Shark

Zeitate Vrajitoare's page

3 posts. Alias of Jeremy Packer.


Classes/Levels

|❤ 16/16 | AC 16 | Fortitude +4 | Reflex +5 | Will +6 | Perception +4 | Speed 25 feet

About Zeitate Vrajitoare

Basic Details:
Ancestry Varisian Human
Class Wizard 1
Background Scholar (arcana)

Male Varisian Versatile Human Scholar Wizard
[MEDIUM] [HUMAN] [HUMANOID]

Perception +4 (T)
Languages Common, Draconic, Dwarven, Elven, Halfling, Varisian

Skills:
  • Acrobatics +5 (T)
  • Arcana +7 (T)
  • Crafting +7 (T)
  • Diplomacy +3 (T)
  • Lore: Academia +7 (T)
  • Lore: Underworld +7 (T)
  • Nature +4 (T)
  • Occultism +7 (T)
  • Society +7 (T)
  • Thievery +5 (T)

Str +1, Dex +2, Con +1, Int +4, Wis +1, Cha +0
Items backpack, caltrops, dagger, gecko potion, Keep Back The Night, minor healing potion, ordinary clothing, signal whistle, wooden religious symbols of Desna and Nethys, 5 gold coins, 8 silver coins, 6 copper coins (2 of 6 bulk total)
Backpack:
bedroll, chalk (x10), compass, flint and steel, pup tent, rations (2 weeks), repair kit, rope, soar, The Arcane Potential to Protect and Destroy, torch (x5), waterskin, writing set (with extra ink and paper) [2 bulk (0 overall)]
The Arcane Potential to Protect and Destroy:
  • 1st – breath fire, hydraulic push, mending, mystic armor, runic weapon
  • Cantrips – caustic blast, detect magic, electric arc, frostbite, light, prestidigitation, read aura, scatter scree, shield, telekinetic hand
  • --------------------------------------------------
    AC 16; Fort +4, Ref +5, Will +6
    HP 16

    --------------------------------------------------
    Speed 25 feet

    Melee:
    Melee Keep Back The Night +4 (monk, two-hand d8), Damage 1d4+1 bludgeoning
    Melee dagger +5 (agile, finesse, versatile S), Damage 1d4+1 piercing

    Ranged:
    Ranged dagger +5 (agile, finesse, versatile S), Damage 1d4+1 piercing

    Arcane Spells Prepared DC 17, spell attack +7; 1st mystic armor ☒, runic weapon ☒; cantrips (1st) caustic blast , detect magic , frostbite, light , shield
    Keep Back The Night Spells Prepared DC 17, spell attack +7, charges ☒; 1st breath fire; cantrips (1st) scatter scree
    Wizard School Spells DC 17, spell attack +7, focus points ☒; cantrips (1st) hand of the apprentice

    Abilities and Actions:
    Arcane Bond You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.
    Drain Bonded Item
    ARCANE WIZARD
    Frequency once per day for each spell rank
    Requirements Your bonded item is on your person.
    --------------------------------------------------
    You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.

    School of Unified Magical Theory You eschew the idea that magic can be neatly expressed by the teachings of any single school or college, instead directing your self-study to pick up the best of every school of magic. In doing so, you'll find the truths that lie at the intersection of each school, coming closer to the ideal nature of arcane magic. One day, you'll uncover that single elegant theory detailing all magic (perhaps a theory bearing your name?), but until then, your studies continue.
    No Curriculum: You don't have a set curriculum, and so you don't have curriculum spells and can't benefit from abilities that specifically affect them. Instead, you gain an additional 1st-level wizard class feat, and you add one 1st- rank spell of your choice to your spellbook to represent your diverse studies.
    Your studies into the very nature of magic itself have let you use it more efficiently—instead of using Drain Bonded Item only once per day, you can use it once per day for each rank of spell you can cast, recalling a spell of that rank each time.

