Zeran Vigga's page

64 posts. Alias of AGM Lemming.


| F +8, R +9, W +10 | Init +16 | Perc +15 Darkvision 30' | Forewarned(Su): Can always act in surprise round


| Prescience(Su):(8/8): Roll d20 at start of turn. Can substitute that roll for any other rolled that turn


Male Human Wizard/Diviner 8 | HP 72/72 | AC 17, T 16, FF 13 t/ W/Mage Armor: AC 20, T 20, FF 16 | SR 19

About Zeran Vigga

Basic Info:
Initiative: +16, Senses: Perception +15 Darkvision 30'

AC 17 (Base: 10, Dex +4, Armor +1, Natural Armor +2) , Touch 16, Flat-Footed 13
W/ Mage Armor: AC 20, Touch 20, Flat-Footed 16

HP 72

Fort: +8, Ref: +9, Will: +10

Offense: BAB +4
Speed 30ft

Melee Darkwood Staff (MW)

Ranged +4

Special Attacks: N/A

BAB: +4 CMB +4, CMD 18

Feats: Eldritch Researcher, Skill Focus(Perception), Skill Focus(UMD), Improved Initiative, Additional Traits, Scribe Scroll, Master Alchemist, Craft Wondrous Item, Extend Spell, Spell Penetration, Craft Wand. Favored Prestige Class, Extra Hex, Greater Spell Penetration

Traits: Reactionary, Resilient, Desperate Focus, Dangerously Curious, Friend to Animals

Alternate Racial Traits: N/A

Skills(14/lvl): Acrobatics: (Dex) +11, Bluff: (Cha) +1, Climb: (Str) +5, Diplomacy: (Cha) +6, Disable Device: (Dex), Disguise: (Cha) +1, Escape Artist: (Dex) +11, Fly: (Dex) +15, Heal: (Wis) +7, Intimidate: (Cha) +1, Linguistics: (Int) +16, Knowledge (arcana): (Int) +12, Knowledge (dungeoneering): (Int) +12, Knowledge (local): (Int) +12, Knowledge (nature): (Int) +12, Knowledge (planes): (Int) +12, Knowledge (religion): (Int) +12, Perception: (Wis) +15, Ride: (Dex) +5, Sense Motive: (Wis) +15, Spellcraft: (Int) +18, Stealth: (Dex) +4, Survival: (Wis) +2, Swim: (Str) +0, Use Magic Device: (Cha) +13

Background Skills
Appraise: (Int) +5, Artistry: (Int) +5, Craft (Alchemy): (Int) +20, Handle Animal: (Cha) +13, Knowledge (engineering): (Int) +10, Knowledge (geography): (Int) +10, Knowledge (history): (Int) +10, Knowledge (nobility): (Int) +10, Perform: (Cha) +1

Oaths Sworn: Oath of Candor (1), Oath of Humility (1), Oath of Loyalty (1)

Oath Boons: Accelerated Recovery, Enhanced Abilities, Inhuman Resilience, Spell Resistance, Skillful

Languages(21): Common, Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
Character Name: Zeran Vigga
Character Race: Human
Alignment: Neutral Good
Deity: Pulura

Current Moderator:
Gender: Male
Age: 29
Height: 6' 2"
Weight: 165 lbs
Character Level: 8

Known Languages
Common, Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
Strength: 11 (1 point)
Dexterity: 18 (5 points, Race +2, Oath +2)
Constitution: 16 (5 points, Oath +2)
Intelligence: 21 (7 points, Race +2, Level 4 & 8 +2, Oath +2)
Wisdom: 14 (5 points)
Charisma: 12 (5 points, Race -2)
28 point buy
Hit Points: 72 (d6+3/level) - Fast Healing 4
Armor Class: 17 (Base: 10, Dex +4, Armor +1, Natural Armor +2)
Flatfooted Armor Class : 13
Touch Armor Class: 14

Silken Ceremonial

Special Armor Class Notes: None
Save vs. Fortitude: +8 (Wizard: +1, Stargazer: +1, Con: +3, Inhuman Resilience +2, Trait +1)
Save vs. Reflex: +9 (Wizard: +1, Stargazer: +2, Dex:+4, Inhuman Resilience +2)
Save vs. Will: +10 (Wizard: +4, Stargazer: +2, Wis: +2, Inhuman Resilience +2)

