Tell me about your Magic-User


Pathfinder First Edition General Discussion


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I love magic users. It's no secret that I prefer them to the "mundane" classes; I've played the occasional fighter or rogue, but I always seem to fall back to magic-users.

The only thing I like as much as playing magic-users is hearing about magic-users. So let's talk magic, shall we? I'll go first.

Name: Z'jargo aka Mr. IcyHot
Race: Tiefling (Rakshasa)
Level/Class: Sorcerer 6 (Orc/Water Elemental Crossblooded) (Seeker archetype)/Sand Shaper 1

Z'jargo, the Sorcerer Supreme, the Mage Most Magnificent, the Tiger that Sleeps, is a thief, scoundrel, and all together nice guy. He boasts a magical pedigree that includes his obvious Rakshasa ancestry, as well as direct bloodlines connected to a mighty Orc Warlord and a member of Marid Nobility. Most recently, he has discovered that he is the next incarnation of a lost order of desert tyrants who had power over the very wastelands they ruled.
Despite all this, he's a pretty nice guy.

Your turn. :)

Edit: I'd also like for folks to mention the "style" of magic their characters use. For instance, Z'jargo is of mixed blood, so his spells tend toward cold effects and desert themes (sand, heat, wind, etc) this makes an interesting mix of effects, and is one reason why is called Mr. Icy Hot in our group.


Name: Sorcerer
Race: Half-Elf (Golarion)
Level: Sorcerer (Undead bloodline) 1
Campaign: Kingmaker
Alignment: Lawful Good

Born in Ulfen, Sorcerer is the bastard child of a human woman and an elf father, whom she never met. Her status as the product of a union her grandparents expressly forbid gained her no love in her village, and her shyness and awkwardness did not help matters. Her manifestation of a necromantic sorcery bloodline was the last straw, and she was stripped her of her name and cast out of her village. Along and unwelcome in her homeland, Sorcerer drifted, seeking someplace of her own, eventually ending up in Brevoy. Perhaps here she will find a place in the world. All she knows is that there are bandits making people's lives miserable, and she can't bring herself to do nothing about it when she has the power to help.

Sorcerer is a woman of medium height, and despite being only half elven, she looks full elven and is usually mistaken as such. This is rather ironic, as she has never lived among elves, knows nothing of elven culture, and doesn't know a single word of the elven language. She has blond hair, green eyes, and a shy, withdrawn demeanor. She isn't very talkative and a paralyzing fear of social situations, but she has a very strong sense of right and wrong, and is willing to risk her life over it.


*Casts Levitate on this thread*


Notice: this character was played in a home-brewed setting in which Wizards were rare and tended towards finding names for themselves, inspired by Gandalf the Gray (and later White), such as an NPC named Borradin Black-cloak.

Name: Kreslin the unamed
Race: Human
Level: Wizard (Evoker) 13
Alignment: Neutral

Orphaned at around 7 and left without anyone caring for him in the slightest... at least until he was caught by an instructor at the academy he had been squatting in the basements of and stealing food from. He then spent years under the care of this very matter-of-fact man, shaping him into both a skilled wizard and a blunt, shameless, and sometimes overly confident man himself.

He spent some time teaching at the academy, taking over his mentor's position when he retired, and was called into a life of adventure when a change in headmaster at the academy found him lacking employment due to disagreements about what "acceptable risk to students for purposes of education," meant.

His casting style involved a number of direct and brutal spells (mostly rays) of the evocation and transmutation sorts, and a number of permanent enhancements to himself.

His favorite spells were of the prismatic variety and he was never without at least one casting of both disintegrate and teleport once he learned them.


Jasmine, Female Elf, LE (just dropped from LN)
Thassilonian Conjurer(Teleportation)/Diabolist (5/1)
Asphodel, Male Devil, LE
Imp Companion (umd monkey heading toward swift aid feat)

Playing in a home brew game around Absalom Jasmine as orphaned in Isger and raised in Asmodeus faith, she believes in the right of the powerful to rule and currently runs the adventuring/investigation group "4 Goons (and a wizard) 4 Hire".

