| FAERITH ALACASTER (THE
COLLECTOR) |
| Half-Elf Wizard 3, Cleric of Sivanah 1 |
| NG Medium humanoid |
| Init +6; Senses Perception
+9 (or +7 if familiar is not nearby) |
| DEFENSE |
| AC 14 Touch 12 Flatfooted
12 (while equipped with heavy wooden shield, but without Mage Armor, Shield or other effects) |
| hp 28 (1d6+2,1d8+2, 1d6+2, 1d6+2, +4) |
| Fort +5, Ref +3, Will
+6 |
| STATISTICS |
Str 10, Dex 14, Con
14, Int 18, Wis 12, Cha 10
Note: 4th level ability increase assigned to Con score |
| Base Atk +1 |
| Feats Improved
Initiative (obtained at 1st level, +4 to all initiative rolls), Toughness (obtained at 3rd
level, +3 to HP +1 for every additional level after 3rd) |
| Traits
Classically Trained (+1 bonus to Spellcraft skill), Pathfinder Exile (received magical
wayfinder from an anonymous benefactor) |
| Skills
Acrobatics +2 (-1 if carrying pack), Appraise +11, Bluff +0, Climb +0 (-3 if
carrying pack), Craft (Alchemy) +8, Craft (Bowmaking) +8, Craft (Calligraphy) +8,
Diplomacy +0, Disable Device N/A, Disguise +0, Escape Artist +2 (-1 if carrying pack), Fly
+2 (-1 if carrying pack), Handle Animal +1, Heal +5, Intimidate +0, Knowledge (arcana) +8,
Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8,
Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility)
+8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +9 (+7
without familiar nearby), Perform (untrained) +0, Ride +2 (-1 if carrying pack), Sense
Motive +3, Stealth +6, Survival +1 (+3 to prevent getting lost using wayfinder), Swim +0
(-3 if carrying pack), Profession (untrained) N/A, Sleight of Hand N/A, Spellcraft +15,
Use Magic Device N/A |
Languages CommonR
(Taldane) & ElvenR; ChelaxianI, CelestialI, DraconicI,
& OrcI; InfernalL
R = Obtained at startup through racial bonus
I = Obtained at startup through INT bonus
L = Obtained through ranks in Linguistics skill |
| Combat Gear 2xScroll
of Blindness, 1xScroll of Protection from Arrows, 1xScroll of See Invisibility, 2xScroll
of Glitterdust, 1xScroll of Levitate, 1xScroll of Detect Secret Door, 2xScroll of
Identify, 1xScroll of Unseen Servant, 2xScroll of Mage
Armor, 1xScroll of Protection
from Evil, 2xScroll of Grease, 2xScroll of Cure Light Wounds, 2xScroll of Sleep, 1xScroll of Burning Hands, 1xScroll
True Strike, 1xScroll Shield, 1xPotion of Cure Light Wounds,
3xHoly Water, 1xSilver Dagger, 1xCold Iron Dagger, 1xHeavy Wooden Shield, 1xWayfinder |
| Other Gear 1xScroll
of Magic Stone, 1xScroll of Mount,
1xScroll of Obscuring Mist, 1xVial Antitoxin, 1xWizard's Spellbook, 1xLamp Oil, 1xTrail
Rations, 34xgold coins and 3xPebbles |
| OFFENSE |
| Spd 30 ft. without backpack (20 ft.
