Leif's Whirtlestaff's Wizards' Academy, Reprise [Pfdr] [RG]

Leif

Adventurer
So I can have a copy that I can see....

Mánunuksó (Manny) Maliit, Brownie(LA 2), Sorcerer1, Wizard(Transmuter)1,
HP 12+1=13 HD d6/d4+1hp(racial),???
AC 19/FF 14/T 19
Init = +5???

S5
D15
C13
I20
W15
C20

Saves???
R+8
F+8
W+9
 
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Lou

Explorer
[sblock=Lou's Xavier]
Name: Xavier Zalev
Class: Enchanter 3 / Master Specialist 1 (CM70)Starting Level: 4
Current Level = 4
XP= 6000
Race: Human
Region of Origin: Whirtlestaff's Academy
Size: Medium
Gender: Male
Alignment:CG

Str: 09 -1
Dex: 14 +2
Con: 14 +2
Int: 18 +4
Wis: 12 +1
Cha: 10 +0

HP = 24/24
BAB = +1
Grapple = +0
Init = +2
Speed = 30'
ACP = 0
Stat Increases = 1 (Int)
Spell Save = +4
Spell Failure = 0


______Base_Armor_Shld_Dex_Size_Nat_Misc_Total
AC:___10___+0____+2__+2__+0__+0__+0__14
T: 14
FF: 12

Spell Res: None
Dmg Red: None

Total Base Mod Misc
Fort: +3 +1 +2 +0
Ref: +3 +1 +2 +0
Will: +6 +5 +1 +0 (+3 against Enchantments)
Notes:

Weapon Attack Damage Critical Range
Dagger +0 1d4-1 19-20/x2
Light Crossbow +3 1d8 19-20/x2 80ft.

Notes:

Languages: Common, Draconic, Sylvan, Elven

Abilities:


[sblock=Feats]
Spell Focus (Enchantment) (1st)
Fey Heritage (Human Bonus) (CM 43) (You gain a +3 bonus on Will saving throws against enchantment effects.)
Scribe Scroll [free to wizard]
Collegiate Wizard (Campaign Bonus)
Unsettling Enchantment (3rd) (CM 48) (Benefit: Any foe required to save against an enchantment
spell you cast takes a -2 penalty on attack rolls and to AC for 1 round, regardless of the result of the save. This is a mindaffecting effect.)
Skill Focus (Spellcraft) (Bonus - MS 1)

Collegiate Wizard
Complete Arcane, pg. 181
Prereq: Wizard 1st, Int 13, 1st level only
Benefits:
* +2 bonus on Know (arcana) checks
* As a 1st level Wizard, you gain 6 1st level spells (instead of 3)
* At each level after 1st, you gain 4 new spells (instead of 2)
[/sblock]

[sblock=skills]
Skill Ability Misc.
Skill Name Modifier Modifier Ranks Modifier
Appraise +8 +4 1 3 [Raven Familiar]
Concentration +9 +2 7
Decipher Script +5 +4 1
Knowledge (Arcana) +13 +4 7 2 [Collegiate Wizard]
Knowledge (Architecture) +6 +4 2
Knowledge (Dungeoneering) +7 +4 3
Knowledge (Geography) +7 +4 3
Knowledge (History) +6 +4 3
Knowledge (Local) +6 +4 2
Knowledge (Nature) +9 +4 5
Knowledge (Nobility) +6 +4 2
Knowledge (Religion) +5 +4 1
Knowledge (Planes) +7 +4 3
Spellcraft +16 +4 7 2 [Knowledge, arcane] +3 (Skill Focus)
[/sblock]

Notes:

Equipment: Cost Weight
Spellbook 15gp 1lb
Spell Component Pouch 5gp 1lb
Ring of Protection (+1) 2,000gp -
Pearl of Power (1st) 1,000gp
+1 Mithril Buckler 2,015gp 2.5lbs
Dagger 2gp 1lb
Crossbow, light 35gp 4lb
Bolts(30) 3gp 3lb
Potion of CLW (x3) 150gp -
Scroll of Featherfall 25gp -
Scroll of Ray of Enfeeblement 25gp -
Scroll of Hold Portal 25gp -
Scroll of Expeditious Retreat 25gp -
Scroll of Hail of Stone 25gp -
Scroll of Mage Armor
Scroll of False Life
Scroll of Shield

Total Weight:12.5lbs Money: 45gp Xsp Xcp

Lgt Med Hvy Lift Push
Max Weight: 30 60 90 180 450

Description: Xavier is a little wisp of a fellow (only 5'6" tall) with an unruly shock of sandy blonde hair. His hair just barely covers the slightly pointed ends of his ears that hint that he has some degree of blood flowing in his veins that is not entirely human. His other features are, likewise, quite angular and sharp. His eyes are a vibrant green. His build may be somewhat light, but his presentation is still resolute and determined.

[sblock=Spells]
Spells

Spells/day:
0 - 4 + 1 (Ench)
1st - (3+1[Int]) + 1 (Ench)
2nd -(2+1[Int]) + 1 (Ench)


Spells Known:

0 - All, except Evocation & Illusion
1st - Mage Armour, Charm Person*, Whelm* (PHB2 128), Backbiter (SpC 23), Mount, Ray of Enfeeblement, Ray of Clumsiness (SpC 166), Shield, Magic Missile, Grease, Hail of Stone (SpC 108), Hold Portal, Lesser Orb of Electricity (SpC 151), Sleep*
2nd - False Life, Ray of Stupidity* (SpC 168), Protection from Arrows, Tasha's Hideous Laughter*, Melf's Acid Arrow, Ice Knife (SpC 119), Glitterdust, Web

* are Enchantment spells

Typical Spells Memorized:

0 - Arcane Mark, Daze*, Detect Magic, Read Magic, Mage Hand
1st - Mage Armour, Grease, Ray of Clumsiness, Charm Person*, Lesser Orb of Electricity
2nd - False Life, Ice Knife, Ray of Stupidity*, Tasha's Hideous Laughter*

Save DC's*:

0 - 14
1 - 15
2 - 16

*If Enchantment +1 to DC of saving throw (Spell Focus)
[/sblock]
[/sblock]
 
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Lou

Explorer
Francheska Walova -- Evoker 3 / Master Specialist 3

Francheska Walova (converted to Homebrew Pathfinder)

chaotic good female fire elf CL6
Evoker 3 / Master Specialist 3

forbidden schools: Illusion and Necromancy (need 2 spells slots to cast these spells)
(working towards Argent Savant--needs 3 more levels of wizard to get to Spellcraft 9 in Pathfinder)


[sblock=Fire Elves]

Fire elves are identical with standard elves, except for some differences in racial traits.

Racial Traits

Fire elves have the general traits of fire races

and all elf racial traits

  • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
  • Elf base land speed is 30 feet.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  • Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
, with additions and exceptions as noted below.

    • +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma: Fire elves are quick of action and thought, but share the standard race's frailty.
[/sblock]
invisiblecastle.com/stats/view/19940/ 32 point buy

-1 / STR 8 (0 pts)
+3 / DEX 16 (6 pts +2 race)
+1 / CON 12 (6 pts -2 race)
+4 / INT 19 (10 pts +2 race +1 L4)
+1 / WIS 12 (4pts)
+1 / CHA 12 (6 pts -2 race)

HD: 6d6+6 (max all the time)
Hit Points: 42
AC: 14 (10 +3 DEX +1 Nat Armor) 13 Touch / 11 Flat
Initiative: +3
BAB: +3, Melee +2, Range +6
CM Bonus +2, CM Defense 15/12Fl
Speed: 30 (base 30, no armor)
Saving Throws: Fort +4 (+2 level +1 Trait +1 CON), Ref +5 (+2 level +3 DEX), Will +6 (+5 level +1 WIS)

Concentration checks: +18 (+6 CL + 4 INT +6 personal ability +2 trait)

[sblock=Equipment:]
Money:
731 gp

Equipment:
Travellers outfit 1gp 5lb
Pack 2gp 2lb
bedroll 1sp 5lb
wateskin 1gp
Spellbook 15gp 1lb
Spell Component Pouch 5gp 1lb
Daggerx2 4gp 2lb (one dagger has Continual Light on it from Manny)
Longbow 75gp 3lb
Arrows(20) 1gp 3lb
Potion of CLW (x3) 150gp -

At Whirtlestaff's:
3 scholars outfits 15gp

Magic Items: List of Possible Items
Amulet of Natural Armor +1 (2000 gp)
Pearl of Power L1 (1000 gp)
+1 long sword (2000 gp)

[/sblock]

[sblock=Languages]
Common
Elven
Draconic
Goblin
Orc
Sylvan
[/sblock]


[sblock=Traits]
Magical Trait: Focused Mind: +2 on Concentration Checks
Race Trait: Forlorn (Elf): +1 FORT saves
[/sblock]


[sblock=FEATS:]
W1: Immediate Magic (in lieu of Summon Familiar): Counterfire (E): When visible enemy w/in 60' targets you w/ ranged attack or spell, with an immediate action send a glowing arrow of force. Requires ranged touch attack to hit for 1d6 / three wizard levels. Attacks resolve simultaneously.
W1: Scribe Scroll
BONUS: COLLEGIATE WIZARD (10 L1 spells to start; +4 spells/level; +2 Know(arcana))
L1: Precocious Apprentice(extra L2 spell slot; +2 spellcraft)
L3: Spell Focus (Evocation) (+1 ST required on all Evocation spells cast)
MSL1: Skill Focus (Spellcraft) (+3 Spellcraft)
MSL2: Expanded Spellbook (add one evocation to your spellbook)
L5 BONUS: Fiery Burst (reserve feat CM p.43) at-will 5' burst fireball, range 30' d6 per fire spell level still in memory; +1 CL for all fire spells. REF/half no SR
L5: Spell Penetration (+2 on caster checks)
MSL3: Greater Spell Focus (Evocation)(additional +1 ST required on all Evocation spells cast)

coming:

[/sblock]

[sblock=SKILLS:]SKILLS: 33 available at 6th level
0 / Acrobatics
8 / Appraise (Int) 1 +3 +4 INT
1 / Bluff
-4 / Climb
13 / Craft (alchemy)(Int) 6 +3 +4 INT
1 / Diplomacy
- / Disable Device
1 / Disguise
0 / Escape Artist
0 / Fly
- / Handle Animal
1 /Heal
1 / Intimidate
13 / Linguistics (Int) 6 +3 +4 INT
15 / Know (arcana) 6 +3 +4 INT +2 Collegiate Wizard
8 / Know (history) 1 +3 +4 INT
10 / Know (the planes) 3 +3 +4 INT
10 / Know (local-??) 3 +3 +4 INT
3 / Perception
Profession (Wis)
0 / Ride
1 / Sense Motive
- / Sleight of Hand
18 / Spellcraft (Int) 6 +3 +4 INT +2 Precocious Apprentice +3 Skill Focus (spellcraft)
0 / Stealth
1 / Survival
-4/ Swim
2 / Use Magic Device 1 +1 Cha
[/sblock]

[sblock=Spells and Spellbook]
Spells per Day
0: 4: Detect Magic; Light; Read Magic; Mending
1: 4 +1 + 1 (E): Forcewave (E); Identify; Kaupaer's Skittish Nerves (E); Magic Missile (E); Magic Missile (E); Shield
2: 4 +1 +1 + 1 (E): Aganazzar's Scorcher (fire E); Fireburst (fire E); Flaming Sphere (Evoc fire) ; Scorching Ray (fire E); Scorching Ray (fire E); See Invisibility; Whirling Blade
3: 3 + 1 + 1 (E): Greater Mage Armor; Scintillating Sphere (E); Fireball (fire E); Fireball (Fire E); Elemental Aura (E, fire, elec, etc)

(4: 0 +1 +1 (evocation))

[sblock=Spellbook]
Spellbook:
Level 0:
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Trans Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.


Level 1:
Burning Hands (Evoc; Fire) 15 ft cone, 1d4/lvl (max 5d4) REF half, SR applies
Charm Person
Erase
Feather Fall
Forcewave (Evoc; MoF p95) 1 target takes 1d4+1 plus STR 18 med charging bull rush; on FORT save, takes only 1 dam; SR applies, medium range
Identify
Kaupaer's Skittish Nerves (Trans; MoF p103) 1 min/lvl, +5 init to target
Magic Missile (Evoc force) 100 ft + 10 ft/lvl; up to 5, no 2 >15 ft apart; 1d4+1 (3 missiles at 5th level, 4 at 7th, 5 at 9th MAX)
Magic Weapon
Mage Armor (conj force) +4 AC 1 hr/lvl
Master's Touch (CAdv p. 154) prof with touched weapon 1min/lvl
Lesser Orb of Fire
Protection from Evil
Scholar's Touch
Shelgarn's Persistent Blade (Evoc; MoF p117) dagger of force atks with 1/2 INT bonus; flanks if possible; std action to change target 40 ft mvl AC 14 HP 1
Shield (Abjuration force) +4 shield AC, 1 min/lvl negates magic missiles
Floating Disk (evocation force) close range, 3 ft diameter disk, 1 hr/lvl; holds 100 lbs/lvl or 2 gallons
True Strike
Unseen Servant

Level 2:
Aganazzar's Scorcher (Evoc; FR p.66) 5 ft wide path of fire to end of close range (25 ft+5/ 2 lvls) takes 1d8 / 2 lvls, max 5d8
Arcane Lock
Fireburst (Evoc; CArc p. 107) 5 ft burst fire damage of 1d8/lvl, max 5d8 (Ref/half; SR) (does not effect casters hex/square--effects surrounding hexes/squares)
Flaming Sphere (Evoc fire) 100 ft + 10 ft/lvl, 1 rd/lvl, can move 30 ft per round, 3d6 (in Pathfinder) fire SR applies REF/half
Force Ladder (Evoc force; MoF p.95) invis movable ladder 2 ft wide, 60 ft long, 100 lbs/lvl support; lasts 1 min/lvl
Knock (Trans) med range, removes up to 2 means of preventing egress, lasts 10 min but door does not automatically close on its own.
Protection from Arrows(Abj) DR 10/magic against ranged attacks
Rope Trick
Scorching Ray (Evoc, fire) close range, 2 rays @ 7th, ranged touch, 4d6 fire (max 30 ft apart) no ST SR applies
See Invisibility
Whirling Blade (Trans; CArc p. 129) slashing weapon atks all foes in 60 ft line, use INT bonus for atk/dam, roll single atk for each foe; weapon returns to hand


Level 3:
Dispel Magic (Abj)
Elemental Aura (Evoc, fire, etc) 1 rd/lvl 2d6 damage per round if adjacent + effect based on fire/cold/acid/electricity (new spell L6)
Fireball (Evoc fire) long range-20 ft rad burst fire damage 1d6/lvl, max 10d6 (REF half, SR applies)
Greater Mage Armor (+6 to AC; force)
Scintillating Sphere (MoF p. 115; MoF errata) 20 ft radius burst electrical damage of 1d6/lvl, max 10d6 (does not affect caster's hex--4 hexes outward)
Stars of Arvandor (Evoc; BoED p. 108); 1 star/level (max 10)--launch 1/rd free action or 3/rd std action as 1d8 force missle ranged touch (no save, SR applies); 1/2 damage is non-lethal if non-evil target
Steeldance (Evoc; MoF p. 123, also SC) two daggers become flying long swords--both atk - 1 rd/lvl Medium range @+10 1d8 19-20/x2.
Twilight Knife (Evoc force) dagger of force, 1 rd/lvl, tries to flank BAB+Int/Cha 1d4, if flanks, sneak attack as rogue +1d6/4 lvls (new spell L6)
Versatile Weapon (Trans) 1 weapon or 50 projectiles, 1 min/lvl, bypasses DR of one type: bludgeoning, cold iron, piercing, silver, or slashing. (new spell L6)

[/sblock]
[/sblock]

[sblock=History]
The fire elves are a group of elves that have lived near a volcano for many generations. The fire elementals took a liking to the elven group and interacted with them, leaving the elemental mixture in all humanoids just slightly out of balance towards fire. Fire elves are more physically sensual than other elves, tending more often to be artists and performers. Some fire elves have bigger teeth, but Francheska has flame-red hair and ash gray skin, like others of her kin.

Most elves have a different take on history, not tracking individuals as much as events. But since elves live longer than humans, Francheska Walova was able to determine that her mother's sister-in-law's grandfather or therabouts fathered a child with a human some dozen or so human generations ago. After some extensive digging through human archives, Fran thinks that the wizard Xavier is a decendant of that half-elf. (she could be wrong...) Fran originally studied at an elven school of magic, but she is a bit of a wild child, even for a fire elf, and did not get along with her elven teachers. After a professor from Whirtlestaff gave a demonstration on force conjuration at her school, her teachers recommended that she transfer there and out of their hair. Since Xavier is there, she is ready for the change.

5' 1" tall, 96 lbs
long flaming red hair, wears light green and earth tones

[sblock=XP]
10000 starting level 5
450 cloaker bonus
350 owlbears
575 white fist orcs

12869 xp reset

15045 6th level (convert to Pathfinder)
15545 after spiders

+425 for Xorn

[/sblock][/sblock]
 
Last edited:

renau1g

First Post
Code:
[B]Name:[/B] Xavier Zalev (v2.0)
[B]Class:[/B] Illusionist 3 / Master Specialist 2 (CM70)[b]Starting Level[/b]: 4
[B]Race:[/B] Human
[B]Region of Origin:[/b] Whirtlestaff's Academy
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B]CG

[B]Str:[/B] 09 -1 	[B]Level:[/B] 4	[B]XP[/B]: 11,094
[B]Dex:[/B] 14 +2 	[B]BAB:[/B] +2		[B]HP:[/B] 29/29
[B]Con:[/B] 14 +2 	[B]Grapple:[/B] +1	
[B]Int:[/B] 18 +4 	[B]Speed:[/B] 30'	[B]Stat Increases:[/b]1 (INT)
[B]Wis:[/B] 12 +1 	[B]Init:[/B] +2		[B]Spell Save:[/B] +4
[B]Cha:[/B] 10 +0 	[B]ACP:[/B] -0		[B]Spell Fail:[/B] 0

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+0	+2	+2	+0	+0	+0	12
[B]Touch:[/B]	12	[B]Flatfooted:[/B] 10

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] 2/cold iron

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+3	+1	+2	+0
[B]Ref:[/B]	+3	+1	+2	+0
[B]Will:[/B]	+7	+6	+1	+0 (+3 against Enchantments)
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Dagger			+1	1d4-1	19-20/x2	
Light Crossbow          +4      1d8    19-20/x2           80ft.

[B]Notes:[/B]

[B]Languages:[/B] Common, Draconic, Sylvan, Elven

[B]Abilities:[/B] 


[B]Feats: [/B] 
Spell Focus (Illusion)  (1st) 
Fey Heritage (Human Bonus) (CM 43) (You gain a +3 bonus on Will saving throws against enchantment effects.)
Scribe Scroll [free to wizard] 
Collegiate Wizard (Campaign Bonus)
Fey Skin  (3rd) (CM 43) (Benefit: Gain DR/Cold Iron = to 1+# of fey heritage feats (1))
Skill Focus (Spellcraft) (Bonus - MS 1)
Expanded Spellbook (Class Feature MS2 - gain 1 enchantment spell to add to spellbook)
Heighten Spell (Bonus Feat 5th)


Collegiate Wizard 
Complete Arcane, pg. 181
Prereq: Wizard 1st, Int 13, 1st level only
Benefits: 
* +2 bonus on Know (arcana) checks
* As a 1st level Wizard, you gain 6 1st level spells (instead of 3)
* At each level after 1st, you gain 4 new spells (instead of 2)


[B]Code:
                           Skill     Ability             Misc. 
Skill Name 	          Modifier   Modifier   Ranks    Modifier
Appraise		     +8	       +4        1       3 [Raven Familiar]    
Concentration                +10        +2        8 
Decipher Script              +5        +4        1    
Knowledge (Arcana)           +14	+4	 8       2 [Collegiate Wizard]
Knowledge (Architecture)     +6 	+4	  2
Knowledge (Dungeoneering)    +7 	+4	  3
Knowledge (Geography)        +7 	+4	  3
Knowledge (History)          +6 	+4	  3
Knowledge (Local)            +6 	+4	  2
Knowledge (Nature)           +9 	+4	  5
Knowledge (Nobility)         +6 	+4	  2
Knowledge (Religion)         +7 	+4	  4
Knowledge (Planes)           +7 	+4	  3
Spellcraft		     +17	+4	  8       2 [Knowledge, arcane] +3 (Skill Focus)


[B]Notes:[/B]

[B]Equipment:				Cost	Weight[/B]
Spellbook				15gp	1lb	
Spell Component Pouch			 5gp    1lb
Ring of Protection (+1)               2,000gp   -
Pearl of Power (1st)                  1,000gp
+1 Githcraft Buckler                    1,615gp   2.5lbs
Dagger                                   2gp    1lb
Crossbow, light                         35gp    4lb
Bolts(30)                                3gp    3lb
Potion of CLW (x3)                     150gp    -
Scroll of Featherfall                   25gp    -
Scroll of Ray of Enfeeblement           25gp    -
Scroll of Hold Portal                   25gp    -
Scroll of Expeditious Retreat           25gp    -
Scroll of Hail of Stone                 25gp    -
Scroll of Mage Armor
Scroll of False Life
Scroll of Shield


[B]Total Weight:[/B]12.5lbs	[B]Money:[/B] 445gp Xsp Xcp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	30	60	90	180	450
[sblock=Spells]
Spells

Spells/day:
0 - 4 + 1 (Illusion)
1st - 3 + 1 (Illusion) + 1(High Int)
2nd - 2 + 1 (Illusion) + 1(High Int)
3rd - 1 + 1 (Illusion) + 1(High Int)

Spells Known:

0 - All, except Evocation & Enchantment
1st - Mage Armour, Disguise Self*, Net of Shadows* (SpC 147), Backbiter (SpC 23), Mount, Ray of Enfeeblement, Ray of Clumsiness (SpC 166), Shield, Magic Missile, Grease, Hail of Stone (SpC 108), Hold Portal, Lesser Orb of Electricity (SpC 151)
2nd - False Life, PHANTASMAL ASSAILANTS* (SpC 154), Protection from Arrows, Mirror Image*, Melf's Acid Arrow, Ice Knife (SpC 119), Glitterdust, Web, Arcane Lock, Knock, Rope Trick
3rd - Shadow Binding*(SpC 182), Blink, Bands of Steel (SpC), Acid Breath (SpC), Invisibilty Sphere*, Fireball

* are Illusion spells

Typical Spells Memorized:

0 - Arcane Mark, Ghost Sound*, Detect Magic, Read Magic, Mage Hand
1st - Mage Armour, Grease, Ray of Clumsiness, Net of Shadows*, Magic Missile
2nd - False Life, Ice Knife, PHANTASMAL ASSAILANTS*, Mirror Image*
3rd - Shadow Binding*, Acid Breath, Invisibilty Sphere*

Save DC's*:

0 - 14
1 - 15
2 - 16
3 - 17


*If Illusion +1 to DC of saving throw (Spell Focus)
[/sblock]
[sblock=Familiar]
Familiar:
Mike - Raven
Size/Type: Tiny Animal
Hp: 5
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-13
Attack: Claws +4 melee (1d2-5)
Space/Reach: 2½ ft./0 ft.
Special Qualities: low-light vision, Speak Common (Su)
Saves: Fort +2, Ref +4, Will +7
Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6
Skills: Listen +5, Spot +7
Feats: Alertness, Weapon Finesse

Abilities: Alertness, improved evasion, share spells, empathic link, deliver touch spells
[/sblock]

[sblock=Appearance/Personality/Background]

Appearance / Personality:
Standing a paltry 5'6" Xavier has always had self confidence issues, which is why his parents sent him to Whirtlestaff's. He focused in the school of Illusion because if others were going to laugh at his height he could control their minds. Slightly bitter at his physical shortcoming, Xavier is nonetheless a very avid reader and devours old texts with enthusiasm. He has sharp angular features, making him appear almost hawkish and his attempts to grow a small beard haven't done anything to soften his face. Xavier favours the colour purple, as he feels it's the colour of royalty and prestige, and he'll most often be found in his purple robe.

Background: Born to a military family, Xavier was the third son of a retired general. He was also the runt of the litter, being much smaller and physically strong than his brothers. Growing up Xavier was bullyed and despite his small size could take a punch with the best of them. His father was always cold to Xavier, in stark contrast to his brothers, whom the father always smiled upon. Xavier was sent to Whirtlestaff's on his 12th birthday, his parents had told him it was for his own development, as even then, Xavier always had his nose in a book, but the look in his father's eyes told Xavier the truth. His father was glad to be rid of him and Xavier decided then that he would prove his father wrond, that physical strength was no match for a strong mind. Now at 22, a decade later, Xavier has found himself advancing well in his studies and has no desire ever to return home.

[/sblock]
 
Last edited:

Maidhc O Casain

Na Bith Mo Riocht Tá!
I decided to take advantage of the offer to change up characters, and made some changes to Manny. Most significant is that I switched his Rogue level for a Sorcerer level.

This of course resulted in a cascade of other changes. New version has now replaced the old in the original post (#3, I think).

[sblock=Leif]Thanks for the XP - I guess you made the circuit and were able to start over at the beginning!

The new improved Manny is definitely the cutest on the block now (switched his DEX and CHA scores to make him a better sorcerer). He's also the scariest - check out his Intimidate bonus! A scary as hell 15" bundle of joy![/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
this is a swag list:

1) ooc thread 2, post 418

2) ooc 2 post 419

3) ic thread 2 post 493

[sblock= no. 1] Not really, we passed out a few potions for the short term but that's about it. Here's what I found while combing through the posts:

Starting XP: 8,000 / Starting Money: 5,400 gp

'Loot'
Ogres: 6,000 cp, 100 sp, and 100 gp
Hobgoblin Keep:
• Magical Falcion (? gp), Ghost Touch Short Sword (? gp)
• Potions of Cure Moderate Wounds (CL3), Bull's Strength (CL3), Cure Light Wounds (CL3)
• scroll of bulls strength and a letter confirming an allience with orc of the underdark and Potion of cure moderate wounds from goblin Sorceress
• 625 pp, 8,272 gp, 8,900 sp
• Ioun Stone: Charisma +2 (8,000 gp)
• Wand: Lesser Globe of Invulnerability (CL7, 7 Charges, 2,940 gp)
• Gold Scepter (450 gp), Gold Necklace (650gp)
• Chain shirt, 2 Heavy wooden shields, Halfspear, Splint mail
• 300 gp payment
Current Experience: 11,494 xp
[/sblock]

[sblock= no. 2]
The cube had 13cp, 2sp, 14gp, and a garnet (150gp).

Uela, the Goblin sorceress under the keep had 45pp.

The 'Secret Treasure Room' in the caves under the keep had the treasure belonging to the ghost, Vordek, which is 6,750sp, 532gp, and a gold bracelet (250gp).
[/sblock]

[sblock= no. 3]
Investigating to see what Tylara's spell detected beneath the rotting shield, the wizard's discover 435 gp, a garnet ring worth 250 gp, and 3 magical arrows. (I'll go ahead and tell you that they are +3 arrows, too!) There is also an iron scroll case. Looking inside the case, you find a note written in common that says:


On the back side of the note is a rough map that seems to show a portion of the Underdark in this area. There is an arrow pointing to one place on the map that says "L.K. 3 'keys' " Another arrow points to a different place with a note that says, "Orcs." Another arrow points to something labeled "Lake." And a last arrow points to a different place with a note that says, "Pillars? Good resting place."

OOC: The map is too big and involved for me to reproduce it for you just now, and maybe I won't ever do so. Just refer to this as L.K.'s map when you use it, and I'll be able to get you where you want to go, I hope.[/sblock]
 
Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
pathfinder Cappizzio

special note: master work dagger has continual flame cast on it by manny
plans:
ghost touch armor: cost = +3 bonus (+15,000gp)
Ghost touch rapier: cost = +1 bonus (+6,000 gp)

Capizzio Del Collines, Esquire

level up and pathfinder change info:

Wizard 4-water elementalist

bonded item: Rapier+1 (gift given by adoptive parents.)

[sblock=water elementalist]
Water Supremacy (Su): You gain a +2 enhancement bonus on Swim skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.

Cold Blast (Su): As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6 points of cold damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save negates the staggered effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Wave (Su): At 8th level, you can create a wave of water that starts at your location and moves 30 feet per round away from you in a direction of your choosing. Creatures struck by the wave might be knocked down and pushed away. Make a caster level check against the CMD of each creature struck. If you succeed, the creature is knocked prone. If your check exceeds the CMD of the creature by 5 or more, it is carried with the wave during the wave’s movement this round. You receive a +5 bonus on this check if the creature shares its space with the wave at the start of your turn (when the wave moves). Creatures carried in this way can move out of the wave on their turn if they succeed on a Strength check (DC = 10 + 1/2 your caster level + your Intelligence modifier), but they cannot breathe while sharing space with the wave. The wave is up to 20 feet high and up to 5 feet long for each wizard level you possess. Nonmagical fires hit by the wave are automatically extinguished. Magical fire effects are unaffected. You can use this ability for a number of rounds per day equal to 1/2 your wizard level.
[/sblock]



*****************************************


possible future feats
Craft Wondrous Item or
precocious spell caster or
Winter's Blast-Create cold cone ld4 damage/spell level, +1 CL on cold spells


[sblock]
Benefit: As long as you have a cold spell of 2nd level or
higher available to cast, you can create a 15-foot cone-shaped
burst of cold. This cone deals ld4 points of cold damage per
level of the highest-level cold spell you have available to cast.
A successful Reflex save halves the damage.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting cold spells.
[/sblock]

*******************************************************************

Personal Information
Code:
[B]Name:[/B]    Cappizzio Del Collines, Archeologist, 
                       Collegiate wizard
[B]Class:[/B]   Rogue 2 / Wizard (elementalist-water) 4
[B]Race:[/B]    Human
[B]Size:[/B]    Medium
[B]Gender:[/B]  Male
[B]Algn:[/B]    Neutral Good
[B]Deity:[/B] 

languages: common, Drow, Underdark, Draconic, Elvin, gnome, dwarvin 
[B][COLOR=green]lightly encumbered, 30 mvmt[/COLOR][/B]


[B]Str:[/B]  12 +1  [B]Level:[/B]  6 [B]XP:[/B] 16,058
[B]Dex:[/B]  16 +3  [B]BAB:[/B]   +3 [B]HP: [COLOR=green]35/46[/COLOR] [/B]
[B]Con:[/B]  12 +1  [B]CMB:[/B]  +4 [B]CMD:[/B] 17
[B]Int:[/B]  18 +4  [B]Speed:[/B] 30'    
[B]Wis:[/B]  12 +1  [B]Init:[/B]  +7 (dex: +3, feat +4)     
[B]Cha:[/B]  10 +0  caster level check (d 20 ) +10

+2 Int(human)
lv 4 abil adj: +1 to dex
lv 8 abil adj: XXXX

Combat
Code:
[B]Armor:[/B]+1 mithral chain shirt  adj +4 ACP +0 
spell fail 0% max dex  +6; magic: +1
[B]Armor class:[/B] 18
[B]Touch:[/B]   14  
[B]Flatfooted:[/B] 15 

[B][U]Saves[/U][/B]

          [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]     +1     +1    +0     [B]+2[/B] wizard +1
[B]Ref:[/B]      +4     +3    +0     [B]+7[/B] Wizard +1; Rogue +3
[B]Will:[/B]     +4     +1    +0     [B]+5[/B] Wizard +4


[B]
[B]Weapons:        Att   Dmg     Crit       Rng   Type  [/B]
Crossbow, lite  +6    1d8    19-20/X2     80'    P
Club            +6    1d6+1    X2         10’    B
Dagger          +6    1d4+1  19-20/X2     --     S/P
Dagger, Thrown  +6    1d4+1  19-20/X2     10'    S/P
Rapier, +1      +7    1d6+2 18-20/x2     --     p (bonded item)
[/B]
bab: rogue +1; wizard +2; 
wpn finesse +3
x

concentration check = d 20 + caster level + int bonus
Code:
[B]                               Concentration
Situation                      Check DC[/B]
Cast defensively               15 + double spell level

Injured while casting          10 + damage dealt + spell level

Continuous damage 
while casting                  10 + 1/2 damage dealt + spell level

Affected by a non-
damaging spell while casting   DC of the spell + spell level

Grappled or pinned
while casting                  10 + grappler's CMB + spell level

Vigorous motion while casting  10 + spell level

Violent motion while casting   15 + spell level

Extremely violent motion 
while casting                  20 + spell level

Wind with rain or sleet while
casting                        5 + spell level

Wind with hail and debris 
while casting                  10 + spell level

Weather caused by spell          see spell

Entangled while casting        15 + spell level

Feats, traits and Skills
Code:
[B]Languages:[/B] 
Common, Undercommon, brownie, magecraft (estonian), drow, elvin

[B]Traits:[/B]
Gifted Adept-(Magic) [magic missile]
Benefit: Pick one spell when you choose this trait. Whenever you cast that
 spell, its effects manifest at +1 caster level.

[B]teacher's pet[/B] (Profession [Archeologist])
Benefit: You gain a +2 trait bonus to one Knowledge skill of your choosing
 and consider it a class skill.

[B]Feats:[/B]
[U][I]Trap finding[/I][/U] (rogue lv 1 class feature)
[U][I]sneak attack +1d6[/I][/U] (rogue lv 1 class feature)
[U][I]evasion[/I][/U] (rogue lv 2 class feature)
[U][I]Rogue Talent[/I][/U]-Finesse Rogue: gain Weapon Finesse as a bonus feat.
[U][I]Scribe scroll[/I]l[/U] (wizard lv 1 class feature)
[U][I]Collegiate wizard[/I][/U] (dm's generosity) gain 4 spells/ lv
above first
[U][I]Sudden Silent spell[/I][/U] (dm's generosity) 1/day cast
spell without using verbal comp.

[B]Human feat [/B][U][I]Nimble fingers[/I][/U] +2 on
disable device/open locks skill checks
[B]Char lv 1 feat [/B][U][I]Improved Initiative[/I][/U]
[B]Char lv 3 feat [/B][U][I]Practiced spell caster[/I][/U]
[B]char lv 5 feat [/B][U][I]Arcane armor training [/I][/U] -10% to spell fail chance

[B]wizard level 5 feat [/B] XXXX
[B]char lv 7 feat [/B] XXXX

[B]Skill Points:[/B] 
 2*8 (rogue)+4*2(wizard)+6*4(int)+6*1(race)+6*1(fav cls)=
 16+8+24+6+6=60(+8)
Gained 8 special ranks from reading 150 books about
underdark in undercommen and drow langs

[B]Skills:               Ranks  +3? Mod  Misc Total[/B]
[U]Acrobatics[/U]              +4   +3   +3   ---   +10
[U]Appraise [/U]               +6   +3   +4   ---   +13
[U]Bluff[/U]                   +3   +3   +0   ---   +6
[U]Climb[/U]                   +4   +3   +1   ---   +8
[U]Craft: leatherwork[/U]      +1   +3   +4   ---   +8
[U]Disable divice[/U]          +6   +3   +3   +3    +15 [+3 trap finding/removal]
[U]Escape artist[/U]           +1   +3   +3   ---   +7
[U]Fly[/U]                    ---   +3   +3   ---   +9
[U]Heal[/U]                    +1   +0   +1   ---   +2
[U]Know Arcana[/U]             +4   +3   +4   +2    +13 (feat +2)
[U]Know arch/engn[/U]          +3   +3   +4   ---   +10
[U]Know Dungeoneering[/U]      +3   +3   +4   ---   +10
[U]Know Geography[/U]          +2   +3   +4   ---   +9
[U]Know History[/U]            +1   +3   +4   ---   +8
[U]Know Local[/U]              +2   +3   +4   ---   +9
[U]Know Nobility/Royalty[/U]   +1   +3   +4   ---   +8
[U]Know Religeon[/U]           +1   +3   +4   ---   +8
[U]Know The Planes[/U]         +1   +3   +4   ---   +8
[U]Knowledge:
Underdark[/U]               +6   +3   +4   ---   +12
[U]Linguistics[/U]             +2   +3   +x   ---   +x Drow, Undercommon
[U]Perception[/U]              +6   +3   +1   [+3]  +10 [+13 trap finding]
[U]Profession: 
Archeologist[/U]            +2   +3   +1   +2    +6 (trait +2)
[U]Ride[/U]                    +1   +0   +3   ---   +4
[U]Sense Motive[/U]            +1   +3   +1   ---   +5
[U]Sleight of Hand[/U]         +1   +3   +3   ---   +7
[U]Spellcraft[/U]              +6   +3   +4   ---   +13
[U]Stealth[/U]                 +3   +3   +3   ---   +9
[U]Survival[/U]                +1   +0   +1   ---   +1
[U]Swim[/U]                    +1   +3    +1   +3   +8   water supremacy +3
hold breath: 48 rounds before check needed

Skill modifiers:
Knowledge, Arcana: +2 (Collegiate wizard)
disable device: +2 (nimble fingers), +2 (mwk picks)
open locks: +2 (nimble fingers) +2 (mwk picks)
Profession: Archeologist +2 (teacher's pet trait)
x
x

Equipment
Code:
[B]Equipment:                   Cost          Weight    [/B]
Mitheral chain shirt +1    2,100.00          10.0 (W)
Dagger                         2.00           1.0 (left boot)
Daggers, silvered X 2         44.00           2.0 (H2) (belt sheath)
Dagger, mwk                  302.00           1.0 ( right boot)
Xbow bolts, lite X 12          1.70           1.70 (quiver)
Xbow bolts, lite, mw x 19    140.00           2.0 (H3)
Rapier, +1                  2320.00           2.0 (waist)
Heward's Haversack          2000.00           5.0 (back)
Rogue's tools, mwk           100.00           1.0 (secreted about his person)
Backpack                       2.00           2.0 (H2)   
Bedroll                        0.10           5.0 (H2)
Case, map/scroll               1.00           0.5 (H3)
parchment X6
Pen X 3
Waterskin                      1.00           4.0 (H2)
Flint/steel                    1.00           --- (H3)
Ink X2                         8.00           --- (H3)
Quill X2                       0.20           --- (H3)
Oil X2                         0.20           2.0 (H2)
Paper X40                     16.00           --- (H3)  
Belt Pouch X2                  2.00           1.0 (belt)
Rations, Trail X9              4.50           9.0  (H2)  -1
Rope, Silk, 100 feet          20.00           10.0 (H2)  
Sunrods X10                   10.00           10.0 (belt pouch x 1) (H3x9)
Spell Comp Pouch               5.00            2.0 (belt)
Spellbook                      ---             3.0 (H3)
Explorer's Outfit              ---             ---  (wearing)
Tinder twig, 20               20.00            --- (belt pouch)
nice chest with  200pp                      7.0 (H2)
         
[B]Total Weight:[/B]    61.45 lb

potions/scrolls:   1587.5 gp
[B]Money:[/B] 57 gp 

             Lgt  Med  Hvy Lift Push
[B]Max Weight:[/B]  33   66   100  200  500
x
x


Scrolls and Potions
Code:
[B]Scroll: Persistent Blade          (25 gp) [/B]
[B]Scroll: Light                   (12.5 gp) [/B]
[B]Scroll: Mage Armor                (25 gp) [/B]
[B]Scroll: Grease                    (25 gp) [/B]
[B]Scroll: Instant Locksmith cl 1    (25 gp)[/B] !
[B][s]Scroll: Instant Locksmith cl 1    (25 gp)[/s][/B] !
[B][s]Scroll: Instant Locksmith cl 1    (25 gp)[/s][/B] !
[B][s]Scroll: Instant Locksmith cl 1    (25 gp)[/s][/B]!
[B][s]Scroll: Instant Locksmith cl 1    (25 gp)[/s][/B] !
[B]Scroll: Detect Secret doors cl 5 (125 gp) [/B]
[B]Scroll: spontaneous search cl 1,  (25 gp)[/B] !
[B]Scroll: spontaneous search cl 1,  (25 gp)[/B] !
[B]Scroll: comp lang cl 5,           (125 gp)[/B] !
[B]Scroll: Identify cl 1,     (1 pearl + 25 gp)[/B] !


• Wand: Lesser Globe of Invulnerability (CL7, 7 Charges, 2,940 gp)
*potion:cure moderate wounds (cl3)
*potion: cure moderate wounds (cl5 2 doses
!: denotes a scroll of his own scribing

Physical Description
Code:
[B]Age:[/B] 18 [B]Height:[/B] 5'9"  [B]Weight:[/B] 181 lb     
[B]Eyes:[/B] Black [B]Hair:[/B] curly black, medium length     
[B]Skin:[/B] olive (Mediterranean)

[B]Appearance [/B]

[B]Personality: [/B]
Despite being the son of two of the faculty members, Capizzio tends to be a 
bit of a trickster…perhaps because of who his parents are, that is why he is 
that way…never the less, he can be all business when the need arises. His 
father’s adventuresome tendencies are seen as a definite restlessness

[B]Background[/B] 
Hello. my name is Capizzio Del Collines, adopted son of the professor Del 
Collines, historian, purveyors and seeker of antiquities and rarities for the 
wizard’s academy. My adoptive mother has a teaching  position in the arcane 
studies of the academy as well. They know I am a bit of a wild sort at heart, 
but they still keep tabs on me ... somehow.

I started as a street urchin, stealing just to stay alive. One day I saw this 
couple walking arm in arm and I wished for a mom and dad. Every day I 
would see them walking the market and I would follow them to the undercity 
tunnels where they were doing work. I would  see there was food about so I 
would hang out and swipe the occasional bit of food. One day a new tunnel 
was found but the opening was very small. Someone saw me  and asked if I 
wanted to make some quick coin.
What a question!

I was able to slip inside and what I found was a dust filled chamber. I also 
found a lever on my side so I pulled it and the opening that was only big 
enough for me opened the rest of the way. The good professors  watched 
as the door opened to see a brightly smiling [B]ME[/B] and a big nasty 
something else running up to catch me and make me the main course for 
lunch. The woman snatched me up,the man pointed and shouted some words 
and the woman did too. From their hands bursts of  light shot out and I found 
that to be cool. I copied what they said but all I got was a spurt of light 
at my finger tip and a scorched finger.

The creature was stopped by their missiles of magic and the woman just 
stared at me in amazement. They invited me to stay with them in gratitude, 
where they would teach me how to do the spell they did. The natural talent 
that I showed led them to adopting me and then  enrolling me in the academy. 
WOW! Life is good!

Since then I have been on the occasional trip to ruins, but I have made many 
friends here at the academy!


Spell book: (names in Italics are in spell compendium)

pages used: 47


Code:
[B][U][I]Level 0[/I][/U][/B]
[sblock]
Acid splash-x     Electric jolt-  Mending-x         
[I]Caltrops[/I]-        Guiding shot-   prestidigitation-x   
Dancing lights-x  [I]Launch bolt[/I]-    Ray of frost-x
Detect magic-x    Launch Item-    [I]Silent portal[/I]-
[I]Detect poison[/I]-x   Light-x          [I]Stick[/I]
Disrupt undead-x  Mage Hand-x      Wings of the sea
      
[/sblock]

[B][U]level 1 :[/U][/B]

[sblock]

 [I]Accelerated Movement[/I]-  [I]Deep Breath[/I]-        Fist of Stone-
 Animate Rope-x          Det. Secret Doors-x  Grease-x   
 Burning Hands-x         Disguise Self-x      [I]Ice Dagger[/I]-   
 Comprehend Lang-x       [I]Ectoplasmic armor[/I]-  Identify-x   
 [I]Corrosive Grasp[/I]-       Endure Elements-x   [I] Instant Locksmith[/I]-   
 [I]Critical strike[/I]-       Feather Fall-x       Instant search-   
    

 [I]low light vision[/I]-   [I]persistent Blade[/I]-   Unseen Servant-x
 Mage Armor-x         Scholar's touch+-        True strike-x
 Magic Missile!-x     Shocking Grasp-x   
 Magic Weapon-x       Sniper’s Shot-   
 Mount-x              Touch of the Sea**- 
 Night Shield-       [I]Spontaneous Search[/I]
     


!= (cast at +1 lvl-trait)
+=(races of destiny pg 167)

[/sblock]

[B][U]level two[/U][/B]

[sblock]

 cat's grace-x  Ray of Ice**-    
 [I]Combust[/I]-      Resist Energy- x  
 bull's str-x   Rope Trick- x  
 Invisibility-x Spectral Hand-x   
 Levitate- x    [I]Wraithstrike[/I]-   
 Melf’s Acid Arrow-x   

[/sblock]

[B][U]level three[/U][/B]
[sblock]
[I]Shadow binding[/I]
[/sblock]

Casts spells at level 6 (practiced spell caster)

Code:
Spell Summery:
[B][U]level :     0   1   2   3   4   5   6   7   8   9[/U][/B]
[B]base:       4   3   2  [/B]
[B][U]int mod:    0   1   1   1  1[/U][/B]
[B][U]ispec bonus:    1   1   1   1  1[/U][/B]
[B]total:      5   5   4   x  x[/B]

SPELLS MEMORIZED:
** denotes water spell

0 level:

Launch bolt
dancing lights
detect magic
Guiding shot
**Ray of frost

Level one:

corrosive grasp
Magic missle (cast at +1 lvl-trait) [/]
Magic missle (cast at +1 lvl-trait) [/]
Magic missle (cast at +1 lvl-trait)
** Touch of the Sea

Level two:

Wraithstrike
Cat's grace[/]
Melf's acid arrow
Ray of Ice**

cast from the book:

Scott DeWar, drinker of Dewar’s scotch.

[sblock=collegiate wizard]
Collegiate Wizard

You have undergone extensive training in a formal school for wizards.

Prerequisites: Int 13, wizard level 1

Benefit: You begin play with knowledge of six 1st-level spells, plus 1
per point of Intelligence bonus. Each time you gain a wizard level, you
may add four spells to your spellbook. You gain a +2 bonus on all
Knowledge (arcana) checks.

Normal: 1st-level wizards begin play with knowledge of three 1st-level
spells, and add two spells per level to their spellbook.

Special: You can take this feat only as a 1st-level character
[/sblock]



[sblock]
spell: SCHOLAR’S TOUCH
Divination
Level: Bard 1, cleric 1, sorcerer/wizard 1
Components: V, S, M, F
Casting Time: 1 standard action
Range: Personal
Target: One book/round
Duration: Concentration, up to 1 round/level
With this spell you can touch a book or scroll and absorb the knowledge
contained within as if you had just read it. This is equivalent to a solid
reading but not deep study—the character does not gain perfect recall
of the information, just whatever he would have gotten from reading it
completely once. If you can’t read the language of the source, the spell has
no effect. This spell cannot be used to prepare spells or to cast magical
scrolls, nor does it have any effect when reading a magical book (such
as a tome of understanding).
Material Component: A scrap of parchment and a pinch of tinder.
Focus: A thin crystal disc.
[/sblock]
[sblock=water and fire elementalist spells]

(Restricted: fire)
Elementalist Wizard Spells
0-Level Elementalist Wizard Spells

Fire
Spark: Ignites flammable objects.

Water
Ray of Frost: Ray deals 1d3 cold damage.

1st-Level Elementalist Wizard Spells

Fire
Burning Hands: 1d4/level fire damage (max 5d4).
Dancing Lantern: Animates a lantern that follows you.

Water
Hydraulic Push: Sudden and powerful wave of water bull rushes an enemy.
Obscuring Mist: Fog surrounds you.
Touch of the Sea: Swim speed becomes 30 ft.

2nd-Level Elementalist Wizard Spells

All
Elemental Speech: Enables you to speak to elementals and some creatures.
Elemental Touch: Gain energy damage touch attack.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Summon Monster II: Summons elemental creature.

Fire
Burning Gaze: 1d6 fire damage to target by looking at it.
Fire Breath: Exhale a cone of flame at will.
Flaming Sphere: Ball of fire deals 3d6 fire damage.
Pyrotechnics: Turns fire into light or thick smoke.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

Water
Accelerate Poison: Hastens targeted poison's onset.
Fog Cloud: Fog obscures vision.
Slipstream: Wave boosts creature's speed.

3rd-Level Elementalist Wizard Spells

All
Draconic Reservoir: Subject can absorb energy damage and enhance melee attacks with it.
Elemental Aura: Creates an aura of energy around you.
Protection From Energy: Absorbs 12 points/level of damage from one kind of energy.

Fire
Campfire Wall: Creates a shelter around a campfire.
Fireball: 1d6 fire damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.

Water

Aqueous Orb: Creates rolling sphere of water.
Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path.
Sleet Storm: Hampers vision and movement.
Water Breathing: Subjects can breathe underwater.

4th-Level Elementalist Wizard Spells

All
Detonate: 1d8/level energy damage to nearby creatures.
Dragon's Breath: Gives you a dragon's breath weapon.
Elemental Body I: Turns you into a Small elemental.
Summon Monster IV: Summons elemental creature to fight for you.

Fire
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Fire TrapM: Opened object deals 1d4 damage +1/level.
Firefall: Fire bursts upward, dealing 2d6 fire damage.
Wall of Fire: 2d4 fire damage to 10 ft. and 1d4 to 20 ft. Passing through wall deals 2d6 damage +1/level.

Water
Ice Storm: Hail deals 5d6 damage in area 40 ft. across.
Solid Fog: Blocks vision and slows movement.
Wall of Ice: Ice plane creates wall or hemisphere creates dome.

5th-Level Elementalist Wizard Spells

All
Elemental Body II: You become a Medium elemental.
Planar Adaptation: Resist harmful effects of a plane.
Planar Binding, Lesser: Traps elemental creature of 6 HD or less until it performs a task.
Summon Monster V: Summons elemental creature to fight for you.

Fire
Fire Snake: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Geyser: Creates a geyser of boiling water.

Water
Cloudkill: Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage.
Cone of Cold: 1d6/level cold damage.
Geyser: Creates a geyser of boiling water.

6th-Level Elementalist Wizard Spells

All
Elemental Body III: Turns you into a Large elemental.
Planar Binding: As lesser planar binding, but up to 12 HD.
Summon Monster VI: Summons elemental creature to fight for you.

Fire
Contagious Flame: Rays do 4d6 fire damage, then move on to new targets.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.

Water
Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.
Freezing Sphere: Freezes water or deals cold damage.

7th-Level Elementalist Wizard Spells

All
Elemental Body IV: Turns you into a Huge elemental.
Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
Summon Monster VII: Summons elemental creature to fight for you.

Fire
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.
Firebrand: Allies gain flaming weapons, immunity to your fire spells, and a one-use ray of fire attack.

Water
Control Weather: Changes weather in local area.
Vortex: Creates a whirlpool in water.

8th-Level Elementalist Wizard Spells

All
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Summon Monster VIII: Summons elemental creature to fight for you.

Fire
Incendiary Cloud: Deals 6d6 fire damage/round.
Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.

Water

Horrid Wilting: Deals 1d6/level damage within 30 ft.
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Seamantle: Sheathes you in protective water.

9th-Level Elementalist Wizard Spells

All
Gate M: Connects two planes for travel or summoning.


Fire
Fiery Body: You gain various fire-related powers.
Meteor Swarm: Four meteors each deal 6d6 fire damage.

Water
Tsunami: Wave damages and sweeps up all in its path.
World Wave: Earth moves you across distances.
[/sblock]

[sblock=water elemnetalist abilities]
Water Supremacy (Su): You gain a +2 enhancement bonus on Swim skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.

Cold Blast (Su): As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6 points of cold damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save negates the staggered effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Wave (Su): At 8th level, you can create a wave of water that starts at your location and moves 30 feet per round away from you in a direction of your choosing. Creatures struck by the wave might be knocked down and pushed away. Make a caster level check against the CMD of each creature struck. If you succeed, the creature is knocked prone. If your check exceeds the CMD of the creature by 5 or more, it is carried with the wave during the wave’s movement this round. You receive a +5 bonus on this check if the creature shares its space with the wave at the start of your turn (when the wave moves). Creatures carried in this way can move out of the wave on their turn if they succeed on a Strength check (DC = 10 + 1/2 your caster level + your Intelligence modifier), but they cannot breathe while sharing space with the wave. The wave is up to 20 feet high and up to 5 feet long for each wizard level you possess. Nonmagical fires hit by the wave are automatically extinguished. Magical fire effects are unaffected. You can use this ability for a number of rounds per day equal to 1/2 your wizard level.

[/sblock]
 
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HolyMan

Thy wounds are healed!
[sblock=Simeon Longknife]
[sblock=Game Info]
Race: Half-Orc
Class: Ranger (Skirmisher/Guide)
Level: 6
Experience: 16,708
Alignment: Chaotic Neutral
Languages: Common, Orc, Draconic
Deity: ???[/sblock]
[sblock=Abilities]
STR: 17 +3 (07 pts) (+2 racial bonus)
DEX: 14 +2 (03 pts) (+1 @ LvL 4)
CON: 15 +2 (07 pts)
INT: 12 +1 (02 pts)
WIS: 13 +1 (03 pts)
CHA: 08 -1 (-2 pts)[/sblock]
[sblock=Combat]
HP: 72 = [6d10=60] + 12 (CON)
AC: 22 = 10 + 5 (armor) + 4 (shield w/feat) + 2 (DEX) + 1 (Natural)
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 20 = 10 + 5 (armor) + 4 (shield w/feat) + 1 (Natural
INIT: +2 = +2 (DEX)
BAB: +6/+1 = +6/+1 (Ranger) + 0 (Wizard) + 0 (Eldritch Knight)
CMB: +9 = +3 (STR) + 6 (BAB)
CMD: 21 = 10 + 3 (STR) + 2 (DEX) + 6 (BAB)
Fort: +7 = +5 (Ranger) + 0 (Wizard) + 0 (Eldritch Knight) + 2 (CON)
Refl: +7 = +5 (Ranger) + 0 (Wizard) + 0 (Eldritch Knight) + 2 (DEX)
Will: +3 = +2 (Ranger) + 0 (Wizard) + 0 (Eldritch Knight) + 1 (WIS)
Speed: 30'
Damage Reduction: none
Spell Resistance: none
Spell Failure: 15%[/sblock]
[sblock=Weapon Stats]
Standard Attack:
MW Scimitar(melee): +10 = +6 (BAB) + 3 (STR) + 1 (MW)/DMG: 1d6+1(S), CRIT 18-20x2
+1 spiked mithral heavy shield of bashing: +12 = +6 (BAB) + 3 (STR) + 3 (feat)/DMG: 2d6+4(P), x2
MW Comp. longbow [STR +3]: +9 = +6 (BAB) + 2 (DEX) + 1 (Magic)/DMG: 1d8+4(P), x3 - Range 110'

FULL ATTACK:
+8/+3/+12(scimitar,scimitar,shield bash) [/sblock]
[sblock=Racial Traits]
Abilities: +2 any Ability Score (STR)
Size: Medium
Speed: 30' Base speed
Darkvision: 60' (base only, upped it via feat)
Favored Class: Wizard
Intimidating:
Cavewight: Some Half-orcs live far from the surface, seeking solace in winding cave complexes. Half-orcs with this racial trait gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the intimidating racial trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity:
Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces the orc ferocity racial trait.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.[/sblock]
[sblock=Class Features]
Favored Enemy
Ranger's Focus(Ex) (modifier +4, 2 times per day): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.

At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.

This ability replaces favored enemy.

Track(Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy(Ex) (1d20+5): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style(Ex): At 2nd level, a ranger must select one of six combat styles to pursue: archery, two-weapon combat, crossbow, mounted combat, natural weapon, two-handed weapon, or weapon and shield. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

Chosen: Weapon and Shield

If the Ranger selects weapon and shield style, he can choose from the following list whenever he gains a combat style feat: Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting. At 6th level, he adds Saving Shield* and Shield Master to the list. At 10th level, he adds Bashing Finish* and Greater Shield Focus to the list.

* These feats are from the Advanced Player's Guide and are added to the feat section of this site.

Favored Terrain(Ex) - Underground: At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Hunter's Bond
Terrain Bond(Ex): At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.

This ability replaces hunter’s bond.

Spells
Hunter's Tricks: At 5th level, a skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once. This ability replaces the Ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.

Tricks Known - (Uses per day = 4)

Surprise Shift(Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step. [/sblock]
[sblock=Feats & Traits]
Prof. with all simple and martial weapons (ranger)
Armor Prof. (light and medium) (ranger)
Shield Prof. (ranger)
Deep Sight (LvL 1)
Shield Focus (combat style LvL 2)
Endurance (ranger bonus LvL 3)
Diehard (LvL 3)
Improved Shield Bash (LvL 5)
Shield Master (combat style LvL 6)

Traits:
Dangerously Curious: Gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill.

Dirty Fighter: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.[/sblock]
[sblock=Skills]
Skill Ranks: 42 = [6 (class) + 1 (INT)] x 6 (LvL) + 0 (Favored Class)
Max Ranks: 6 ACP: -0

Skills:
() = class skill
^ = trained only
Code:
Total                    Stat  Rank   CS  Misc  ACP
+2 =  Acrobatics          +2    +0    +0   +0   -0   DEX
+1 =  Appraise            +1    +0    +0   +0        INT
-1 =  Bluff               -1    +0    +0   +0        CHA
+8 =()Climb               +3    +2    +3   +0   -0   STR
+1 =()Craft:_____         +1    +0    +0   +0        INT
-1 =  Diplomacy           -1    +0    +0   +0        CHA
na =  Disable Device^     +2    +0    +0   +0   -0   DEX
-1 =  Disguise            -1    +0    +0   +0        CHA
+2 =  Escape Artist       +2    +0    +0   +0   -0   DEX
+2 =  Fly                 +2    +0    +0   +0   -0   DEX
na =()Handle Animal^      -1    +0    +0   +0        CHA
+10=()Heal                +1    +6    +3   +0        WIS
+3 =()Intimidate          -1    +1    +3   +0        CHA
na =  Know:Arcana^        +1    +0    +0   +0        INT
+10=()Know:Dungeoneering^ +1    +6    +3   +1**      INT
na =  Know:Engineering^   +1    +0    +0   +0        INT
+5 =()Know:Geography^     +1    +1    +3   +0        INT
na =  Know:History^       +1    +0    +0   +0        INT
+2 =  Know:Local^         +1    +0    +0   +0        INT
+5 =()Know:Nature^        +1    +1    +3   +0        INT
na =  Know:Nobility^      +1    +0    +0   +0        INT
na =  Know:Planes^        +1    +0    +0   +0        INT
na =  Know:Religion^      +1    +0    +0   +0        INT
+2 =  Linguistics         +1    +0    +0   +0        INT
+12=()Perception          +1    +6    +3   +2        WIS
-1 =  Perform:_____       -1    +0    +0   +0        CHA
na =()Profession^:_____   +1    +0    +0   +0        WIS
+2 =()Ride                +2    +0    +0   +0   -0   DEX
+1 =  Sense Motive        +1    +0    +0   +0        WIS
na =  Sleight of Hand^    +2    +0    +0   +0   -0   DEX
na =()Spellcraft^         +1    +0    +0   +0        INT
+11=()Stealth             +2    +6    +3   +0   -0   DEX
+10=()Survival            +1    +6    +3   +3*(+1**) WIS
+7 =()Swim                +3    +1    +3   +0   -0   STR
+9 =()Use Magic Device^   -1    +6    +3   +1        CHA
* added when following tracks only
** +1 trait bonus added when underground[/sblock]
[sblock=Equipment]
Code:
[U]Equipment                                     Cost   Weight[/U]
+1 mithral shirt                             2,100gp  10lb
+1 spiked mithral heavy shield of bashing    5,020gp  15lb
mw scimitar                                    315gp   4lb
mw composite longbow [STR +3]                  700gp   3lb
+1 arrows(20)                                1,101gp   3lb
wand of cure moderate wounds(20 charges)     1,800gp   ---
wand of shocking grasp(LvL3)(34 charges)     1,530gp   ---
amulet of natural armor +1                   2,000gp   ---
potions:
-cure serious wounds(3d8+5)                    750gp   ---
-protection from arrows                        300gp   ---
ioun torch                                      75gp   ---                            
traveler's outfit                               00gp   ---
mw backpack                                     50gp   4lb
rope (hemp 50')                                  1gp  10lb
bedroll                                         .1gp   5lb
scroll case                                      1gp  .5lb
- scroll: summon monster I                      25gp   ---
flint and steel                                  1gp   ---
ink(1 vial)                                      8gp   ---
inkpen                                          .1gp   ---
belt pouch                                       1gp  .5lb
rations(10 days)                                 5gp  10lb
sack                                            .1gp  .5lb
torches(2)                                     .02gp   2lb
waterskin                                        1gp   4lb
whetstone                                      .02gp   1lb
spellbook                                       15gp   3lb
- value of spells                              145gp   ---
Treasure: 35gp, 6sp, 6cp Gems:1(20gp)
Total weight carried: 75.5/light load

Carrying Capacity:
Code:
            Normal    MW Backpack
Light      000-086    000-100
Medium     087-173    101-200
Heavy      174-260    201-300
[/sblock]
[sblock=Spellbook]
Cantrips: All (plus spark from APG)
1st level: true strike, magic weapon, protection from evil, jump [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 24
Height: 6'2''
Weight: 195
Hair Color: black mohawk
Eye Color: black
Skin Color: greyish green
Apperance: TBD
Deamenaor: Patient, calm, slow to anger, quick to action, fearsome when provoked Child like when it comes to magical "toys"
The above is before he learns that magical ability can be taught. Then he will be jovial, full of questions and energetic and eager to learn.[/sblock]
[sblock=Background]
Notes for background:

Simeon is a half-orc but it hardly shows in his appearance. As recorded by replacing orc ferocity with toothy (from APG). He looks more orcy than most orcs as well. Born and raised underground Simeon will replace the orc racial trait Intimidate with Cavewight. He grew up in the wilds of the caverns along the underdark. (I should take the Deep Sight feat as well).

Has a low will save - perhaps he has been effected by spells in the past like sleep, hold person, or others and he deemed it powerful magic he wish he had.

Simeon is left handed (although he doesn't know this yet). When a young orcling in training he constantly wanted to put his axe in his left hand. And every time an orc instructor would tell him he is "doing it wrong" and have him put it back in his right hand.

After many failed mock combats his axe was takin' away and he was given a sword (longknife) and shield. He was told due to his poor combat ability he would need the shield to survive. Simeon instantly took to the shield (in his left hand). He adapted to using it to block well (i.e. shield focus) and to counter attacking with it. It dealt more damage than his feeble "longknife" attacks (and should as it is considered his primary hand). And more and more he would bash someone with it over attacking with his scimitar even if it did open up his defenses (later he gets improved shield bash - finally learning to block and attack as one).

Thinking of adding he got the mithral shirt and shield off a dead dwarf maybe found him dying? Not sure or a skeleton of an old dead dwarf.

Amulet of natural armor is a leather cord through a hole in a rock that Simeon found. He is just lucky like that.[/sblock]
[sblock=Adventure Log] None yet[/sblock][/sblock]
 

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Lou

Explorer
Pela Dun Changeling Wizard

Pela Dun (Approved http://www.enworld.org/forum/showth...-Pfdr-OOC-03&p=6696130&viewfull=1#post6696130)

chaotic neutral female changeling (annis hag) CL6
Wizard 6 Spirit Whisperer Archetype (Familiar/Spirit Animal-greensting scorpion; Spirit-Lore)
H: 5' 8" W: 160#

Favorite Class: Wizard

[sblock=Changeling]
http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/uncommonRaces/changelings.html
Changeling Racial Traits
+2 Wisdom, +2 Charisma, –2 Constitution: Changelings are frail, but are clever and comely.

Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.

Humanoid: Changelings are humanoids with the changeling subtype.

Normal Speed: Changelings have a base speed of 30 feet.

Hag Racial Trait: The changeling inherits one of the following racial traits, depending on her mother's hag type:

Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.

Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.

Sea Lungs (Sea Hag): The changeling may hold her breath for a number of rounds equal to three times her Constitution before she risks drowning.

Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).

Natural Armor: Changelings have a +1 natural armor bonus.

Darkvision: Changelings can see in the dark up to 60 feet.

Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
[/sblock]

[sblock=Spirit Whisperer Archetype]
http://paizo.com/pathfinderRPG/prd/advancedClassGuide/classOptions/wizard.html
Spirit Whisperer (Archetype)
Spirit whisperers are a breed apart among wizards, and are often mistaken for witches. While spirit whisperers do gain and store their spells by communing with familiars, the spirits they gain guidance from are somewhat closer to the world and more direct than the powers with which witches typically traffic. These wizards treat such spirits as mentors and friends, conversing with them rather than appeasing them in the effort to gain and use arcane knowledge.
Arcane Bond (Ex): When a spirit whisperer chooses an arcane bond, he must choose the familiar arcane bond, and the familiar gains the spirit animal ability of his selected spirit (see spirit link, below). The spirit whisperer does not need a spellbook, but instead stores and prepares his spell by communing with the familiar as the witch's familiar class feature. This ability alters arcane bond and replaces the spellbooks class feature.
Spirit Link (Su): At 1st level, a spirit whisperer forms a mystical bond with a spirit. The spirit whisperer picks a spirit from the shaman's list of spirits (see page 37). At 1st level, he gains a spirit ability granted by that spirit. At 8th level, he gains the greater spirit ability granted by that spirit. At 20th level, the spirit whisperer gains the manifestation ability granted by the spirit. He uses his wizard level as his shaman level for determining the effects and DCs of abilities granted by the spirit. In addition, he uses his Intelligence modifier in place of his Wisdom modifier for these abilities. He does not gain hexes, spirit magic spells, or the true spirit ability typically granted to a shaman by these spirits. This ability replaces arcane school and the bonus feat gained at 20th level.
Spirit Hex: At 5th level, a spirit whisperer can select one hex from the list of those granted by his chosen spirit. He uses his wizard level as his shaman level when determining the effects and DC of this hex. In addition, he uses his Intelligence modifier in place of his Wisdom modifier for these hexes. At 10th and 15th level, he can select another hex from those granted by his spirit. Each hex selected in this way replaces the bonus feat gained at that level. This ability alters bonus feats.
[/sblock]
http://invisiblecastle.com/stats/view/38233/ 32 point buy

