Summoner

Zavven's page

2 posts. Organized Play character for Merisal The Risen.


Full Name

Zavven

Race

Half Orc

Classes/Levels

Wizard (enhancer) 8

Gender

Male

Size

Medium Large

Age

15

Special Abilities

Enhancer +1 to an ability a day

Deity

Nethys

Location

Kortos

Languages

Common Goblin Orc

Occupation

Barbarian

Strength 18
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 8
Charisma 10

About Zavven

A Barbarian Who has found out he has been trained to be a wizard. (He thought he was been schooled in the ancient Orc traditions of Thassalonia he still calls Thassalonian ancient orcish.)

Zavven Axespinner
Male half-orc wizard 8
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 15, touch 13, flat-footed 13 (+2 armor, +1 deflection, +2 Dex)
hp 66 (8d6+32)
Fort +6, Ref +5, Will +6
Defensive Abilities orc ferocity; Resist fire 2
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Offense
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Speed 30 ft.
Melee +1 greataxe +9 (1d12+5/×3) or
dagger +7 (1d4+3/19-20) or
quarterstaff +7 (1d6+4)
Wizard Spells Prepared (CL 8th; concentration +12)
4th—dimension door, fire shield, monstrous physique II[UM], ride the waves[UM] (DC 18)
3rd—fractions of heal and harm, haste, haste, heroism, lightning bolt (DC 18)
2nd—boiling blood[UM] (DC 16), boiling blood[UM] (DC 16), bull's strength, defensive shock[UM], knock
1st—ear-piercing scream[UM] (DC 16), ear-piercing scream[UM] (DC 16), grease, liberating command[UC], magic missile, magic missile
0 (at will)—daze (DC 14), detect magic, message, read magic
Opposition Schools Illusion, Necromancy
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Statistics
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Str 17, Dex 14, Con 16, Int 18, Wis 8, Cha 10
Base Atk +4; CMB +7; CMD 20
Feats Alchemical Affinity, Arcane Strike, Cypher Script[ISWG], Spell Focus (evocation), Toughness, Weapon Focus (greataxe)
Traits gifted adept, magic is life
Skills Appraise +17, Knowledge (arcana) +15, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +12, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +12, Knowledge (religion) +10, Linguistics +10, Perception -1 (+1 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Profession (merchant) +10, Spellcraft +15; Racial Modifiers +2 Appraise, scavenger
Languages Common, Dwarven, Giant, Kelish, Minkaian, Orc, Osiriani, Thassilonian, Tien
SQ arcane bond (+1 greataxe), augment, fire-forged steel, human wizard, orc blood, perfection of self, physical enhancement (+2)
Combat Gear empower metamagic rod (lesser), pearl of power (1st level), potion of lesser restoration, scroll of rage, wand of cure light wounds, wand of disguise self (5 charges), wand of glitterdust (25 charges), wand of infernal healing (34 charges), wand of knock (11 charges), wand of mage armor (30 charges); Other Gear +1 spell storing fire-forged steel haramaki[UC], +1 greataxe, dagger, quarterstaff, cloak of resistance +1, headband of vast intelligence +2, ring of protection +1, backpack, bedroll, belt pouch, flint and steel, grappling hook, ink, inkpen, masterwork thieves' tools, mess kit[UE], pot, silk rope (50 ft.), soap, spell component pouch, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 7,271 gp
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Special Abilities
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+2 Spells in Spellbook Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Alchemical Affinity +1 DC and CL to spells that are on both the alchemist and wizard spell lists.
Arcane Bond (+1 greataxe) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Augment (+2 ability or +2 AC, 4 rounds, 7/day) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Cypher Script You are more efficient at using your spellbook
Darkvision (60 feet) You can see in the dark (black and white only).
Empower metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Empower Spell feat; Cost 4,500 gp
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.
Enhancement Associated School: Transmutation
Fire-Forged Steel Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its w
Gifted Adept (Enlarge Person) A chosen spell gets +1 CL.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Perfection of Self +4 (Intelligence, 8 rounds/day) (Su) At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.
Physical Enhancement +2 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Validated Appraiser Can use Appraise for Day Job rolls.
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In Riddleport Can Consult with Cyphermages to gain +2 on Know Arcana and Linguitics also +2 Intimidate(1)
Knows Goblins +2 on bluff diplomacy intimidate and sense motive with Goblins(2)
Missing Mentor(3)
May gain a use of a divination spell from the Asmodeans in Egorian (Cheliax) (5)
Absaloms Andoran Embassy says I'm a fine upstanding citizen(5)
Hero of the Five Kings (+2 on Cha checks with dwarves from 5 Kings region)(6)
+2 On Day Job Checks

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