After almost a year in Absalom the team have lost a paladin who was keeping Jasmine in check, hired a "security consultant" (read absolute bastard rogue) and become embroiled in a plot by a suspected dark folk wizard suspected Kuthite known as the Shadowmancer (we know next to nothing about him other than having met a few of his lackeys) who recovered an artifact (Jasmine gave the evil doodah to his lackey for a favour) and has then broken it like a Terrys Chocolate Orange into an indeterminate number of parts which we are collecting as we go.

Her minions a dizzy ranger who wants to be a society figure (worshipper of the art goddess shelyn), a drug dealing nature inquisitor (we had an encounter with a plant creature whos spores made you think you were 1/16 your size and he's harvesting it), a hippy cleric of desna who is also a practicing lawyer (spore head) and the afore mentioned security consultant rogue.

Most recently i was contacted by the Chelish ambasador to help a merchant who was having problems with his children passing away in their sleep, oldest to youngest, which we investigated and worked out was being caused by a called daemon known as a soul eater. In order to catch the person calling the creature we waited until the deamon we killed the last surviving child (security consultant coup de gras in his sleep) and billed the raise dead/restoration to expenses which the merchant had included in our contract. Followed the daemon back to a ship in harbour belonging to a former employee of the merchant who got his privateers writ recinded for skimming too much off the top, after forcing surrender and drowning the captain we took the ship and got the merchant to get our party a writ from the Chilaxian goverment so we can run the ship for profit. Our nature inquisitor is looking toward smuggling and piracy as a possible avenue to expanding his spore operation while our desnan cleric is working on contracts for the crew and for portage of items.

I now owe the Chilaxian merchant an unspecified wizardly favour at a later date, while we were poking around his house we found a sub basement with a 30ft circle vs evil and some sections of the book of the damned so i suspect he wants me to summon a pit fiend or similar to sponsor his elevation to noble. In the mean time i'm trying to track down the location of an underground auction we heard about so i can sell some of the three gem of nightmare shadow artifact chunks i have laying around in silver lined boxes, good times.

I normally hang back and throw out a few summons and buffs while my imp hangs around assist othering and throwing out illusions and heals, the character is a classic facilitator god wizard in combat. We spend a lot of time roleplaying and investigating as well so i've got a strange amount of divinations in my book, we had fun with the inquisitor and rogue interrogating people while i was detecting thoughts.


Name: Don Gecko Logarto
Race: Cayma
Level: Sorcerer 16/Archmage 5
Alignment: NG
Campaign: 3.X Red Steel homebrew

Cayma were like tiny lizardfolk. He had good charisma, but the party generally ignored anything he had to say. He wasn't taken seriously, in spite of his magical power, and vented his frustration with a lot of blast spells.

He was the most powerful caster I ever played from level 1. It was fun having a tiny guy who looked a bit like the Geico gecko, but was so deadly. He killed a lot of very big, bad monsters! Once, in the mid levels, he wiped out a roomful of giant scorpions and some other nasty vermin by himself, and the party still wasn't impressed. That irked him to no end. He never got the respect he wanted. Poor little guy! LOL


I have two to mention:

Name: Charlton "Chuck" Vader'ixmusala
Race: Half-Elf
Level: Wizard 6 / Fighter 2 / Spellguard 10 (think EK) / Archmage 2
Alignment: LE (started LN)
Campaign: Homebrew world of Frizia (2e to 3e)

Chuck was the bastard son of an evil elven king and peasant human woman. He started life as a 2e Fighter/Mage and evolved with the edition change to the 20th level version posted above. His is a tragic tale of the son becoming the father, tempered by noble allies.

His style was charming Darth Vader - making allies among a diverse set of races and peoples. He and the party eventually overthrew the evil elf king and the son became the king. He ruled wisely, implementing Napoleonic reforms to the judiciary and busting the power of the nobility, until his half-brother connived his way to power. Sequestered at a neighboring kingdom, he lost a duel with an evil archmage and was "mind-raped" (3e spell) to become LE. He was last seen in the Astral Plane surrendering to the reanimated Githyanki Lich-Queen (destroyed by the party the day prior) with the rest of the party dead or incapacitated...

