Name: Poshment
Nickname: Posh
Player: OnlytheStrong
Race: Gnome
Class: Wizard 8
Level: 8
XPs: 55,000 / 75,000
Patron God:
Alignment: Neutral
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Str: 8 (-2 racial)
Dex: 16
Con: 18
Int: 22 (+2 level, +2 Headband of Vast Int.)
Wis: 14 (+2 racial)
Cha: 12 (+2 racial)
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HP: 80 (8d6 + 32)
AC: 17 (+3 dex mod + 1 size +3 bracers)
Init: +3
Speed: 20 feet
BAB: +4
Mel: +3 (-1 str mod)
Rng: +7 (+3 dex mod)
Fort: +6 (2 class + 4 mod)
Refl: +5 (2 class + 3 mod)
Will: +8 (6 class + 2 mod)
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Special Abilities
Race: Gnome
- +2 Wisdom, +2 Charisma, -2 Strength
- Low Light Vision
- Small
- Defensive Training: +4 dodge bonus to AC against monster of the
Giant Subtype
- Slow Speed: base speed of 20ft
- Gnome Magic: +1 to the DC of any saving throws vs. illusion
spells that they cast. Gnomes with a Cha of 11 or higher also
gain the following spell-like abilities: 1/day- dancing lights, ghost
sound, prestidigitation, and speak with animals. The DC for these
spells is equal to 10 + spell level + Cha mod
- Hatred: racial hatred (+1 to attack rolls) vs. reptilian and goblinoid
subtypes
- Illusion Resistance: +2 saving throw bonus against illusion
spells or effects
- Keen Senses: +2 to perception
- Weapon Familiarity: Any weapon with "gnome" in the name
is treated as a martial weapon.
- Languages: begin with Common, Gnome, and Sylvan.
Class: Wizard
- Bonded Creature- [sblock=Hawk]
Hawk Familiar 8
Tiny Animal
Init +3
Senses: Low-light Vision, Perception +14
Defense:
AC 19, Touch 15, Flat-footed 12 (+3 dex, +2 size, +4 Familiar bonus)
HP: 40
Fort: +6, Ref +5, Will +8
Offense:
Speed 10ft, fly 60ft (average)
Melee 2 talons +7 (1d4-2) Space 2 1/2 ft; Reach 0ft.
Statistics:
Str 6
Dex 17
Con 11
Int 9
Wis 14
Cha 7
Base Attack +0; CMB +1; CMD 9
Feats: Weapon Finesse
Skills: Fly +11; Perception +18; Racial Mod +8 Perception
Special:
Alertness (if familiar is within arm's reach, the master gains the Alertness feat)
Improved Evasion
Share Spells
Empathic Link
Deliver Touch Spells
Speak With Master
Speak with animals of it's kind
[/sblock]
- - Special Ability: Master gains +3 bonus on sight-based and opposed Perception checks in bright light
- Arcane School – Illusion. Opposition schools Divination
and Transmutation. Spells prepared from these schools must
use two spell slots of that level. In addition, a specialist takes
a –4 penalty on any skill checks made when crafting a magic
item that has a spell from one of these schools as a prerequisite.
Each arcane school gives the wizard a number of school powers.
In addition, specialist wizards receive an additional spell slot of
each spell level he can cast, from 1st on up. Each day, a wizard
can prepare a spell from his specialty school in that slot. This
spell must be in the wizard's spellbook. A wizard can select a
spell modified by a metamagic feat to prepare in his school slot,
but it uses up a higher-level spell slot.
- Abjuration School – Extended Illusion: Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration. At 20th level, you canmake one illusion spell with a duration of "concentration" permanent.
- Abjuration School – Blinding Ray: As a standard action you can fire a shimmering ray at any foe within 30ft as a ranged touch attack. The ray causes creatures to be blinded for one round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You may use this ability a number of times per day equal to 3 + int mod.
- Illusion School - Invisibility Field: At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds to not need to be consecutive. This otherwise function as greater invisibility.
- Cantrips – The wizard can prepare 4 0th-level spells per day,
which are not expended upon casting. A wizard can prepare a
cantrip from an opposition school, but it uses up two of his
available slots.
- Spellbooks - A wizard must study their spellbook each day to
prepare their spells. They cannot prepare any spell not recorded
in their spellbook, except for read magic, which all wizards can
prepare from memory.
===================================
Feats:
Class: Scribe Scroll
1 Combat Casting
3 Arcane Armor Training
5 Craft Wand
7 Eschew Materials
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Languages:
Common
Gnome
Sylvan
Abyssal
Draconic
Goblin
Terran
Giant
Infernal
Celestial
Orc
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Skills
Trained or Untrained: +X (Rank + Stat Mod + Class Skill + Other)
Knowledge
(Arcana) +17 (8 + 6 + )
(History) +17 (8 + 6 + )
Linguistics +15 (8 + 6 + )
Spellcraft +17 (8 + 6 + )
Stealth + 7 (0 + 3 + 4)
===================================
Spells
Wizard Caster Level 8, base DC 16 + spell level
Spells Per Day: 0th – 4; 1st – 4; 2nd – 3; 3rd – 3; 4th - 2
Spells Prepared
Spells Known
0 – Daze, Ghost Sound, Dancing Lights, Light
1 – Color Spray, Identify, Ventriloquism, Sleep, Burning Hands,
Magic Missile, Floating Disk, Shield, Mage Armor
2 – Hypnotic Pattern, Invisibility, Misdirection, Darkness,
Flaming Sphere, Scorching Ray, Web, Glitterdust
3 – Major Image, Displacement, Deep Slumber, Fireball,
Lightning Bolt, Tiny Hut
4 - Phantasmal Killer, Rainbow Pattern
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Magic Items:
Headband of Vast Intelligence +4 (16,000g),
Robe of Blending (8,400g), Deck of Illusions (8,100g)
Bracers of Armor +3 (9,000g), Handy Haversack (2000g)
Standard Equipment:
Spellbook (15gp), Spell Component Pouch (5gp),
Bedroll (1sp), Winter Blanket (5sp), Hooded
Lantern (7gp), 100 Tindertwig (100gp), Fishing Tackle (20gp)
-----------------------------------
Money
GP: 4,403pg remaining
-----------------------------------
Load
Light: 0-27 lbs.
Medium: 28-53 lbs.
Heavy: 54-80 lbs.
Current: 35.5 lbs.
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Description (include Age, gender, height, weight, physical description):
Age: 69
Height: 3'5"
Weight: 40lbs
Hair: Black
Eyes: Green
Skin: Light
===================================
History: