Would it be OK if I started with a 2500 XP dept? I'd like to have made Arcane Sight and See Invisibility permanent on myself.
Tutsan Moschatel
Human Wizard (Diviner) 5/Alienist 7, Neutral Evil
STR 12 (+1)
DEX 14 (+2)
CON 14 (+2)
INT 23 (+6) (inc. +4 Headband of Intellect)
WIS 12 (+1)
CHA 10 (+0)
Combat Stats:
Base Attack Bonus: +5
Melee: +6 [+5 BAB, +1 STR]
Ranged: +7 [+5 BAB, +2 DEX]
Hit Points: 64 [37 (levels) + 24 (CON) + 3 (Toughness)]
Armor Class: 20 [10 + 2 (DEX) + 2 (Amulet of Natural Armor +2) + 2 (Ring of Protection +2) + 4 (Extended Mage Armor)]
Initiative: +6 [+2 DEX, +4 Improved Initiative]
Movement Rate: 30 feet, or 90 feet flying while on broom of flying
Attacks per round:
1 Light Crossbow (+7 to hit, 1d8 dmg)
or 1 Club of Spellblade (+7 to hit, 1d6+2 dmg)
or 1 Dagger (+6 to hit (melee) +7 to hit (thrown), 1d4+1 dmg)
Weapons and Armor:
Armor: Amulet of Natural Armor +2, Ring of Protection +2, Bracers of Armor +4.
Weapons: Light Crossbow (1d8 dmg, Crit 19-20/x2, Rng 80 ft)
Club of Spellblade (1d6+2 dmg, Crit x2, Rng 10 ft)
Dagger (1d4+1 dmg, Crit 19-20/x2, Rng 10 ft)
Saving Throws:
Fort: +7 [+4 base, +2 CON, +1 Alien Blessing]
Ref: +7 [+4 base, +2 DEX, +1 Alien Blessing]
Will: +12 [+10 base, +1 WIS, +1 Alien Blessing]
Feats:
Scribe Scroll (Free for Wizard)
Spellcasting Prodigy (1st level feat)
Alertness (Bonus human feat)
Extend Spell (3rd level feat)
Energy Substitution (Sonic) (Bonus 5th level metamagic feat)
Improved Initiative (6th level feat)
Maximise Spell (Metamagic Secret)
Augment Summoning (9th level feat)
Craft Wondrous Item (12th level feat)
Quicken Spell (Metamagic Secret)
Skills:
Alchemy +14 (8 ranks, +6 INT)
Concentration +17 (15 ranks, +2 CON)
Knowledge (Arcana) +21 (15 ranks, +6 INT)
Knowledge (The Planes) +21 (15 ranks, +6 INT)
Listen +11 (8 ranks, +1 WIS, +2 Alertness)
Scry +14 (8 ranks, +6 INT)
Spot +10 (7 ranks, +1 WIS, +2 Alertness)
Spellcraft +21 (15 ranks, +6 INT)
Languages:
Abyssal, Chondathan, Common, Draconic, Infernal.
Special Abilities:
Bonus feat at 1st level.
+1 Skill Point per level.
Favored Class: Any.
Barred school: Necromancy
Summon Alien
Alien Blessing (+1 insight bonus to all saves)
Mad Certainty (Phobia: Spiders)
Extra Summoning (6th level)
Permanencied Arcane Sight and See Invisibility spells.
Spells:
Spells per day: 4+1/6+1/6+1/6+1/4+1/4+1/3+1+1
DCs: 17/18/19/20/21/22/23
Cantrips: Detect Poison, Mage Hand (x2), Read Magic, Resistance.
Level 1: Feather Fall, Mage Armor, Magic Missile (x3), Shield, True Strike.
Level 2: Detect Thoughts, Extended Mage Armor, Melf's Acid Arrow, Resist Elements (x2), Web.
Level 3: Dispel Magic, Fireball, Greater Magic Weapon, Haste, Sonicball, Tongues.
Level 4: Dimensional Anchor, Improved Invisibility, Otiluke's Resilient Sphere, Polymorph Other, Scrying.
Level 5: Dominate Person, Hold Monster (x2), Teleport, Quickened True Strike
Level 6: Disintegrate, Mass Haste, Maximised Sonicball, Summon Monster VI, True Seeing.
Spellbook:
Cantrips:
Level 1: Charm Person, Comprehend Languages, Feather Fall, Identify, Mage Armor, Magic Missile, Shield, True Strike.
Level 2: Melf's Acid Arrow, Resist Elements, See Invisibility, Web.
Level 3: Fireball, Dispel Magic, Summon Monster III, Tongues.
Level 4: Dimensional Anchor, Improved Invisibility, Polymorph Other, Scrying.
Level 5: Contact Other Plane, Dominate Person, Permanency, Teleport.
Level 6: Disintegrate, Planar Binding, Summon Monster VI, True Seeing.
Boccob's Blessed Book:
Level 1: Magic Weapon.
Level 2: Alter Self, Detect Thoughts.
Level 3: Arcane Sight, Greater Magic Weapon, Haste, Magic Circle against Evil.
Level 4: Otiluke's Resilient Sphere.
Level 5: Hold Monster, Mordekainen's Private Sanctum.
Level 6: Analyse Dweomer.
Equipment:
Backpack:
- Spellbook
- Pouch (Spell Component)
- Portable Hole (14000 gp)
- - Boccob's Blessed Book (9500 gp)
- - 50' Silk Rope
- - Grappling Hook
- - Scrying Mirror (1000 gp)
- - Pouch (Spell Component)
- - 425 gp
Scroll Organizer:
- Scroll of Teleport (1125 gp)
Wearing / Carrying:
- Explorer's Outfit
- Light Crossbow
- 20 Crossbow bolts
- Dagger
- Pouch (Spell Component)
- +4 Headband of Intellect (16000 gp)
- +2 Amulet of Natural Armor (8000 gp)
- +2 Ring of Protection (8000 gp)
- Bracelet of Friends
- Ring of Healing (cast cure light wounds at will) (2000 gp)
- Broom of Flying (15100 gp)
- +1 Club of Spellblade (Dispel Magic + Greater Dispelling) (18300 gp)
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Strix: Pseudonatural Owl; CR: ?; Size: T; Type: Animal; HD: 1/2 12d4+27; hp 32; Init: +3; Spd: 10 ft, Fly 40 ft (average); AC: 23 (flatfooted 20, touch 15), Attk: Claws +5 melee (1d2-2 dmg); SA: Empathic Link, Improved Evasion, Share Spells, Speak with animals of type, Speak with Master, SR 17, Touch, Acid Resistance 20, Electricity Resistance 20, DR 10/+3, Alternate Form, True Strike 1/day; AL: NE; Sv: Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 11, Wis 14, Cha 4.
Skills: Listen +14, Move Silently +20, Spot +6 (+14 in dusk and darkness).
Feats: Weapon Finesse (Claws).
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Tutsan Moschatel. Wizard. Diviner. Mad-man.
Raised by a hermit-mage in the wilds of Cormyr, Tutsan had an obvious talent for magic from a very young age. Like his master, he took best to the arts of divination and summoning, following quickly along these paths. His study lead him into areas his master did not deem wise, the Far Realm. Tutsan spent long nights with books that had to be tamed before they could be read, and learnt much. The creatures he summoned started to take strange, unwholesome forms, and even Tutsan's familiar took on similar characteristics.
Tutsan is not one for fine moral thinking, or bothering to conisder the impact his actions may have on other people.
(Bit sparse as far as backgrounds go, I know, but I want to get more of an idea of Tutsan by playing him before I commit myself to anything more.)