Special Save Notes: Spell Resistance 19, Cold Resistance 5, Darkvision 30', Endure Elements from Ice Plant Hex
Initiative Modifier: +16 (Dex +4, Feat +4, Trait +2, Familiar +4, Forewarned +2)
Base Attack Bonus: +4
Melee Attack Bonus: +0
Ranged Attack Bonus: +4

Special Combat Notes: None

Darkwood Staff (MW)

Total skill points earned:
Wizard: 11/level (2 + 2 + Int(5) + Human(1) + Favored Class(1)) +3 Background Skills/level
Stargazer: 13/level (4 + 2 + Int(5) + Human(1) + Favored Class(1)) +3 Background Skills/level
Oath: Skillful: All skills are class skills

Acrobatics: = +17 (Dex 4) 8 Ranks +3 [Class Skill] Favored Prestige Class +2
Bluff: = +1 (Cha 1)
Climb: = +5 (Str 0) 2 Ranks +3 [Class Skill]
Diplomacy: = +6 (Cha 1) 2 Ranks +3 [Class Skill]
Disable Device: = +9 (Dex 4) 2 Ranks +3 [Class Skill]
Disguise: = +1 (Cha 1)
Escape Artist: = +11 (Dex 4) 4 Ranks +3 [Class Skill]
Fly: = +15 (Dex 4) 8 Ranks +3 [Class Skill]
Heal: = +7 (Wis 2) 2 Ranks +3 [Class Skill]
Intimidate: = +1 (Cha 1)
Linguistics: = +16 (Int 5) 8 Ranks +3 [Class Skill]
Knowledge (arcana): = +12 (Int 5) 4 Ranks +3 [Class Skill]
Knowledge (dungeoneering): = +12 (Int 5) 4 Ranks +3 [Class Skill]
Knowledge (local): = +12 (Int 5) 4 Ranks +3 [Class Skill]
Knowledge (nature): = +12 (Int 5) 4 Ranks +3 [Class Skill]
Knowledge (planes): = +12 (Int 5) 4 Ranks +3 [Class Skill]
Knowledge (religion): = +12 (Int 5) 4 Ranks +3 [Class Skill]
Perception: = +18 (Wis 2) 8 Ranks +3 [Class Skill] Alertness +2, Skill Focus +3
Ride: = +5 (Dex 4) Trait +1
Sense Motive: = +15 (Wis 2) 8 Ranks +3 [Class Skill] Alertness +2
Spellcraft: = +18 (Int 5) 8 Ranks +3 [Class Skill] Eldritch Researcher +2
Stealth: = +4 (Dex 4)
Survival: = +2 (Wis 2)
Swim: = +0 (Str 0)
Use Magic Device: = +16 (Cha 1) 8 Ranks +3 [Class Skill] Trait +1, Skill Focus +3

Background Skills
Appraise: = +5 (Int 5)
Artistry: = +5 (Int 5)
Craft (Alchemy): = +20 (Int 5) 8 Ranks +3 [Class Skill] Feat +2, Alch. Lab +2
Handle Animal: = +13 (Cha 1) 8 Ranks +3 [Class Skill] Trait +1
Knowledge (engineering): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Knowledge (geography): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Knowledge (history): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Knowledge (nobility): = +10 (Int 5) 2 Ranks +3 [Class Skill]
Perform: = +1 (Cha 1)


Elephant in the Room

Story Feat: Eldritch Researcher Create a new spell....
Force Spear 2nd level, d4/level max 10th level, medium range

Background Feat #1: Skill Focus(Perception)

Background Feat #2: Skill Focus(UMD)

1st Level: Improved Initiative

Human 1st level bonus: Additional Traits

Class 1st Level: Scribe Scroll

2nd level: Spell Penetration

3rd level: Craft Wondrous Item

4th level: Extend Spell

5th level: Master Alchemist

Wizard 5th level bonus: Craft Wand

6th level: Favored Prestige Class

7th level: Extra Hex

8th level: Greater Spell Penetration

Rewards: Teamwork: Stealth Synergy

Reward: Precise Shot

Traits: (3) & 2 from Feat
- Combat: Reactionary: +2 to Initiative
- Combat: Resilient +1 bonus to Fortitude saves
- Magic: Desperate Focus: +2 bonus on concentration checks
- Magic: Dangerously Curious: +1 to UMD skill
- Human: Friend to Animals: +1 to Handle Animal and Ride skills

Racial and Class Skills, Abilities & Features:
Race: Human

Classes: Wizard 5/Stargazer 3
Arcane Bond: Ring
Arcane School: Divination/Foresight:
* Opposition Schools: Enchantment & Necromancy

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Bonus feat: Every 5th level gain Metamagic or Magical Crafting feat.

Guiding Light (Su): The stargazer gains a familiar, treating his stargazer level as his wizard level. (Scorpian for initiative)

Mystery Magic (Ex): At 1st and 9th levels, the stargazer gains a hex from the witch’s list of hexes. His stargazer levels count as (and stack with) witch levels when determining the effects of hexes. In addition, the stargazer adds all hexes available to a shaman with the heavens spirit (Pathfinder RPG Advanced Class Guide 40) to the witch list.
Hex Gained at 1st level Stargazer: Feral Speech
Hex Gained by Level 7 Feat: Ice Plant

At 3rd level, the stargazer gains the StarsISG subdomain in addition to any domains he already has. His stargazer levels count as (and stack with) cleric levels when determining which domain abilities he gains and their effects. If he isn’t a cleric, the subdomain’s spells are added to his class spell list (if necessary) and to his spells known, spellbook, familiar, or similar source. Spells added this way may be cast only once per day, unless using the stars are right ability. He can use the stars are right ability regardless of his spellcasting class.
Domain Spells: 1st—feather fall, 2nd—hypnotic pattern, 3rd—fly, 4th—planar binding (lesser), 5th—overland flight, 6th—planar binding, 7th—sunbeam, 8th—planar binding (greater), 9th—meteor swarm

Sidereal Arcana (Su or Sp): As he studies the skies, the stargazer binds himself to constellations from the Cosmic Caravan, drawing on their unearthly power. At 2nd level and every 2 class levels thereafter, the stargazer gains one sidereal arcana of his choice
- The Bridge: The stargazer is warded against winter’s darkness. He gains cold resistance 5 and darkvision with a range of 30 feet. The stargazer can see through darkness created by demons without penalty.

Equipment & Gear:
Heirloom item: Darkwood Staff (2 lb)

Ring of Featherfalling (2200 GP/- lb)
Ring of Sustenance (2500 GP/- lb)

Spellguard Bracers (5000 GP/1 lb)
- +2 Concentration to cast defensively and 3/day roll twice and use best

Pearls of Power 2 Level 1 (2000 GP/- lb), 1 Level 2 (4000 GP/- lb)

Cloak of the Hedge Wizard (2500 GP/1 lb]
- Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat
Sandals of Quick Reaction (4000 GP/1 lb)
- Wearer can take a Move and Standard Action in Surprise round

Handy Haversack (2,000/5 lb)
Blessed Book (12,500 GP/1 lb)
Wizard's Kit (- GP/21 lb)
Alchemist's Lab (200 GP/40 lb]
Level 1-Heightened Awareness ch: 50
Level 1-Mage Armor ch: 49
Level 2-Scorching Ray ch: 50
Level 3-Resist Energy, Communal ch: 49
Level 4-Greater Invisibility ch: 49
Level 4-Freedom's Toast ch: 50

Adventurer's Sash (20 GP/1 lb)
- Pocketed Scarf (White) (8 GP/1 lb)
Alchemical Reagents
- Acid Flask (10 GP/1 lb) +1 damage for Acid Splash
- Alchemist's Fire (20 GP/1 lb) +1 to hit with Scorching Ray
- Cooperation Crystals (300 GP/- lb) +1 to level with "harmless" spells
- Fire Fragment (350 GP/- lb) Fire spell gains Flaring Spell effect for the number of rounds equal to the spell level, and +1 CL for damage.

Spell Component Pouch
- Expensive material components
-- (1) Rune Trace: (pinch of powdered gemstones worth 25 gp)
-- (2) Arcane Lock: (gold dust worth 25 gp)
-- (2) Create Treasure Map: (powdered metal and rare inks worth 100 gp)
-- (2F)Page-Bound Epiphany: (book w/ blank pages: travel spellbook 10 gp)
-- (3) Visualization of the Mind: (soothing incense worth 200 gp)
-- (2) Draconic Ally: (a scale from a dragon and 250 gp)
-- (3) Stoneskin: (granite and diamond dust worth 250 gp)
-- (4F)Mnemonic Enhancer: (an ivory plaque worth 50 gp)

Total weight carried:

Carrying capacity :

Starting Gold: 40,000 GP

Remaining Gold: 2,400 GP
Base Speed: 30 ft.
Magic: 4/4/3/3/2 + 1 from Spell Focus(Ring)
Cantrips: 4:
Level 1: 6/1 (Base 4 + INT(2) + Arcane School/1)
Level 2: 4/1 (Base 3 + INT(1) + Arcane School/1)
Level 3: 4/1 (Base 3 + INT(1) + Arcane School/1)
Level 4: 3/1 (Base 2 + INT(1) + Arcane School/1)

Save DC: 10 + Spell Level + INT(5)

From Cloak: Prestidigitation, Mage Hand
4 +4 from Mnemonic Enhancer: Acid Splash, Breeze, Dancing Lights, Detect Magic, Detect Poison, Mending, Read Magic, Resistance
Level 1: 7/1 (Base 4 + INT(2) + Mnemonic Enhancer(1) + Arcane School(1)
- Adhesive Spittle
- Magic Missile
- Liberating Command
- Ear Piercing Scream
- Mount
- Protection from Evil
- Vanish
D: Rune Trace
Level 2: 4/1 (Base 3 + INT(1) + Arcane School(1)
- Glitterdust
- Scorching Ray
- Mirror Image
- Warding Weapon
D: Page-Bound Epiphany
Level 3: 4/1 (Base 3 + INT(1) + Arcane School(1)
- Summon Monster 3
- Fireball
- Haste
- Swarm of Fangs
D: Arcane Sight
Level 4: 3/1 (Base 2 + INT(1) + Arcane School(1)
- Ghost Wolf
- Emergency Force Sphere
- Mnemonic Enhancer(Cast)
D: Arcane Eye

My Spellbook
Oath of Candor (1 Oath Point)
Oath: Your words will betray no falsehood. You are not allowed to deliberately speak any lies, including bluffing, stating half-truths or concealed truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm, you can remain silent.

Oath of Humility (1 Oath Point)
Oath: You are not a leader or a bearer of glory, but rather a simple servant of greater forces. You may not accept the service of followers, underlings, or minions (including summoned, tamed, or animated minions), nor may you accept noble titles or own lands beyond what you need to survive.

Oath of Loyalty (1 Oath Point)
Oath: You have sworn your service to a god, nation, or leader (hereafter referred to as your patron). Your alignment must remain within 1 step of your patron’s, and you must adhere to the moral tenets of your patron while remaining in their good standing. Paladin or antipaladin codes provide a framework for what moral tenets might mean for a character who pledges an Oath of Loyalty. Minor infractions may be overlooked, but a gross defiance (such as disobeying a direct order from your patron or acting in a way that directly contradicts your patron’s teachings) is sufficient to break an Oath of Loyalty. A patron may revoke the benefits of an Oath of Loyalty at any time.

10 Oath Points:

Accelerated Recovery (3 Oath points)
You gain fast healing equal to half your character level (minimum 1).

Enhanced Abilities (Su) (2 Oath points)
Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 on-wards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.

Inhuman Resilience (Su) (1 Oath point)
Your Oath insulates your body and mind against harm. You gain a +1 resistance bonus to all saving throws at 3rd level, which increases by 1 at 6th level and every 3 levels thereafter (to a maximum of +5 at 15th level). You also gain a +1 enhancement bonus to natural armor at 5th level which increases by 1 at 8th level and every 3 levels thereafter (to a maximum of +5 at 17th level).

Spell Resistance (Su) (3 Oath points)
You gain the ability to shrug off magical effects, gaining spell resistance of 11 + your character level. If you already possess spell resistance, you increase this existing spell resistance by 6. You may lower or raise this spell resistance as a standard action.

Skillful (Ex) (see text)
If you spend at least one Oath point on this Oath boon, you treat all skills as class skills. For every Oath point you spend on this Oath boon, you gain a number of skill ranks equal to your character level.

Character History : Educated in the College of Mysteries in Absalom
I was born 29 years ago to Thelma Hargan, priestess of Desna. I don't know who my father was but my mother supposedly gave me his last name. She didn't survive to my adulthood, but she provided for my success in a manner that was a shock to me as I realized her insight. She arranged for me to be apprenticed to Robert Tarran, one of the instructors at the College of Mysteries, and paid my tuition to attend there. She also gave me a final gift, a darkwood staff that I have kept to this day.

I'm guessing that my father was very intelligent. I'm certain that I didn't inherit my genius from my mother, or my insatiable curiosity about things arcane. My apprenticeship to Bob (He hates it when I call him that!) happened earlier than planned, but it was great! He learned quickly to hide or lock up dangerous books since I couldn't be stopped from reading anything that I could find. I surprised him by learning a couple of cantrips just by reading one of his really old spellbooks. I was only 12 but my curiosity had me studying it until I could say the words and cause the magic to happen.... He talked with the Dean and got my tuition activated so I could start formal lessons. I learned quickly and was soon able to earn cash by joining groups doing contract work for the organizations around Absalom. Some of the tasks were simple, transporting stuff to and from people for example. Some were a little bit dangerous, retrieving stolen property from the kobolds in the sewers as another example.... And some were much more dangerous and took me outside of the city, tracking and recovering a Pathfinder agent from one of the war towers north of the city for example.... I was formally at the school for 6 years and maintained my alumni status active after I graduated.

Since then I've traveled around the inner sea area, seeing several of the interesting cities like Kaer Maga, Janderhoff, Korvosa, Sothis, and Quantium just to name a few. I found that anywhere I went I could almost always find help and work with the Pathfinders. Some find them to be meddlesome, but I usually found them to be useful.... Whenever I was remotely near I returned to Absalom to pay my dues, report on any arcane knowledge I had found, and if possible I would add to my spellbook.

Unfortunately when one is successful there almost always tends to be some enemies in your past. If you are lucky they are dead or know better than to follow and try to attack you. Sometimes though you can be unlucky and an enemy may decide to make your destruction one of the goals in his or her life. I have one such enemy, a fool that goes by the name Nalfeshnee. I teased the idiot in one of our encounters, explaining that Nalfeshnee was a type of demon, not a named demon. Him taking that as his name was similar to saying that his name was Drow.... Anyway, he was with a team that was searching for a crypt in the Osirion desert. The team I was with had just cleaned the place out and I called out "Too late" as we road away. They figured out the meaning of my words when they found the crypt, and he decided to track me down and try to steal the spoils from us. Trouble was, we didn't have any spoils as we had been contracted to the temple of Pharasma in Sothis and just had the gold that we'd been paid. And, when he caught up with us, half of his team had deserted and we easily over-powered them. Since then Nalfeshnee has been on his own and has just taken it on himself to occasionally ambush me.

Quest details:
A witch named Euryris seeks a company of adventurers to recover and destroy an evil artifact from the ruins of Barad Mergo.

"Ah, yes, a classic seek and destroy quest! Good choice! The ruins of Barad Mergo are found on the continent of Faeurn, in what is colloquially known as the Forgotten Realms. I don't know much about the witch, Euryris, but you could ask around the tavern and see if others might have heard more about her. What I can tell you is that she's offered to pay one thousand gold pieces, up front, to each adventurer who takes up her quest, and an additional thousand each upon completion. This is in addition to whatever you might discover in the ruins themselves." Mitchifer replies to Josten's request.