper does your character have? What sorts of things set them off?
Male Half-elf Evoker 1
AC 11, Touch 11, Flat-footed 10 (+1 Dex)
Fort +3, Ref +2, Will +3 (+2 vs. enchantment spells and effects)
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20)
Ranged dagger (thrown) +1 (1d4+1/19-20)
Special Attacks Intense Spells
Base Atk +0; CMB +1; CMD 12
Feats Elven Spirit, Scribe Scroll, Skill Focus (Spellcraft)
Skills Acrobatics +1, Appraise +10, Bluff -1, Climb +1, Craft (Untrained) +5, Craft (Weapons) +9, Diplomacy -1, Disguise -1, Escape Artist +1, Fly +1, Heal +0, Intimidate -1, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +10, Knowledge (Engineering) +10, Knowledge (Local) +10, Knowledge (Nature) +10, , Knowledge (Planes) +10, Linguistics(Auran, Goblin) +10, Perception +2, Perform (Untrained) -1, Ride +1, Sense Motive +0, Spellcraft +14, Spellcraft (Identify magic item) +16, Stealth +1, Survival +0, Swim +1
Languages Abyssal, Aklo, Auran, Celestial, Common, Draconic, Elven, Goblin, Infernal
Archetypes Admixture School,
SQ adaptability, arcane bond, bonded object, cantrips, divination opposition school, elf blood, elven immunities, elven magic, evocation school, keen senses, low-light vision, multitalented, necromancy opposition school, versatile evocation, weapon and armor proficiency,
Gear masterwork ring (bonded); dagger; outfit (scholar's); spellbook (wizard's/blank); Pouch (Belt) [ Potion of Cure Light Wounds (x2); ]; Backpack [ Bedroll; Flint and Steel; Ink (1 oz. Vial); Inkpen; Pot (Iron); Mess Kit; Rope (Hemp/50 ft.); Soap (per lb.); Rations (Trail/Per Day) (x5); Waterskin; Torch (x3); ]; Waterskin ; Pot (Iron) ; Spell Component Pouch ;
Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.
Bonded Object 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 held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Divination Opposition School You have chosen divination spells as an opposition school. Preparing an divination spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an divination spell as a prerequisite.
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Evocation School You have chosen to specialize in evocation spells.
Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. 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.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magical Knack (Wizard) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Wizard gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
Outlander / Lore Seeker The secrets of the ancient fallen civilization of Thassilon intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding Thassilonian lore. You've come to Varisia to pursue that study, and chose Sandpoint as your base because it was out of the way of bigger cities-meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
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 8 times per day.
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 of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
As long as he can remember, Yvanesh has been brought up by an Ifrit in a hidden tower along the fringes of Galorion. The Ifrit has been his guardian ever since, but everytime Yvanesh asked why, it has always been skillfully redirected to other subjects.
He has been fascinated by the arcane arts since, as a child, the Ifrit used flames to create fireworks for his 7th birthday. To evoke such power from within to do his bidding made him feel so free that everyday he has been practising to best his guardian. On his 20th nameday, Yvanesh finally managed to overcome his guardian's powerful elemental defences, knocking him out for hours. Finally being acknowledged as an adult, Yvanesh decided to travel the world to further explore different legacies of the arcane arts.