Name: Falco Tambor
Race: Elf
Level: Wizard (Conjurer) 12
Alignment: NG
Campaign: Kingmaker

Falco is a human-loving, ally-seeking, monster-summoning arcane powerhouse. Dedicated to the idea of empowering allies, Falco could end a fight quickly but lets his allies shine usually. He is the power behind the throne, guiding the kingdom towards Good. He tries to mitigate the monk's and paladin's zeal and push the druid's amorality towards balance. Much like Chuck, Falco is all about making friends - he doesn't care if they are kobolds, boggards, or what, as long as they follow the rules. He takes pleasure in playing the all-powerful wizard with people, using illusions to appear even more powerful than he is... lots of thunder (ghost sound) and flash (silent or minor image).


Name: Paulie Dingle
Race: Gnome
Level: Summoner 14
Alignment: CG
Campaign: Homebrew

Paulie is a good example of the Dingle family, which is to say he's nuttier than your usual Gnome. At a young age his cousin Molly was kicked in the head by a goat, and he saw a squirrel. He followed the squirrel and it began talking to him. It told him of the wonders of the multiverse and offered to teach him to master it. To which young Paulie responded "OK. Hey, my grandma Dolly just made a fresh batch of Dingle Berries, you should come try some." Paulie didn't understand why the squirrel didn't want to try his family's secret recipe for fruit gummies, but he dragged the squirrel back anyway and named it McSquizzie.

Fast forward a few years and Paulie is now the apprentice of a Mad(der than him) plane-hopping artificer. And Paulie invented the spork, while McSquizzie regrets being Paulie's patron.

Shadow Lodge

He's a bloodstain on AM's lance....as will be all magic-users.

Scarab Sages

Name: Tak Shey'Amon Medyved
Race: Human
Level: Wizard 5 (Conjuration School)
Campaign: Kingmaker
Alignment: True Neutral

Tak (all the great wizards have three letter names!) is a slightly foppish noble who studied under a tutor in Brevoy. He has silver tongue and schmoozes with the best of them. He has a talent for summoning elementals.

He has a wize cracking thrush familiar who speaks draconic and has convinced several Kobolds that she is a dragon in disguise.

Like most of his family he attempts peaceful interaction with the fey of the wildlands...


Name: Karthan Zhosk, Master of Fire
Race: Half-Orc
Level: Sorcerer (Draconic, Brass) 8
Campaign: Seer's Journey
Alignment: Chaotic Good

Son of the brass dragon running the library of Stormfare, and an Orcish ranger, Karthan could've been a great ranger. Instead, he liked sleeping in beds and eating well prepared meals...though he got the wanderlust.

He's now part of a party escorting a child to a fate that he expects to be dire.

(This was a game where stats were rolled, and Karthan got 2 17s, 2 16s, and 2 14s.)

Name: Nasir Al-Mardani
Race: Human
Level: Sorcerer (Starsoul) 1
Campaign: Pathfinder Society
Alignment: Neutral Good

A scion of a family of astrologers in Qadira, Nasir came to adventuring late in life. Like more than half of the astrologers who are members of the Most Wise Brotherhood, he doesn't actually have Profession (astrologer) or any kind of divination magic. He does have a very good Bluff spell.

He gave divinations and guidance to a Qadiran crime lord, who was pleased to find a member of the Most Wise Brotherhood willing to take his coin.

Some of those divinations proved...less than sound. When Hakim Nagruri sends people to "read his fortune from his entrails." after a job gone bad, one has to make oneself scarce.

He did so - though the docks ended up a little scorched, and several of Hakim's goons got knocked into the ocean as the ship to Absalom was loosed from the quay. A member of the Pathfinders asked him what he intended to do in Absalom, and when Nasir said "I don't know...", the Pathfinder offered him a sponsorship in the Society.


the self styled Grumbar the Mighty, 22nd level Evoker.

