OOC Scotley's Carrion Crown Pathfinder game


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An Elf named Bob? Howard Phillip Hastur?

Code:
[B]Name:[/B]
Elf Wizard - transmutationist 3 [opposition :  Necromancy and Illusion]
[B]Alignment[/B]
[B]Languages[/B]
[B]Senses[/B]: Low light [x2 of humans] [race], pereption +

[B]ABILITIES[/B]
[B]STR[/B]  12  +1  ***
[B]DEX[/B]  16  +3  +2 race
[B]CON[/B]  10  +0  -2 race
[B]INT[/B]  17  +3  +2 race
[B]WIS[/B]  14  +2
[B]CHA[/B]  12  +1
*** [[U]transmutaionsist enhancement[/U]: +1 to Str] "Impetus bestiarum"

[B]Hit points[/B] 3d6 6+4+4 = 14
[B]Initiative[/B]  +5
AC
Touch
Flatfoot
[B]BAB[/B]  +1 [B]CMB[/B] +1  [B]CMD[/B] 14  [B]Rng touch[/B] +4 
[B]Concentration[/B] +12   3 [lvl]+3[int]+4[feat]+2[trait]= 12
[B]Castor level check[/B]: +8

[B]*[/B]castor lvl chk to overcome magic resistance: +2 [race]
[FONT=impact][B]*[/B][/FONT]+2 concentration to cast defensively [race]

[B][U]Save  base  abil  misc  total  notes[/U][/B]
[B]Fort  [/B] +1    +0    ---   +1
[B]Ref[/B]    +1    +3    ---   +4
[B]Will  [/B] +3    +2    ---   +5
*Immune: sleep; +2 vs ench school [race]

[B]Defense[/B]
[U]Armor  base  magic  ACP  spell  wt  type  notes[/U]

[B]Combat[/B]
[B][U]Weapon    Att  Dam    crit     wt   type  notes[/U][/B]
1/4 staff +2  1d6+1    x2      4 lb  B
Dagger    +2  1d4+1 19-20/x2   1 lb  P/S
Dagger 
   thrown +4  1d4+1 19-20/x2   1 lb  P/S
Club      +2  1d6+1    x2      4 lb  B
Club 
   Thrown +4  1d6+1    x2      4 lb  B

[I][B]Special attack: Telekinetic fist[/B][/I]
Ranged Touch Attack +4; Damage: 1d4+1; Range 30 feet; Type blunt
uses/day  7 = 3 [base]+ 3 [int] +1 [1/2 level - fav class]
[I][U][B]Race/Class[/B][/U][/I]
[B]Elvin traits[/B] ([URL="http://www.d20pfsrd.com/races/core-races/elf"] [COLOR=black]see here[/COLOR][/URL])
Exception:
lose elvin weapons for arcane focus

[B]Wizard traits[/B] ([URL="http://www.d20pfsrd.com/classes/core-classes/wizard"][COLOR=black] see here [/COLOR][/URL])
Spells, Cantrips, Bonus feats,
Bonded object: pendant with a depiction of the all-tree
Favored class bonus: +1/2 uses of school power [3+3[int]+1/2 [fav class]] = 7/day

[B]Age[/B]: 140; [B]Height[/B]: 6' 1" [185 cm]; [B]Weight[/B]: 137 lbs [62 Kg]

[B]Traits[/B]
[URL="http://www.d20pfsrd.com/traits/combat-traits/reactionary"][COLOR=black] Reactionary [combat] [/COLOR][/URL]
[URL="http://www.d20pfsrd.com/traits/regional-traits/arcane-graduate-regional"][COLOR=black] Arcane Graduate [regional] [/COLOR][/URL]

[B]Feats[/B]
[wz 1] [URL="http://www.d20pfsrd.com/feats/item-creation-feats/scribe-scroll-item-creation---final"][COLOR=black] Scribe scroll [bonus] [/COLOR][/URL]
[CL 3] [URL="http://www.d20pfsrd.com/feats/item-creation-feats/brew-potion-item-creation---final"][COLOR=black] Brew Potion [/COLOR][/URL]
[CL 3] [URL="http://www.d20pfsrd.com/feats/general-feats/combat-casting---final"][COLOR=bloack] [COLOR=black]Combat Casting [Gen] [/COLOR][/COLOR][/URL]
--------
[CL 5] [URL="http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arcane-discoveries-paizo/fast-study"][COLOR=black] Fast Study [Arcane Disc] [/COLOR][/URL]
[WZ 5]  craft wondrous item
Possibles: 
Arcane discovery[Knowledge is power, multimorph (5th)]; 
meta magic[silent spell, still spell];
general [spell focus, breadth of exp, mage of the wild];
combat [blank/prcise shot]

[B]Skills[/B]
[[2(CLASS)+3(int)]*3]= 15 skill points

[U][B]Skills           Rank  CS Abil  ACP  Misc Total[/B][/U]
[B]Acrobatics        0    --   3    0    --   + 3  
Appraise *        2    3    3    --    --   + 8  
Bluff             0    --   1    --    --   + 1  
Climb             0    --   1    0    --   +  1
Craft* (Alcm) *   1    3    3    --    --   + 7  
Diplomacy         0    --   1    --    --   + 1 
Disable Device    0    --   3    --    --   + X  
Disguise          0    --   1    --    --   + 1  
Escape Artist     0    --   3    0    --   + 3  
Fly *             0    3    3    0    --   + X  
Handle Animal     0    --   1    0    --    +  1
Heal              0    --   2    0         + 2  
Intimidate        0    --   1    0    --   + 1 
Knowledge:  *
     (Arcana)     1    3    3    --    --   + 7   
     (Dngnrng)    1    3    3    --    --   + 7  
     (Engnrng)    1    3    3    --    --   + 7 
     (Geography)  1    3    3    --    --   + 7    
     (History)    0    3    3    --    --   + 3    
     (Local)      1    3    3    --    --   + 7    
     (Nature)     1    3    3    --    --   + 7    
     (Nobility)   1    3    3    --    --   + 7   
     (Planes)     1    3    3    --    --   + 7    
     (Religion)   0    3    3    --    --   + 3   
Linguistics *     0    3    3    --    --   + 3    
Perception        1    --   2    --    2    + 5  [race]  
Perform           0    --   1    --    --   + 1  
Profession *      0    3    2    --    --   + 2   
Ride              0    --   3    0    1    --  +1 
Sense Motive      0    --   2    --    --   + 2  
Sleight of Hand   0    --   3    --    --   + X  
Spellcraft *      2    3    3    --    --    + 8 [id mag props [race]]    
Stealth           0    --   3    0    --   + 3  
Survival          0    --   2    --    --   + 2  
Swim*             1    3    1    0    --   + 5  
Use Mag Dev       0    --   1    --    --   +- 1 [/B]

Spells


[U]Equipment           3000.0 gp[/U]
quater staff         0.0 gp     4 lb
club                 0.0 gp     3 lb
Dagger x 2           4.0 gp     2.0 lb
haversack         2000.0 gp     5 lb
spell book 1         --- gp     3 lb xx/100 pgs used
spell book 2
   traveling          20.0 gp     1 lb xx/ 100 pgs used
ink                  8.0 gp     -- lb
ink pen              0.1 gp     -- lb
parchment x 10       2.0 gp     -- lb
scroll case x 2        2.0 gp     1 lb
travel clothes       --- gp     -- lb
Bedroll              0.1 gp     5 lb
Blanket              0.5 gp     3 lb
silk rope           10.0 gp     5 lb
Sunrod x 5          10.0 gp     5 lb
Rations x 10         5.0 gp     10 lb
*Ginger extract x 10 5.0 gp     -- lb x mute vs SR
*Magnesium x 5      5 .0 gp     -- lb x mute + duration
powder, normal x 20  0.2 gp     5.0 lb
Bandoliers x 2       1.0 gp     -- lb
Pouch, 
   spell componant   5.0 gp     2 lb
flint and steel      1.0 gp     -- lb
lab, alchemical, 
   portable         75.0 gp     20 lb
[U]kit, climber's      80.0 gp     5 lb[/U]
Totals         2233 .9 gp

* - power componant

spell book 1

0 level


1st level


2nd level
[sblock=choices]
0-Level Sorcerer/Wizard Spells (Cantrips)
Secondary
Acid Splash:
Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Dancing Lights:
Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.

Detect Poison: Detects poison in one creature or small object.

Detect Magic: Detects spells and magic items within 60 ft.

Electric Jolt: Ranged touch attack deals 1d3 electricity damage.

Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.


Ray of Frost: Ray deals 1d3 cold damage.

Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Sonic Snap:
Subject takes 1 point of sonic damage and is deafened 1 round.



Primary
Transmutation
Amanuensis
: Copy nonmagical text.
Launch Bolt: Launches a crossbow bolt up to 80 ft.

Launch Item: Hurls Fine item up to Medium range.
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
Repair Minor Damage: Repairs 1 point of damage to any construct
Stick: Glues an object weighing 5 pounds or less to another object.

First Level spells



Alarm: Wards an area for 2 hours/level.

Appraising Touch: Gain +10 bonus on Appraise checks

Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Benign Transposition: Two willing subjects switch places
Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.

Buzzing Bee: Bee gives subject –10 penalty on Move Silently and hinders Concentration checks
Charm Person:
Makes one person your friend.

Comprehend Languages: You understand all spoken and written languages.

Corrosive Grasp: 1 touch/level deals 1d8 acid damage

Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats
Deep Breath: Your lungs are filled with air.

Detect Secret Doors: Reveals hidden doors within 60 ft.

Detect Undead: Reveals undead within 60 ft.
Dispel Ward: As dispel magic, but affects only wards.
Distract: Subjects take –4 on Concentration, Listen, Search, and Spot.

Distract Assailant: One creature is flat-footed for 1 round.

Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks
Endure Elements: Exist comfortably in hot or cold environments.
Golem Strike: You can sneak attack constructs for 1 round.
Guided Shot: You ignore distance, cover, concealment penalties with ranged attacks for 1 round
Grease:
Makes 10-ft. square or one object slippery.


Hail of StoneM: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).

Hold Portal: Holds door shut.
Hypnotism:
Fascinates 2d4 HD of creatures.


Identify: Determines properties of magic item.

Incite: Subjects can’t ready actions or delay.

Inhibit: Subject delays until next round.

Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action.

Ironguts: Subject gains +5 bonus on saving throws against poison.
Mage Armor: Gives subject +4 armor bonus.

Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level
Mount: Summons riding horse for 2 hours/level.
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.

Obscuring Mist: Fog surrounds you.

Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity dam +1d8/2 levels beyond 1st (max 5d8).
Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6).
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Shock and Awe: Flat-footed creatures get –10 on initiative.

Sleep: Puts 4 HD of creatures into magical slumber.
Sniper’s Shot: No range limit on next ranged sneak attack.
Spontaneous Search
: Instantly Search area as if having taken 10.


Summon Monster I: Calls extraplanar creature to fight Summon Undead I: Summons undead to fight for you.
Targeting Ray: You and allies are +1 to hit/3 levels against subject.

True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force obeys your commands.
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.









Evocation Blood Wind: Subject uses natural weapons at range.
Burning Hands: 1d4/level fire damage (max 5d4).
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Ice Dagger: Grenade like weapon deals subject 1d4/level cold damage, plus area damage
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage
Luminous Gaze: Your eyes emit light, dazzle creatures
Magic Missile: 1d4 +1 damage; +1 missile per two levels above 1st (max 5).
Persistent Blade: Blade of force attacks subject, automatically flanks.
Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject
Shocking Grasp: Touch delivers 1d6/level electricity dam (max 5d6).
Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
Thunderhead: Small lightning bolts deal 1 damage/round

[h=2]Transmutation[/h] Accelerated Movement: Balance, Climb, or Move Silently at norm speed with no penalty on skill check

Animate RopeS: Makes a rope move at your command.
Babau Slime: Secrete a body-covering acid that damages attacking foes
Breath Flare: Your breath weapon dazzles subjects.
Cheat: Caster re-rolls when determining the success of a game of chance.
Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage
Ebon Eyes: Subject can see through magical darkness
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round
Feather Fall: Objects or creatures fall slowly.
Fist of Stone: Gain +6 Str and natural slam attack.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes
Jump: Subject gets bonus on Acrobatics checks.
Low-Light Vision: See twice as far as a human in poor illumination.
Mage Hand, Greater: As mage hand, but medium range and up to 40 lb
Magic Weapon: Weapon gains +1 bonus.
Nerveskitter: Subject gains +5 bonus on initiative checks.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Raging Flame: Fires burn twice as hot, half as long.
Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels
Reduce Person: Humanoid creature halves in size.
Remove Scent: Hides touched creature’s scent.
Repair Light Damage: Repairs 1d8 dam +1/lv (max +5) to any construct.
Scatter spray: Group of small objects flies apart in a burst.
Shield bearer: Shield floats near subject to offer protection.
Slide: Move subject 5 feet.
Slow Burn: Fires burn twice as long.
Spell Flower: Hold the charge on one touch spell / forelimb.
Weapon Shift: Touched weapon changes form.
Wings of the Sea: +30 ft. to subject’s swim speed




2nd-Level Sorcerer/Wizard Spells


[h=2]Abjuration[/h] Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alarm, GreaterF: As alarm, & it works on coexistent planes
Arcane LockM: Magically locks a portal or chest.
Dagger spell Stance: Gain +2 insight bonus on att rolls and dam rolls if you make a full att, SR 5+ caster level if you fight defensively, DR 5/magic if you use the total defense action.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Earth LockM: Constricts tunnel, preventing access.
Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level
Obscure Object: Masks object against scrying.
Portal Alarm: You are alerted when a creature passes through a warded portal
Protection from Arrows: Subject immune to most ranged atts.
Resist Energy: Ignores first 10 (or more) points of amage/attack from specified energy type.
Scintillating Scales: Your natural armor bonus turns into a deflection bonus


[h=2]Conjuration[/h] Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Baleful Transposition: Two subjects switch places.
Cloud of Bewilderment: Generates a nauseating 10-ft. cube.
Create Magic TattooM: Subject receives a magic tattoo with various effects
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Inky Cloud: Obscures sight underwater beyond 5 ft.
Malevolent Miasma: Cloud of fog deals 1d4 nonlethal damage/level
Summon Monster II: Calls extra-planar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Summon Undead II: Summons undead to fight for you
Web: Fills 20-ft.-radius spread with sticky spiderwebs.


[h=2]Divination[/h] Balancing Lore call: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance.
Chain of Eyes: See through other creatures’ eyes
Detect Thoughts: Allows “listening” to surface thoughts.
Discern ShapechangerM: Penetrates disguises and identifies shapechanging creatures
Locate Object: Senses direction toward object (specific or type).
Marked Object: You gain bonus to track a specific being
See Invisibility: Reveals invisible creatures or objects.


[h=2]Enchantment[/h] Daze Monster: Living creature of 6 HD or less loses next action.
Entice Gift: Subject gives caster what it’s holding
Hideous Laughter: Subject loses actions for 1 round/level.
Mechanus Mind: Reformat subject’s mind to be coldly calculating.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
Rebuke: Subject is dazed 1 round, then shaken.
Sting Ray: Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.


[h=2]Evocation[/h] Battering Ram: Deals 1d6 damage plus bull rush.
Blast of Force: Attack deals 1d6 damage/2 levels (max 5d6).
Burning Sword: Weapon gains flaming burst special ability.
Combust: Subject takes 1d8/lv fire damage & might catch fire
Continual FlameM: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Electric Loop: Deals 1d6/2 levels electricity damage plus stunning to a single creature.
Ethereal Chamber: You entrap an ethereal subject in a chamber of force.
Fire burst: Creatures within 10 feet take 1d8/lv fire dam
Flame Dagger: Beam of fire deals 1d4 damage +1/level
Flaming Sphere: Creates rolling ball of fire, 3d6 damage, lasts 1 round/level.
Force LadderF: Creates an immobile ladder of force.
Frost Breath: Icy breath deals 1d4 damage/2 levels
Gust of WindS: Blows away or knocks down smaller creatures.
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Rainbow BeamF: Ray dazzles and deals 1d12 damage/3 levels of random type.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.

Scorch: Jet of flame deals 1d8/2 levels (max 5d8)
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Slapping Hand: Hand makes creature provoke attacks of opportunity.
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
Veil of Shadow: Darkness grants you concealment
[h=2]Transmutation[/h] Alter Self: Assume form of a similar creature.
Augment Familiar: Your familiar becomes more powerful
Balor Nimbus: Your flaming body damages foes in grapple
Bear’s Endurance: Subject gains +4 to Con for 1 min./level
Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels
Bristle: Armor spikes attack with wearer
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Earth bind: Subject creature can’t fly
Earthen Grasp: Arm made of earth and soil grapples foes
Extend Tentacles: +5 ft. to reach of tentacle attack
Fearsome Grapple: You grow tentacles that help you grapple
Fins to Feet: Transforms tails and fins into legs and feet
Fly, Swift: Gain fly speed of 60 ft. for 1 round
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs
