About Zeitate VrajitoareBasic Details:
Ancestry Varisian Human
Class Wizard 1 Background Scholar (arcana) Male Varisian Versatile Human Scholar Wizard
Perception +4 (T)
Skills:
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:
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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.
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.
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.
Proficiencies:
Saving Throws
Attacks
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Feats:
Ancestry Class General Skill 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. |