the only wizard i played for any length of time, grumbars genesis is to be found way back in the misty days of 2nd edition. forced into learning the ways of the war wizards of cormyr by amibitous parents, Grumbar rebelled by refusing to learn typical spells. he specialised in evocation (they did say WAR wizard after all) and took transmutation and i think enchantment as his opposing schools. hence he was unable to, or refused to cast things like stone skin, fly, teleport, etc. due to his lack of defensive spells he was once nearly killed by a surprise attack from a wizard about a third of his level spamming magic missle (back in the days when high level wizards still had 30 odd HP)

typically lazy, overweight, and cowardly his main ambition in life was to own a tavern which he could then drink in for free. this aspiration as yet remains unfulfilled, as he fell into the company of the heroes talistiir, dernuss longarrow, and lien gahima.

once third edition rolled around he was modified somewhat to be a force mage (he had always favored force effects, and spells and magic had heaps of cool spells for this).

at 22nd level he has seen and done alot of terrifying things, most recently helping to defeat, with the aid of the company of the wolf (our other epic level party - yes we have played a lot of dnd in the last 15 years!) the dread alliance of the flying city of shade and the lord of darkness, one of nine terrible scourges on the land - they were homebrewed, think lady of war, lord of destruction, lord of murder etc. who sought to (super short version) bring the plane of shadow to faerun.

he is currently the warden of the gem of power, one of five minor artifacts that when combined with the eternity gauntlet form a greater artifact of terrible might. he is semi retired following a curse placed upon him and the party following their defeat of the lord of darkness - the taint of his dark soul resides within them all now. (which was just before we made the switch to PF)

edit - as for style, grumbar has always favored force effects. wall of force is one of his favorite spells, which he uses with meta magic feats to divide the battlefield up for his martial friends to conquer. he once used the dome version to save the party from a swooping great wyrm, which made me feel pretty awesome. force cage has seen some use as his level has risen too, and when we were playing third edition force missles with knockback were a staple. telekinesis and otilukes resilient sphere have also proven useful.

a lot of the spells i liked in 3E didnt make the trip to 3.5 too well, (force missles, lance of disruption, destructive resonance) and also the higher level play was making damaging spells less and less efficent - so he shifted back a little towards a more typical wizard approach - battlefield control and mass haste mostly.


Kthulhu wrote:
He's a bloodstain on AM's lance....as will be all magic-users.

*whimper*


Name: Grimm
Race: Tiefling (Div-spawn) Half-Dragon (Red)
Level: Sorcerer (Pit-Touched) 2
Campaign: Homebrew
Alignment: Chaotic Good

Found as an orphan by a nomadic desert tribe, his life was spared by the Seer of the tribe, upon seeing a medallion about the infant's neck. Raised by the Seer, the child proved adept at the written and spoken word, and even showed innate talent in mystical arts. Cautioned against showing his 'gifts' - arcane magic being distrusted by the nomadic tribes, and the child's very nature already making him pariah - the child grew to be trusted, if at an arm's length, by the tribe. He kept his gifts hidden, until very recently, as he has left the tribe, and set out to find his own way - curious to know his origin, and why he finds these dark yearnings and urges tugging at him, that he must battles against constantly.

(This character is in a reboot continuation of a recently ended campaign; which ended in an apocalyptic clash triggered by our previous characters - the consequences of which make this character unusual within, but fit, the setting)


Sayer_of_Nay wrote:
Kthulhu wrote:
He's a bloodstain on AM's lance....as will be all magic-users.
*whimper*

Don't worry -- it doesn't actually exist.

Shadow Lodge

Abraham spalding wrote:
Sayer_of_Nay wrote:
Kthulhu wrote:
He's a bloodstain on AM's lance....as will be all magic-users.
*whimper*
Don't worry -- it doesn't actually exist.

He's had far more details ironed out and specified than Schroedinger's Wizard.


while not actually a full caster, Ka'etil may grow into his own as one with age and levels.

Name: Ka'etil Malas'rae
Race: Half-elf (with Orc taint)
Level: Sorcerer(envenomed/draconic)1/Barbarian2/Ranger1/Alchemist1
Campaign: Kingmaker
Alignment: Chaotic Neutral

The wild bastard of a beautiful Elf woman, and a vicious serpentine binder of weak orc ancestry. He was "encouraged" to leave the forests. Alone and not in control of his sorcerouss power when it awoke, he went mad, regaining his sanity as his demonic rage faded. He's since studied the strange humans that he's encountered through his travel through Brevoy and the River Kingdomes, as well as alchemical means of manipulating the inherent powers within his blood. He's on the verge of a breakthrough that will fully awaken his latent Draconic heritage, a gift from his mother.

