Vrukor, a magic weapon, armor, or shield needs a minimum of a +1 enhancement bonus before it can receive any special abilities, such as Flaming. Any magic weapon, armor, or shield must be masterwork before it receives such an enhancement bonus.
But the masterwork +1 on attack rolls does not stack with the enhancement bonus (the masterwork bonus is ignored on a magic weapon). Masterwork armor and shields have 1 point less Armor Check Penalty instead of a +1 on attack rolls, and this is retained even after the armor or shield receives an enhancement bonus.
(EDIT: Dragonwriter, just noticed you put 15,000 as the starting XP, but 10,000 is the minimum needed for 5th-level; 15,000 XP is 6th-level. So is it 5th-level with something less than 15k, or 6th-level with 15k? And please clarify the 100 XP limit on spending for magic item creation before play; if my wizard starts with the minimum XP for his level, is he getting 100 virtual XP for item creation or would his XP total be lowered appropriately?)
I still have to work up a background and description (or rather, type out and expand upon the vague background I thought up while making the character), and I'm still considering a gnomish mage of some sort that would head for the Dreamwalker prestige class from the T13K Setting Guide, but for now this is my PC's stats. I also need to pick out more gear for him, which will include some scrolls and maybe wands. When I update this in the morning or afternoon with completed data, I'll switch it over to the standard T13K character sheet format.
For new folks' reference, natives of Ceomyr generally don't use a family name, just their personal name and their guild's name, or the appelation "of Banandario" if they belong to the country's military, which is commanded by the Banandario royal family.
Code:
[B]Indolo of Stormspeakers Guild[/B] Human Male Evoker Wizard 5
Strength 10 (+0) Medium-Size Speed 30 ft. XP: 10,000
Dexterity 14 (+2) Chaotic Good Patron Deity: Typhus
Constitution 14 (+2) Total HP: 30 Current HP: 30 Nonlethal: 0
Intelligence 17 (+3) AC: 12 (+2 Dex) Initiative: +6
Wisdom 14 (+2) BAB: +2 Melee: +2 Ranged: +4
Charisma 10 (+0) Fortitude: +3 Reflex: +3 Will: +6
Character Level: 5 (+0 ECL) Age 27 5'-9" 137 lbs.
**32-2-6-6-10-6-2 point buy, Intelligence was originally 16 before 4th-level**
Speaks, reads, and writes Vweogyn (Ceomyr), Aquan, Auran, Draconic, and Tradespeak (Ceomyr).
Code:
Skill Total Key # Of Ability Misc.
Name Bonus Ability Ranks Mod. Mods.
Concentration +10 Con 8 +2 +0
Decipher Script +10 Int 7 +3 +0
Knowledge (Arcana) +10 Int 7 +3 +0
Knowledge (Geography) +5 Int 2 +3 +0
Knowledge (Local) +5 Int 2 +3 +0
Knowledge (Nature) +5 Int 2 +3 +0
Knowledge (Planes) +10 Int 7 +3 +0
Knowledge (Religion) +5 Int 2 +3 +0
Spellcraft +12 Int 7 +3 +2
Swim +2 Str 2 cc +0 +0
Feats: Scribe Scroll, Improved Initiative, Toughness, Spell Focus (Evocation), Craft Wand.
Wizard Abilities: Summon Familiar (summoned a raven he named Zarkas, speaks Vweogyn, master gets +3 Appraise and Alertness, Tiny Animal, 5 HD, 15 HP, AC 17, touch AC 14, flat-footed AC 15, Fort +2, Ref +4, Will +6, Initiative +2, BAB/Grapple +2/-11, claws +6 melee for 1d2-5 damage, Listen +5, Spot +7, Intelligence 8, speed 10 ft./fly 40 ft. with average maneuverability, low-light vision, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master), bonus feats, Evocation specialist (banned from Conjuration and Enchantment, +2 Spellcraft to learn Evocations, -5 Spellcraft with banned schools, must learn at least one Evocation per wizard level, gets an extra spell slot of each level for Evocation only), Arcane Spells (Intelligence-based, save DC 13 + spell level + 1 more with Evocation spells; knows the 0-level spells Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, and Touch of Fatigue; knows the 1st-level spells Burning Hands, Color Spray, Feather Fall, Identify, Magic Missile, Protection from Evil, Ray of Enfeeblement, and Shield; knows the 2nd-level spells Alter Self, False Life, Invisibility, Resist Energy, Scorching Ray, and Shatter; knows the 3rd-level spells Dispel Magic and Lightning Bolt; may cast 4+1e/3+1+1e/2+1+1e/1+1+1e spells per day; has prepared the spells Detect Magic, Detect Poison, Light, Message, Prestidigitation, Feather Fall, Magic Missile, Shield, Shield, False Life, Invisibility, Scorching Ray, Dispel Magic, Lightning Bolt, and Lightning Bolt, with one 1st-level spell slot and one 2nd-level spell slot left open).
Gear: Club, Dagger, Light Crossbow, 10 Bolts, Spellbook (43/100 pages used, researched Alter Self and False Life at the cost of 400 gp in his guild's library), 2 Spell Component Pouches, Powdered Silver (1 pound, 50 gp, divided between both spell component pouches), Wooden Typhus Holy Symbol, Scholar's Outfit (Free), Traveler's Outfit, Handy Haversack, Scroll Case, Bedroll, Flint & Steel, 4 Days Trail Rations, 4 Waterskins.
Racial Traits: Humanoid (human), Medium-sized (factored in), base Speed 30 feet (factored in), bonus feat (factored in), +4 skill points at 1st-level and +1 skill point at each additional level (factored in), highest-level class is favored class.