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[RG] airwalkrr's Rise of the Runelords Reborn!
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<blockquote data-quote="kinem" data-source="post: 6437356" data-attributes="member: 24234"><p>Nuko Wrag, half-orc wizard (conjurer) 1</p><p></p><p>[sblock=stats]</p><p>Str 14/+2</p><p>Dex 14/+2</p><p>Con 14/+2</p><p>Int 18/+4</p><p>Wis 10/+0</p><p>Cha 10/+0</p><p></p><p>Init +2; move 30'; darkvision 60'; CMB +2; CMD 14; HD 1d6+3; hp 9</p><p>Defense 12 (+2 dex), touch 12, flat-footed 12</p><p>Saves: Fort +3, Reflex +3, Will +3; Concentration +5; align: CG</p><p>Languages: Common, Orc, Abyssal, Draconic, Giant, Goblin</p><p></p><p>Critical defense check bonus +2</p><p>Critical attack bonus +0</p><p>Magic check: +4 + spell level</p><p></p><p>attack MW greataxe +4 melee (1d12+3, crit 20/x3)</p><p>or acid dart +2 ranged touch (1d6 acid, crit 20/x2); 7/day, 30' range</p><p></p><p>Trait: Giant Slayer (+1 Bluff, Perception, Sense Motive; +1 attack and damage vs giants)</p><p>Feats: Scribe Scroll<strong>, Weapon Focus (greataxe)</strong></p><p><strong></strong></p><p><strong>The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). </strong></p><p><strong></strong></p><p><strong>Skill Ranks per Level: 2 + Int modifier.</strong></p><p><strong>Skills (ranks/total): Appraise 1/8, Bluff 0/1, Intimidate 0/2, Knowledge (arcana) 1/8, Knowledge (local) 1/8, Spellcraft 1/8; Perception 1/2, Sense Motive 1/2</strong></p><p><strong></strong></p><p><strong>Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.</strong></p><p><strong></strong></p><p><strong>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.</strong></p><p><strong></strong></p><p><strong>Arcane School: Conjuration</strong></p><p><strong>Opposition Schools: Evocation, Necromancy; takes 2 spell slots to prepare</strong></p><p><strong></strong></p><p><strong>Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.</strong></p><p><strong></strong></p><p><strong>Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.</strong></p><p><strong></strong></p><p><strong>Arcane Bond (Ex or Sp): MW greataxe</strong></p><p><strong></strong></p><p><strong>Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.</strong></p><p><strong></strong></p><p><strong>A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).</strong></p><p><strong></strong></p><p><strong>Spells/day: 3 0th, 2+1 1st; DC 14 + spell level</strong></p><p><strong>Typical spells prepared (#=conjuration)</strong></p><p><strong>0: daze (Will neg DC 14), detect magic, message</strong></p><p><strong>1: color spray (Will neg DC 15, 15' cone), shield (1 min), mage armor# (1 hr)</strong></p><p><strong></strong></p><p><strong>A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. </strong></p><p><strong></strong></p><p><strong>Spells known: (#=conjuration); 0th-all except opposition schools (Evocation, Necromancy);</strong></p><p><strong>1: adhesive spittle# (Adv Class Guide; 15' range, Reflex DC 15), charm person, color spray, feather fall, grease#, identify, mage armor# (1 hr), shield (1 min), silent image, snapdragon fireworks</strong></p><p><strong></strong></p><p><strong>equip: 70 gp - 3 gp for Cost of Living (1st month)</strong></p><p><strong></strong></p><p><strong>Kit, Wizard's: Price 21 gp; Weight 21 lbs.</strong></p><p><strong>This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.</strong></p><p><strong></strong></p><p><strong>Costs for spells (borrowing + writing): 15 gp each for 3 1st level: feather fall, identify, snapdragon fireworks</strong></p><p><strong></strong></p><p><strong>Coins: 1 gp[/sblock]</strong></p><p><strong></strong></p><p><strong>[sblock=Description]Nuko Wrag grew up in Rogan, a small settlement in the hills which contained a mix of humans, half-orcs, and some full orcs. He was different from the others; studious, he was bullied as a child, but proved himself strong enough to win respect. When giants destroyed the town, he trained harder, hoping for revenge. Recently he heard rumors of giant activity and he headed to Sandpoint, intending to help in its defense if it were attacked.</strong></p><p><strong></strong></p><p><strong>When Nuko was born, he had a stillborn twin that was named Duko. Nuko believes that parallel universes exist and he sometimes thinks about what might have happened if both twins were healthy or if he were the stillborn one and Duko had lived.[/sblock]</strong></p><p><strong></strong></p><p><strong>[sblock=pic]<img src="http://www.enworld.org/forum/attachment.php?attachmentid=65032" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock]</strong></p><p><strong></strong></p><p><strong>[sblock=level 1 start]</strong></p><p><strong>Str 14/+2</strong></p><p><strong>Dex 14/+2</strong></p><p><strong>Con 14/+2</strong></p><p><strong>Int 18/+4</strong></p><p><strong>Wis 10/+0</strong></p><p><strong>Cha 10/+0</strong></p><p><strong></strong></p><p><strong>Init +2; move 30'; darkvision 60'; CMB +2; CMD 14; HD 1d6+3; hp 9</strong></p><p><strong>Defense 12 (+2 dex), touch 12, flat-footed 12</strong></p><p><strong>Saves: Fort +3, Reflex +3, Will +3; Concentration +5; align: CG</strong></p><p><strong>Languages: Common, Orc, Abyssal, Draconic, Giant, Goblin</strong></p><p><strong></strong></p><p><strong>Critical defense check bonus +2</strong></p><p><strong>Critical attack bonus +0</strong></p><p><strong>Magic check: +4 + spell level</strong></p><p><strong></strong></p><p><strong>attack MW greataxe +4 melee (1d12+3, crit 20/x3)</strong></p><p><strong>or acid dart +2 ranged touch (1d6 acid, crit 20/x2); 7/day, 30' range</strong></p><p><strong></strong></p><p><strong>Trait: Giant Slayer (+1 Bluff, Perception, Sense Motive; +1 attack and damage vs giants)</strong></p><p><strong>Feats: Scribe Scroll<strong>, Weapon Focus (greataxe)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Skill Ranks per Level: 2 + Int modifier.</strong></strong></p><p><strong><strong>Skills (ranks/total): Appraise 1/8, Bluff 0/1, Intimidate 0/2, Knowledge (arcana) 1/8, Knowledge (local) 1/8, Spellcraft 1/8; Perception 1/2, Sense Motive 1/2</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>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.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Arcane School: Conjuration</strong></strong></p><p><strong><strong>Opposition Schools: Evocation, Necromancy; takes 2 spell slots to prepare</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Arcane Bond (Ex or Sp): MW greataxe</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Spells/day: 3 0th, 2+1 1st; DC 14 + spell level</strong></strong></p><p><strong><strong>Typical spells prepared (#=conjuration)</strong></strong></p><p><strong><strong>0: daze (Will neg DC 14), detect magic, message</strong></strong></p><p><strong><strong>1: color spray (Will neg DC 15, 15' cone), shield (1 min), mage armor# (1 hr)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Spells known: (#=conjuration); 0th-all except opposition schools (Evocation, Necromancy);</strong></strong></p><p><strong><strong>1: adhesive spittle# (Adv Class Guide; 15' range, Reflex DC 15), charm person, color spray, feather fall, grease#, identify, mage armor# (1 hr), shield (1 min), silent image, snapdragon fireworks</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>equip: 70 gp - 3 gp for Cost of Living (1st month)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Kit, Wizard's: Price 21 gp; Weight 21 lbs.</strong></strong></p><p><strong><strong>This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Costs for spells (borrowing + writing): 15 gp each for 3 1st level: feather fall, identify, snapdragon fireworks</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Coins: 1 gp[/sblock]</strong></strong></p></blockquote><p></p>
[QUOTE="kinem, post: 6437356, member: 24234"] Nuko Wrag, half-orc wizard (conjurer) 1 [sblock=stats] Str 14/+2 Dex 14/+2 Con 14/+2 Int 18/+4 Wis 10/+0 Cha 10/+0 Init +2; move 30'; darkvision 60'; CMB +2; CMD 14; HD 1d6+3; hp 9 Defense 12 (+2 dex), touch 12, flat-footed 12 Saves: Fort +3, Reflex +3, Will +3; Concentration +5; align: CG Languages: Common, Orc, Abyssal, Draconic, Giant, Goblin Critical defense check bonus +2 Critical attack bonus +0 Magic check: +4 + spell level attack MW greataxe +4 melee (1d12+3, crit 20/x3) or acid dart +2 ranged touch (1d6 acid, crit 20/x2); 7/day, 30' range Trait: Giant Slayer (+1 Bluff, Perception, Sense Motive; +1 attack and damage vs giants) Feats: Scribe Scroll[B], Weapon Focus (greataxe) The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). Skill Ranks per Level: 2 + Int modifier. Skills (ranks/total): Appraise 1/8, Bluff 0/1, Intimidate 0/2, Knowledge (arcana) 1/8, Knowledge (local) 1/8, Spellcraft 1/8; Perception 1/2, Sense Motive 1/2 Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. 