Upon its revelation, he shall attempt to overcome the madness, demonic rage and orcish savagry that has characterized his life up till this point, instead becoming a great and shining mystic warrior, at the forefront of his forces, an army to himself, to unite the river kingdoms under one banner and bring peace and so forth to the land!


Name: Allister ---
Race: Gnome (pyro)
Level: Sorcerer(fey)2
Campaign: PFS
Alignment: LN

Allister despises the unfocused and wild ways of his brethren, preferring deep academic studies, methodical research, and careful organization. Unfortunately he was an utter failure at wizardry, but his inate Fey powers were truly impressive. He's developed his skills and power as an agent of Cheliax, feeling at home in such an authoritarian land. He obsessively attempts to acquire knowledge of the arcane with a fervor found only in gnomes.

This duplicitous and silver-tongued master of domination has only one vice, a chink in his armor of absolute control, and that is fire. While he normally maintains an iron composure, occasionally the embers withing him catch and he returns to his secret and repressed ambition, to wreath the world in flames!!!


Name: Lady Darley
Race: Human, half-fiend (alu-fiend variant)
Level: 30+
Campaign: Forgotten Realms, 2E
Class: Wizard, enchantment specialist
Alignment: Neutral Good (sliding toward Chaotic Good)

Born in the mists of time (aka 1E), the alu-fiend Darley is the brother of Iuz and the daughter of Iggwilv and Graz'zt. The Princess of the Abyss as she was nicknamed served her father as an envoy, ambassador, spy, and sometimes as an assassin or information gatherer at need. When Lolth and Zuggtmoy grew too interested in events on Oerth, Darley was sent there to investigate, only to be caught by the Demon Queen of Fungi and locked away in an elemental node. A group of adventurers ultimately freed her, and she joined their group in human guise to continue her mission. When the group divided up the loot of their most recent excursion, she accidentally ended up with a helm of opposite alignment and became lawful good. Realizing what had happened, she left the group to wander the planes, eventually settling on Toril. Here, she had many adventures before settling down and marrying the noted mage Magos, a mystic theurge specializing in vaporizing Red Wizards of Thay and enemies of the Mystran faith. Happy for years, her husband eventually ascended to demigodhood, but on their last night together left her pregnant. Darley adopted one daughter, the ranger Terisa Nightranger, while raising her newborn daughter Ellasandra, adopting the elven orphan Kalindra Lightsword, training a few apprentices, and working for the Harpers. She moved into Myth Drannor when the elven Reclamation took the city from the fey'ri despite the protests of certain elder gold elven families. Darley eventually mollified the protestors by restoring the lost Spellblade to the city, only to unexpectedly bond with it and become the city's Spellmajor. When Mystra died, the surge in the Weave revealed to the entire court her demonic nature, but she has remained Spellmajor at the insistence of the Coronal and Prince Consort. Since then she has grown close to those Chosen of Mystra who survive, particularly the Bard of Shadowdale. Darley keeps tabs on what her parents are up to when she can, as well as the actions of various power groups throughout the Realms.


Name: i’Sirith’Thaur-Ringlhachinevheru-Mancheba’Glodoh’Megilgûl-Randir’Manfarothi ’Thondont-Quarëthondiel .... (And it continues for another four lines of text). The party calls him Sear for short, and i'Sirith when they're angry with him (usually the latter)
Race: Half Elf (but due to house rules that were aimed at discouraging cross-blooded sorcerers, his creature subtypes include Human, Elf, Orc, Outsider (Elemental), and Dragon)
Level: Crossblooded Sorcerer (Water Elemental/White Dragon) 1/Bladebound Magus 8
Campaign: Homebrew
Alignment: Chaotic Neutral

Sear was born the bastard child of an aging and powerful elvish diviner, and abandoned at the moment he was born (literally. Mom used teleportation spells to leave him behind and sever the umbilical cord). His father, as it would later be discovered, was a half-orc warlord a few mountain ranges away. Since then, both his parents have become fairly well known. His mother has gone on to become one of only a half dozen recorded Elvish Liches in history, while his father became a Graveknight. And yes, they're both still alive (he routinely tries to convince his adventuring party that they should go 'visit' one or the other).

Sear isn't entirely unknown himself: His name is composed of the titles that various peoples have awarded him over the last four hundred years of activity, although fairly few folks realize that all the titles belong to the same individual. The truly surprising thing is that he's still a living half-elf after this period of time... after all, he should be dead. There's a trick to that, and it involves the fact that his parents view him as their favorite weapon to be used against each other in their perennial power struggles. So, each makes it a habit of ensuring that Sear ends up in stasis for long periods of time, until they hatch a new plot to try and get him close enough to kill the other. He is, according to a prophecy each of them has heard, the only thing which can truly destroy the other.

His current adventuring party lives in minor awe of his ability to blend swordplay and magic together seamlessly (They've never seen another magus in action, because Sear makes it a habit to kill any maguses he finds while active, believing he is the only one worthy of knowing the secrets of the class), and the fact that he can carry an intelligent item which vehemently desires to kill all sentient undead. His 'plans' tend to range from simply insane to world-endingly misguided (for instance, to thwart a coming other-realmly invastion, he's got he party looking for a way to turn the moon into a giant focusing lens during an eclipse). His version of diplomacy is to simply vomit words at people until they give him what he wants so he will be quiet.

I am, admittedly, loving every minute of playing him.


Now keep in mind I don't play Pathfinder (sorry it's based on the s&!%ty 3.5 rules...no thanks!) but I generally use their fluff / convert their modules to enhance my 4E campaign.

Name: Burgess Caledon
Race: Dragonborn
Class: Swordmage
Level: 8
Tier/Campain: Heroic, Golarion
Alignment: Good
In my DM's campaign the Dragonborn have replaced the Ulfen so wherever you'd see an Ulfen you'd see a Dragonborn instead.

We played with our campaign for about a year and a half. And he was a pretty cool, bitter, old drunk who hated the Hags of Irrisean.


Joe Wibbleth the third of Bettelfall or Shadowgold
Gnome
Illusionist
neutral good-ish

He was born as the youngest son of a inventor. When he was young he had a pet monkey whose name was also monkey but one day his father told him that the monkey rather wanted to be a donkey and so he transformed the monkey into a donkey. (of course the monkey died, and it's just and ordinary donkey, but you can't tell a child that)

A few years later Joe Wibbleth wanted to study magic but hadn't got much money, so he enlisted in a very cheap magic school, the problem was that only evocation specialization was offered, so he took it, altough he not only hated that way, but also wasn't very good at it.
So in training he just produced illusions of magic fire and bolts, he soon was better than anyone else because it wasn't much harder to produce bigger illusions.

After his studies he went back home and lived with his father for a few years, with his illusions he gave the blueprints for inventions and soon found a squirrel as familiar as "they are half nut anyway" and so was a good complement to him.

He also was an infamous prankster, he dressed in black to sneak around but when met he had to appear honest and mysterious. So he made his own clothing, on the one side it was golden, glimmering, for everyone to notice, on the inside it was greyish black as the night and could be worn as such.
Also his pointy hat, on the tip of the golden side he cast continious light and so whenever he went somewhere he didn't need to hold a torch. When he needed to shee further up the way he just need to turn the pointy side inside out and had a bullseye lantern, and if he wanted to go unnoticed, he just put the hat on with the black side out, and no light shone trough.

His friends know about this trick, this is why they call him Shadowgold if they think noone is listening, but Joe has many shinier names that go with his golden wizard robes and hat.

His favorite spells are all illusions. For social events just figments, but for battles he uses partly real illusions crafted out of shadows as his belief is that illusions are just summons from the plane of illusions, a plane made out of everything, where every space contained every visual possibility, and because so many colours had to be in such a small place, you can't expect much mass to come with it. You always just had to summon the right particles.

The reason he went out into the world with he half nut squirrel Julie and his donkey named monkey is that he wanted new ideas for his inventions and searched for exciting items, particularly a staff made out of shadows.

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