+0 / STR 10 (2 pts)
+2 / DEX 14 (6 pts)
+0 / CON 10 (4 pts -2 race)
+4 / INT 19 (16 pts +1 L4)
+0 / WIS 10 (0 pts +2 race)
+2 / CHA 14 (4 pts +2 race)
1 g
HD: 6d6 (max all the time)
Hit Points: 42 (6d6+6 favored class)
AC: 15 (10 +2 DEX +1 Nat Armor + 2 deflection) 12 Touch / 13 Flat
Initiative: +8 (+2 DEX +2 trait +4 familiar)
BAB: +3, Melee +3, Range +5
CM Bonus:
Speed: 30 (base 30, no armor)
Saving Throws: Fort +2 (+ 2 level +0 CON), Ref +4 (+2 level +2 DEX), Will +7 (+ 5 level +0 WIS)
Spell Resistence: 12

Concentration checks: +10 (+6 CL + 4 INT)

[sblock=Equipment:]
Money:
gp 16000

Equipment:
Travellers outfit 1gp 5lb
Pack 2gp 2lb
bedroll 1sp 5lb
waterskin 1gp
Spell Component Pouch 5gp 1lb
Daggerx2 4gp 2lb
Potion of CLW (x3) 150gp -

Magic Items: List of Possible Items
Rng of Protection +2 (8000 gp)
Ring of Sustenance (2500 gp)

[/sblock]

[sblock=Languages]
Common
Elven
Gobin
Orc
Dwarven
Draconic
[/sblock]


[sblock=Traits]
Base Trait: Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Race Trait: Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.
[/sblock]


[sblock=FEATS:]
SW1: Arcane Bond (Ex): When a spirit whisperer chooses an arcane bond, she must choose the familiar arcane bond, and the familiar gains the spirit animal ability of his selected spirit (see spirit link, below). The spirit whisperer does not need a spellbook, but instead stores and prepares his spell by communing with the familiar as the witch's familiar class feature. This ability alters arcane bond and replaces the spellbooks class feature.
SW1: Spirit Link (Su): At 1st level, a spirit whisperer forms a mystical bond with a spirit. The spirit whisperer picks a spirit from the shaman's list of spirits (see page 37). At 1st level, she gains a spirit ability granted by that spirit. She uses her wizard level as her shaman level for determining the effects and DCs of abilities granted by the spirit. In addition, she uses her Intelligence modifier in place of her Wisdom modifier for these abilities. She does not gain hexes, spirit magic spells, or the true spirit ability typically granted to a shaman by these spirits.
SW1: Monstrous Insight (Su): The spirit whisperer can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the spirit whisperer can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster's type) with an insight bonus equal to her spirit whisperer level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The spirit whisperer can use this ability a number of times per day equal to 3 + her Charisma modifier.
Familiar Bonus: Alertness +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
W1: Scribe Scroll
BONUS: COLLEGIATE WIZARD (10 L1 spells to start; +4 spells/level; +2 Know(arcana))
L1: Eschew Materials
L3: Mother's Gift (Changeling Feat) Uncanny Resistance (Su): Gain spell resistance equal to 6 + character level

L5: Fast Study: Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute. You must be at least a 5th-level wizard to select this discovery.http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/wizard.html#fast-study

possible future feats:
Arcane Strike
Extra Hex
Mother's Gift 1 or 2

[/sblock]

[sblock=Familiar/Spirit Animal - Greensting scorpion]
Master gains a +4 bonus on Initiative checks
N Tiny vermin
Init +5; Senses darkvision 60 ft.;
Perception +4
DEFENSE
AC 21, touch 15, flat-footed 18 (+3 Dex, +3+3 (master) natural, +2 size)
hp 21 (half of master) HD 6
Fort +2 (+2 master), Ref +3 (+2 Master), Will +0 (+5 master)
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee sting +8 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +3 (master); CMB +4; CMD 10 (22 vs. trip)
Feats
Weapon FinesseB, Improved Evasion (REF save for half or no damage)
Skills
Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
ECOLOGY
Environment warm or temperate deserts, forests, plains, or underground
Organization solitary or colony (3–6)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Greensting scorpions normally live in forests, but can be found almost anywhere. Their pincers are too small to be dangerous to anything but other insects, but they have a poisonous sting that sickens even larger creatures.

[/sblock]

[sblock=Spirit - Lore]
Lore A spirit whisperer who selects the lore spirit appears far wiser and knowing that her age would suggest. Though she can seem unassuming, her eyes give the impression she is peering deep into all she looks at, seeing the secrets of the essential merely by concentrating.
Spirit Animal: The
spirit whisperer's spirit animal appears to be quiet and unassuming. It gains a +2 bonus on Initiative checks and a +4 bonus on Stealth checks.
Spirit Ability: A
spirit whisperer who chooses the lore spirit as her spirit gains Monstrous Insight (Su).
[/sblock]

[sblock=Spirit Hex]
WILL DC 15 = 10 + SW level/2 + INT bonus /2
Brain Drain (Su): As a standard action, the spirit whisperer violently probes the mind of a single intelligent enemy within 30 feet. The target can attempt a Will saving throw to negate the effect. If it succeeds, it immediately knows the source of the mental prying; otherwise, it's wracked with pain and takes 1d4 points of damage for every 2 levels the spirit whisperer possesses. On the round following her successful use of this ability, the spirit whisperer can take a full-round action to sort through the jumble of stolen thoughts and memories to attempt a single Knowledge check using the victim's bonus with that skill. The random stolen thoughts remain in the spirit whisperer's mind for a number of rounds equal to her Charisma modifier (minimum 1), and she can treat the knowledge gained as if she used detect thoughts. This is a mind-affecting effect. Once she successfully affects a creature, she cannot use this hex on that creature again for 24 hours.
[/sblock]

[sblock=SKILLS:]

SKILLS: (2+4INT+1FC)*6=42 available at 6th level







42 used
Pointsbonusbonusbonus
0Acrobatics
0


9Appraise (INT)
234
0Bluff
0


0Climb
0


9Craft (alchemy)(INT)
234
9Craft (weapons)(INT)
234
0Diplomacy
0


0Disable Device
0


0Disguise
0


0Escape Artist
0


6Fly(DEX)
132
0Handle Animal
0


0Heal
0


0Intimidate
0


8Linguistics (Int)
134
15Know (arcana)
6342
9Know (dungeoneering)(INT)
234
9Know (geography)(INT)
234
8Know (history)(INT)
134
9Know (nature)(INT)
234
8Know (the planes)(INT)
134
9Know (religion)(INT)
234
13Know (local)(INT)
634
0Perception
0


0Profession((WIS)
0


3Ride(Dex)
1
2
0Sense Motive
0


0Sleight of Hand
0


13Spellcraft (INT)
634
10Stealth(Dex)
4
24
0Survival
0


0Swim
0


3Use Magic Device(Cha)
1
2
[/sblock]

[sblock=Spells]
Spells per Day
0: 4: Detect Magic; Light; Read Magic; Mending
1: 3 +1: Color Spray, Magic Missile, Sow Thought, True Strike
2: 3 +1: Defensive Shock, Stone call, Stricken Heart, Warding Weapon
3: 2 + 1: Deep Slumber; Firestorm, Fly, Silver Darts

(4: 0 +1)

[sblock=familiar spells]
Level 0:


Level 1:

  • Alarm: Wards an area for 2 hours/level.
  • Anticipate Peril: Target gains a bonus on one initiative check.



Level 2:

  • Continual FlameM: Makes a permanent, heatless light.
  • Defensive Shock: Electricity damages your attackers.
  • Mirror Image: Creates decoy duplicates of you.
  • Stone Call: 2d6 damage to all creatures in area.
  • Stricken Heart: Touch attack deals 3d6 damage and staggers target.
  • Unnatural Lust: Target is compelled to kiss or caress another creature.
  • Warding WeaponF: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
  • Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.



Level 3:
Ablative BarrierF: Surrounds the target with layers of force
Dispel Magic: Cancels one magical spell or effect.
Fireball
: 1d6 damage per level, 20-ft. radius.

  • Firestream: A rushing stream of fire sprays from your outstretched hand, dealing fire damage to every creature in the area.
Fly: Subject flies at speed of 60 ft.
Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.

  • Tongues: Speak and understand any language.



[/sblock]
[/sblock]

[sblock=History]
Pela is searching for her father. Like all changelings, her mother was a hag. All she knows about her father is that she has six hankerchiefs, each with partial stitching of a seal. She hopes that one of them belongs to her father's family. Her mother decided when Pela was four to dump her one the steps of a monastery. At that age, she was starting to help her mother's victims escape. The monks sent her to the elven wizard school when she showed signed of magical ability. The elven wizards didn't catch on to her spirit whisperer ability at first. But they finally realized that she was very different and slowly pushed her out of the school as soon as they could argue that she, as an orphan, could take care of herself.

Pela would arrive at Pembrose with a small caravan of merchants travelling up the river. She would have traded her skills as a lookout and knowledge of a wide variety of monsters, humanoids, and nature for passage.
[/sblock]

[sblock=XP]
15000 starting level 6

[/sblock]
 
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