with backpack) |
| Melee Silver Dagger +1 (1d4/19-20/x2),
Cold Iron Dagger +1 (1d4/19-20/x2) |
| Ranged Silver Dagger +3
(1d4/19-20/x2), Cold Iron Dagger +3 (1d4/19-20/x2) |
| Wizard Spells CL 3 (Spell Failure
Chance: 15% with wooden shield equipped) |
2nd - Protection
from Arrows (*Sch), Glitterdust (*Bon), Levitate (*)
Note: spellbook also contains Blindness/Deafness ($), Invisibility ($),
Knock ($), Resist Energy ($), Rope Trick ($), and See Invisibility ($) |
1st - Shield (*Sch), Grease (*), Mage
Armor (*), Protection From Evil (*)
Note: spellbook also contains Burning hands ($), Detect Secret Doors
($), Feather Fall ($), Floating Disk, Hold Portal (Sch), Identify ($), Magic Missile,
Mount ($), Obscuring Mist, Silent Image ($), Sleep, True Strike and Unseen Servant ($) |
0th - Acid
Splash (*), Detect Magic (*), Disrupt Undead ($**)
Note: spellbook also contains Detect Poison, Daze, Dancing lights, Flare, Light, Ray of Frost, Read
magic, Mage Hand, Mending, Message, Open/Close, Arcane mark, and Prestidigitation
$
= Spells learned from an external market source
* = Typcially prepared daily spells
** = Two spell slots required to prepare daily |
| Cleric Spells CL 1 |
1st - Disguise Self (*Dom), Protection from Evil (**)
Note:
also knows Comprehend Languages (Dom), Bane, Bless, Bless Water, Cause Fear, Command,
Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Chaos/Evil/Good/Law, Detect
Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict
Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Remove Fear,
Sanctuary, Shield of Faith, and Summon Monster I |
0th - Guidance (*), Resistance (*),
Stabilize (*)
Note: also knows Bleed, Create Water, Detect Magic, Detect Poison,
Light, Mending, Purify Food and Drink, Read Magic, and Virtue
* = Typcially prepared daily spells |
| TACTICS |
| Before Combat Faerith tries to keep a
few scrolls of Mage Armor on hand at all times. When well stocked, he will cast Mage
Armor from a scroll before a fight. If anticipating encounters in city streets or
out in the open, Faerith will send Charn (his raven familiar) to scout out the area from
above and report back. If given enough time to prepare, Faerith will cast Guidance on himself and his allies to provide a +1 Competance bonus
on any one (1) attack roll, saving throw or skill check. Faerith has recently started
carrying a heavy wooden shield when traveling, despite the chance of spell failure while
it is equipped. This is done to provide more general daily protection from
unexpected attacks without wasting a spell or scroll. When combat begins however,
Faerith is likely to drop his shield (as a move action) and begin casting. |
| During Combat If anticipating an
emminant attack, Faerith may choose to create an illusory double of himself as a
move-equivalent action to reduce his chance of being hit. Also, Faerith may bestow a
protective ward upon himself and his allies, granting a +1 deflection bonus to AC for 3
rounds/1 round (respectively). Faerith will usually prepare the Stabilize orison each day in order to assist his allies who may
fall unconscious during a fight. |
| POWERS AND ABILITIES |
| ABJURATION SPELL SCHOOL |
|
|
Energy Resist: Faerith can ignore five (5) points of
energy damage from any attacks that deal damage of the appropriate energy type. The
resisted energy type must be selected at spell preparation each day and remains in effect
for 24 hours. Faerith usually prepares acid or fire resistance. |
|
|
Protective Ward: as a standard action, Faerith can
create a protective ward, granting him a +1 Deflection bonus to AC for three (3) rnds with
allies gaining the bonus for 1 round. Faerith can use this power seven (7) times per day,
(3 + INT Bonus). |
| CLERIC POWERS |
|
|
Channel
Energy: as a standard action, Faerith can produce a 30 ft radius burst of positive energy
three (3) times per day that can either heal 1d6 damage to any living creature within
range or deal 1d6 damage to any undead within range (undead are allowed a DC 11 Will save
to take only half damage). |
KNOWLEDGE DOMAIN POWERS |
|
|
Lore Keeper: Faerith can touch a creature to learn
about its abilities and weaknesses. With a successful touch attack, he can gain
information as if he had made the appropriate Knowledge skill check with a result equal to
17 (15 + Cleric CL + Wis). |
| TRICKERY DOMAIN POWERS |
|
|
Copycat: Faerith can create an illusory double of
himself as a move action four (4) times per day (3 + WIS Bonus). This double functions as
a single mirror image (as the spell) and lasts for one (1) round (duration equal to Cleric
CL). |
| OTHER ABILITIES |
|
|
Scribe Scroll: Faerith can scribe magic scrolls. |
Character Summary
Faerith Alacaster is a half-elven wizard in training. He is a budding Abjuration
specialist who is learning to resist various types of energy damage -- focusing this
ability on just one type each day. He has inherited a Wayfinder from an anonymous
benefactor. This minor magical trinket has proven itself to be a useful tool in dark
places. Finally, Faerith has a raven familiar named Charn who speaks Celestial, but
stays hidden (and quiet) most of the time. This dynamic is certain to change in the
coming weeks as Charn grows more restless.
In the past, Faerith has had a
tendency to be in the wrong place at the worst possible time -- sometimes getting closer
to the 'action' than a wizard ever should. He often failed to prepare himself fully
for hostile encounters, as when he decided to save a scroll of Mage Armor for another day
instead of using it before a major fight. Because of such poor decisions, Faerith
has already collected some nasty scars in his early career. Fortunately, he has
learned something from these mistakes and now plans ahead more carefully.
Taking a slight detour from his
arcane studies to explore Sivanah's mysterious faith, Faerith hopes to tap into the
goddess' healing power and access her vast storehouse of knowledge to discover the
strengths and weaknesses of his enemies. He has decided to adopt Sivanah's innate
trickery to help him avoid harm whenever possible. Although his decision to follow
the cleric's path for a short time delayed his arcane pursuits, it has proved both
enlightening and life-saving.
Character Backstory
Design Decisions
Character Sheet (PDF)
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