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. Arcane School: Conjuration Opposition Schools: Evocation, Necromancy; takes 2 spell slots to prepare Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance. Arcane Bond (Ex or Sp): MW greataxe Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). Spells/day: 3 0th, 2+1 1st; DC 14 + spell level Typical spells prepared (#=conjuration) 0: daze (Will neg DC 14), detect magic, message 1: color spray (Will neg DC 15, 15' cone), shield (1 min), mage armor# (1 hr) A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. Spells known: (#=conjuration); 0th-all except opposition schools (Evocation, Necromancy); 1: adhesive spittle# (Adv Class Guide; 15' range, Reflex DC 15), charm person, color spray, feather fall, grease#, identify, mage armor# (1 hr), shield (1 min), silent image, snapdragon fireworks equip: 70 gp - 3 gp for Cost of Living (1st month) Kit, Wizard's: Price 21 gp; Weight 21 lbs. This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one. Costs for spells (borrowing + writing): 15 gp each for 3 1st level: feather fall, identify, snapdragon fireworks Coins: 1 gp[/sblock] [sblock=Description]Nuko Wrag grew up in Rogan, a small settlement in the hills which contained a mix of humans, half-orcs, and some full orcs. He was different from the others; studious, he was bullied as a child, but proved himself strong enough to win respect. When giants destroyed the town, he trained harder, hoping for revenge. Recently he heard rumors of giant activity and he headed to Sandpoint, intending to help in its defense if it were attacked. When Nuko was born, he had a stillborn twin that was named Duko. Nuko believes that parallel universes exist and he sometimes thinks about what might have happened if both twins were healthy or if he were the stillborn one and Duko had lived.[/sblock] [sblock=pic][IMG]http://www.enworld.org/forum/attachment.php?attachmentid=65032[/IMG][/sblock] [sblock=level 1 start] Str 14/+2 Dex 14/+2 Con 14/+2 Int 18/+4 Wis 10/+0 Cha 10/+0 Init +2; move 30'; darkvision 60'; CMB +2; CMD 14; HD 1d6+3; hp 9 Defense 12 (+2 dex), touch 12, flat-footed 12 Saves: Fort +3, Reflex +3, Will +3; Concentration +5; align: CG Languages: Common, Orc, Abyssal, Draconic, Giant, Goblin Critical defense check bonus +2 Critical attack bonus +0 Magic check: +4 + spell level attack MW greataxe +4 melee (1d12+3, crit 20/x3) or acid dart +2 ranged touch (1d6 acid, crit 20/x2); 7/day, 30' range Trait: Giant Slayer (+1 Bluff, Perception, Sense Motive; +1 attack and damage vs giants) Feats: Scribe Scroll[B], Weapon Focus (greataxe) The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). Skill Ranks per Level: 2 + Int modifier. Skills (ranks/total): Appraise 1/8, Bluff 0/1, Intimidate 0/2, Knowledge (arcana) 1/8, Knowledge (local) 1/8, Spellcraft 1/8; Perception 1/2, Sense Motive 1/2 Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. 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. Arcane School: Conjuration Opposition Schools: Evocation, Necromancy; takes 2 spell slots to prepare Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance. Arcane Bond (Ex or Sp): MW greataxe Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). Spells/day: 3 0th, 2+1 1st; DC 14 + spell level Typical spells prepared (#=conjuration) 0: daze (Will neg DC 14), detect magic, message 1: color spray (Will neg DC 15, 15' cone), shield (1 min), mage armor# (1 hr) A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. Spells known: (#=conjuration); 0th-all except opposition schools (Evocation, Necromancy); 1: adhesive spittle# (Adv Class Guide; 15' range, Reflex DC 15), charm person, color spray, feather fall, grease#, identify, mage armor# (1 hr), shield (1 min), silent image, snapdragon fireworks equip: 70 gp - 3 gp for Cost of Living (1st month) Kit, Wizard's: Price 21 gp; Weight 21 lbs. This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one. Costs for spells (borrowing + writing): 15 gp each for 3 1st level: feather fall, identify, snapdragon fireworks Coins: 1 gp[/sblock][/B][/B] [/QUOTE]
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[RG] airwalkrr's Rise of the Runelords Reborn!
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