About Radid Otharan
Character Name: Radid Otharan
Character Race: Undine
Alignment: Lawful Neutral
Deity: Osprem
Current Moderator:
Adventure:
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Gender: Male
Age: 24
Height: 5' 9"
Weight: 155
Eyes: Dark Blue
Hair: Red
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Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:
Known Languages:
Common, Draconic, Dwarf, Elf
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Strength: 8
Dexterity: 17 (15 + Race +2)
Constitution: 14
Intelligence: 17 (15 + Race +2)
Wisdom: 11
Charisma: 10 (12 + Race -2)
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Hit Points: 8
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Armor Class: 13 (Base: 10, Dex +3)
Flatfooted Armor Class : 10
Touch Armor Class: 13
Special Armor Class Notes:
Telekinetic Protection: 6/day
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Save vs. Fortitude: +2 (Base: +0, Con: +2)
Save vs. Reflex: +3 (Base: +0, Dex:+3)
Save vs. Will: +2 (Base: +2, Wis: +0)
Special Save Notes: Cold Resistance 5
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Initiative Modifier: +12 (Dex +3, Trait +1, Feat +4, Familiar +4)
Base Attack Bonus: +0
Melee Attack Bonus: -1
Ranged Attack Bonus: +3
Special Combat Notes: Darkvision
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Weapons:
Dagger: 1d4 | 19-20/x2 | 10' | P or S
Underwater Light Crossbow: 1d8 | 19-20/x2 | 80' | P
10 Bolts
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Skills
Total skill points earned: 6+2/level (2 + Int(3) + Favored Class(1)) +2 Background
Wizard's class skill: Appraise(Int), Craft(Int), Fly(Dex), Knowledge(all)(Int), Linguistics(Int), Profession(Wis), Spellcraft(Int)
From Trait: Sleight of Hand(Dex)
Acrobatics: = +3 (Dex 3)
Escape Artist: = +3 (Dex 3)
Fly: = +3 (Dex 3)
Knowledge (arcana): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (local): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (nature): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (religion): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Perception: = +2 (Wis 0) Alertness +2
Ride: = +3 (Dex 3)
Sense Motive: = +2 (Wis 0) Alertness +2
Spellcraft: = +7 (Int 3) 1 Ranks +3 [Class Skill]
Stealth: = +4 (Dex 3) 1 Ranks
Survival: = +0 (Wis 0)
Background Skills
Appraise: = +3 (Int 3)
Artistry: = +3 (Int 3)
Craft: = +3 (Int 3)
Knowledge (nobility): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Sleight of Hand: = +10 (Dex 3) 1 Ranks +3 [Class Skill] Trait +1, School +2
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Feats & Traits:
1st Level: Improved Initiative
1st Level Wizard Bonus: Scribe Scroll
Familiar: Alertness
Traits:
Magic: Arcane Temper: +1 Concentration & Initiative
Social: Child of the Streets:+1 Sleight of Hand & it is class skill
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Race: Rimesoul (Frost Undine)
+2 Dex, +2 Int, –2 Cha
**** Native Outsider: **** Mostly Human
Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without needing to attempt Swim checks, and always treat Swim as a class skill.
Darkvision: Undines can see in the dark up to 60 feet.
**** Spell-Like Ability: Amphibious
Energy Resistance: Undines have cold resistance 5.
**** Ice Affinity: **** Hydrated Vitality
**** Languages: **** Mostly Human
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Mostly Human
A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
Amphibious
Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Hydrated Vitality
An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
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Class: Wizard
Arcane Bond: Familiar:
Rhamphorhynchus: Batty
Tiny animal
Init +3; Senses low-light vision, scent; Perception +6
AC 16, touch 16, flat-footed 13 (+3 Dex, +2 size +1 Natural Armor)
hp 4
Fort +2, Ref +7, Will +4
Defensive Abilities: Improved Evasion
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3–2)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks: Sudden Swoop(Ex): If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.
Statistics
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Fly +11, Perception +6, Stealth +15
Rhamphorhynchuses make excellent familiars for those spellcasters who are looking for quick and nimble minions. Although not dinosaurs themselves, these skittish pterosaurs are often found wheeling in the skies above dinosaur hunting grounds.
- Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
- Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Arcane School: Aether (Elemental School) / Opposition School: Water
Aether Magic: Add the following spells to your wizard spell list at the listed spell level: 0—telekinetic projectile, 2nd—spiritual weapon, 4th—spiritual ally, 5th—ethereal envelope, 6th—animate objects, 7th—ectoplasmic eruption, 9th—telekinetic storm
Aether Supremacy (Su): You gain a +2 enhancement bonus on Sleight of Hand checks. This bonus increases by 1 for every 5 wizard levels you have. In addition, you can cast mage hand at will as a spell-like ability that uses your caster level. At 5th level, you can attempt Sleight of Hand checks against a target within 30 feet, though the skill check DC increases by 5, and any creature within line of sight of either you or the target can attempt an opposed Perception check to notice the attempt. At 10th level, you can attempt a Sleight of Hand check as a move action with only a –10 penalty. At 20th level, whenever you attempt a Sleight of Hand check, assume the roll resulted in a natural 20.
Telekinetic Protection (Su): As a swift action, you can grant yourself protection against nonmagical attacks by forming a field to telekinetically deflect them. You gain DR 5/magic for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Receptive Vibrations (Su): At 8th level, you are constantly surrounded by ephemeral and invisible strands of aether, increasing your awareness of your surroundings. You are never denied your Dexterity bonus to AC against attacks made within 30 feet of you because you are flat-footed or because your assailant is unseen. In addition, you gain a bonus on Perception checks to avoid being surprised equal to half your wizard level.
0 - telekinetic projectile
1st - floating disk, magic missile, unseen servant
2nd - ablative barrier, blur, pilfering hand, spiritual weapon
3rd - blink, ectoplasmic snare, force punch, tiny hut
4th - resilient sphere, spiritual ally, telekinetic charge, telekinetic maneuver
5th - condensed ether, ethereal envelope, interposing hand, mage's faithful hound, secret chest, telekinesis, wall of ectoplasm
6th - animate objects, enemy hammer, forceful hand, leashed shackles
7th - ectoplasmic eruption, ethereal jaunt, grasping hand, phase door
8th - clenched fist, telekinetic sphere
9th - etherealness, telekinetic storm
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Equipment & Gear:
Worn: Traveler's outfit
Dagger: 2 GP, 1 lb
Underwater Light Crossbow: 70 GP, 4 lbs
10 Bolts: 1 GP, 1 lbs
Backpack: 2 GP, 2 lbs: Total Weight: 9 lbs
Traveling Spellbook: 10 GP, 1 lb
Waterskin: 1 GP, 4 lbs
Trail Rations(2): 1 GP, 2 lbs
Sack: 1 SP, 1/2 lbs: Total Weight: 20.5 lbs
Marine rope (woven kelp): 20 GP, 5 lbs
Fishing net: 4 GP, 5 lbs
Stretch cords(2): 1 GP, 1 lbs
Wet suit:8 GP, 4 lbs
Swim fins: 1 SP, 5 lbs
Belt Pouch: 1 GP, 1/2 lbs: Total Weight: 2 lbs
Underwater compass: 20 GP, 1/2 lbs
Whetstone: 2 CP, 1 lb
Familiar Satchel: 25 GP, 6 lbs
Spell Component Pouch: 5 GP, 2 lbs
Total weight carried: 25 lbs, plus 20.5 for the sack.
Weapons: 6 lbs
Equipment: 19 lbs, plus 20.5 for the sack.
Carrying capacity : Light -> 26 lbs, Medium -> 53 lbs
Starting Gold: 220 GP
Weapons: 73 GP
Equipment: 98 GP, 2 SP, 2 CP
Remaining Gold: 48 GP, 7 SP, 8 CP
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Movement:
Base Speed: 30 ft.
Swim Speed: 30 ft.
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Magic:
Spellbook: All Cantrips
1st Level Spells: 6
- Adhesive Spittle
- Color Spray
- Endure Elements
- Fastidiousness
- Magic Missile
- Mage Armor
Spells per Day:
Cantrips: 3: Dancing Lights, Prestidigitation, Telekinetic Projectile
First Level: 3 (1 + INT(1) + Aether(1)
- Adhesive Spittle
- Mage Armor
A-Magic Missile
Save DC: 10 + Spell Level + INT(3)
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Character History :
I was born and raised in the Azure district to a pair of Undine that traded in creatures of the waters. They both were obvious Undine which made my appearance rather curious. I look almost completely human. My father had the amphibious trait that some rare Undine had, and it was passed on to me. This made my early years fun, and a bit dangerous. I could jump in to the waters around the city and swim away under water without a care.... Luckily I didn't get eaten by a shark or any of the other dangerous predators.
I had no interest in learning or continuing with the family business. It wasn't difficult work, but it was boring! And I had learned a little about magic from a human friend. When I finally told my family my desires they surprised me by funding classes at the University. I had to learn about things other than magic, but I excelled at learning and even found friends at the University staff. In my later years I was able to save on the costs by tutoring students that didn't learn as easily as I did. That taught me that I didn't want to teach....
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Short paragraph about why a local noble would want to hire me:
Having completed my education at University I need to start my career. I have knowledge in a variety of subjects, arcane magic at my disposal, and the ability to penetrate the depths of the ocean without aid. Need a sunken ship explored? Treasure recovered? I can do it.