    Staff Nexus Your thesis maintains that early and intense adoption of staves from the first days of study can create a symbiotic bond between spellcaster and staff, allowing them to create remarkable magic together. You've formed such a connection with a makeshift staff you built, and you are ready to infuse any staff you encounter with greater power.
    You begin play with a makeshift staff of your own invention. It has the magical trait and contains one cantrip and one 1st-rank spell, both from your spellbook. During your daily preparations, you can expend one spell to grant the staff a number of charges equal to that spell's rank, which dissipate after 24 hours. While you are holding the staff, you can Cast the Spells it contains. The 1st-rank spell consumes 1 charge but the cantrip doesn't require charges.
    You can Craft your makeshift staff into any other type of magical staff for the new staff's usual cost, adding the two spells you originally chose to the staff you Craft. This staff gains charges from preparing it along with expended spells.
    At 8th level, you can expend two spells instead of one when preparing any staff, adding additional charges equal to the combined ranks of the expended spells. At 16th level, you can expend up to a total of three spells to add charges to the staff, adding additional charges equal to the combined ranks of all three spells.

    Versatile Human Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites.

    Wizard Spellcasting Through dedicated study and practice, you can construct spells with academic rigor by shaping arcane magic. You are a spellcaster, and you can cast spells of the arcane tradition using the Cast a Spell activity. As a wizard, when you cast spells, your incantations likely specify exactly what forces you call on and how to shape them, and your gestures precisely shape and direct your magic while circles of arcane runes flare to life.
    At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spellbook, as well as one extra curriculum cantrip and one extra curriculum spell of each rank you can cast from your arcane school. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.
    As you increase in level as a wizard, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast.
    Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier.
    Heightening Spells: When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
    Cantrips: Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up— this is usually equal to the highest rank of wizard spell slot you have. For example, as a 1st-level wizard, your cantrips are 1st-rank spells, and as a 5th-level wizard, your cantrips are 3rd-rank spells.
    Spellbook: Every arcane spell has a written version, which you record in your personalized book of spells. You start with a spellbook worth 10 sp or less, which you receive for free and must study each day to prepare your spells. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Tome of Silent Shadows or something more academic, like Advanced Pyromantic Applications of Jalmeri Elemental Theory.
    The spellbook contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list (page 304) or from other arcane spells you gain access to.
    Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to and learn via Learn a Spell.

    Proficiencies:
    Saving Throws
    • Fortitude Trained
    • Reflex Trained
    • Will Expert

    Attacks
    • Simple Weapons Trained
    • Unarmed Attacks Trained

    Defenses
    • Unarmored Defense Trained

    Feats:
    Ancestry
  • 1st – general training
    Class
  • 1st – widen spell
    General
  • 1st – additional lore (underworld lore) [from general training], toughness
    Skill
  • 1st – assurance (arcana)
  • Backstory:
    When Zei was accepted to Quarterfaux Archives in Ustalav he never expected he would end up buried in books for so long, but he so loved to learn everything he could. He was torn though because he remembered his younger years spent traveling with his clan, never spending more than a few weeks in the same place. Often no more than a few days. And he missed hearing the stories of adventures his elders had.
    Recently, one of his fellow students, Karr Witick, was called home. Karr, a young noble from Brevoy distantly related to House Lodovka, told Zei he would send letters and to keep in touch. And perhaps, one day, Zei could come to Brevoy and have some adventures of his own. Zei said his goodbyes, assuming he would never see or hear from his friend again. It came as a surprise when the letter arrived, insisting that Zei come immediately for a grand adventure was being had and Zei shouldn’t miss it.
    Zei thought long into the night after reading the letter, then suddenly he knew he had to go. He packed as quick as he could and formed a plan. He knew he shouldn’t do it, but he still remembered the lessons his people taught about getting into placed they should not be and acquiring things they probably shouldn’t have, so he would go as immediately as he could think of. How hard could using a scroll of teleportation be, really?
    It came as a shock to everyone who witnessed his arrival. The young girl who had come to fetch water from the well, the farmer bringing some extra crops to town to sell, even the carrion birds, all watched in confusion as a young Varisian man suddenly appeared above the well. Zei came crashing down hard, breaking both the wooden bar used to brace the rope and his leg in the fall. He knew Karr was supposed to have lived on the shore of a great lake, but it seemed that the spell brought him to another source of water.
    The small village he found himself in had access to very little magical healing, so Zei had to wait to heal naturally and he knew he likely would miss the grand adventure Karr had spoken of. Still, once he was healed, a week or so later, he set off again. He was only a day or two from a small outpost, Nivkata’s Crossing. Perhaps there he could find a way to join his friend.