The Classic Mage

The Classic Mage
Male/Female human incanter 1
NG Medium humanoid (human)
Init +8; Senses Perception +2

Defense

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3
Weaknesses somatic casting, somatic casting, verbal casting

Offense

Speed 30 ft.
Melee destructive blast +0 touch (1d6)
Ranged destructive blast +2 touch (1d6)

Magic

Caster Level 1; MSB +1; MSD 12; Concentration +5
Tradition Sorcerous Blood (Somatic Casting (2), Verbal Casting); CAM Int
Spell Points 6
Destruction Sphere - DC 14; Duration None; Range Close (25 ft), Touch; Talents None; Drawbacks None
- Destructive Blast
Divination Sphere - DC 14; Duration Divine (Concentration), Sense (1 Hour); Range Medium (110 ft); Talents None (Bonus: Divine Life); Drawbacks None
- Divine (Divine, Divine Life)
- Sense (Read Magic)
Life Sphere - DC 14; Duration None; Range Touch; Talents None; Drawbacks None
- Cure
- Invigorate
- Restore
Protection Sphere - DC 14; Duration Aegis (1 Hour), Ward (Concentration; 1 Round); Range Aegis (Touch), Ward (Up to 15 ft); Talents None; Drawbacks None
- Aegis (Deflection)
- Ward (Barrier)
War Sphere - DC 14; Duration Concentration; 1 Round; Range 50 ft radius; Talents None; Drawbacks None
- Totem (Totem of War)

Statistics

Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Extra Magic Talent, Extra Spell Points, Improved Initiative
Traits reactionary
Skills Appraise +8, Fly +6, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +2, Spellcraft +8
Languages Aklo, Common, Draconic, Dwarven, Elven
SQ barrier (ward), casting, cure, deflection (aegis), destructive blast, divine (divine), divine life (divine), easy focus, invigorate, read magic (sense), restore, totem of war (totem)
Other Gear 150 gp

Special Abilities

Casting (CL 1, Intelligence) You can cast sphere effects.
Destruction: Destructive Blast Ranged or melee touch attack deals 1d6 damage
Divination: Divine You can divine magical auras
Divination: Divine Life You can divine for living creatures and their general condition
Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Life: Cure Heal a target for 1d8+1 hit points
Life: Invigorate Grant up to 1 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Protection: Barrier You can create a ward that absorbs damage
Protection: Deflection +1 You can put an aegis on a creature to grant it a deflection bonus to AC
Read Magic (sense) You can read and decipher magical writing
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF (taken twice)
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF
War: Totem of War +2 Totem grants damage bonus to allies


THEME

A classic wizard-style caster, but built as an Incanter instead of a Sphere Wizard.

BUILD RULES

20 point buy. If higher, raise Dexterity. If lower, reduce Strength and Constitution.

SUGGESTED GROWTH

Anything you'd like. However, the Armored Magic talent of the Protection Sphere is a good choice at 2nd Level, and will measurably improve your defenses.

NOTES

-The human feats were spent on Improved Initiaitive (to help you act) and Extra Spell Points (so you can do more each day).

-Your starting abilities are Destruction (a 1d6 blast of Magic Bludgeoning damage), Divination (check for magic auras and living things - note the 10 minute casting time), Life (heal damage and cure some basic conditions), Protection (various defenses, although you need more to truly increase your AC), and War (give allies a damage bonus).
—If you decide to use the Diviner's Handbook, which has not been assumed for this character, you'll have some bonus Divinations. Check the page for that Sphere to see them.

-This character has the Verbal Casting and Somatic Casting drawbacks, as well as the Easy Focus boon. This means you can concentrate on one effect (say, your Totem of War) with a Move Action while casting other stuff with a Standard Action (like, say, your Destructive Blast). This often gives you the benefits of a power without having to spend a spell point on it, although you won't have much in the way of mobility.

-You could also take the Magical Signs drawback if you don't mind your casting being (even more) obvious. At this point, it won't hurt you much.

-This character only has one trait selected. The other trait can be anything you want (like, say, a Campaign Trait).

-Similarly, they haven't purchased any gear. Buy what you need, but note that Somatic Casting interferes with Armor and Shields.

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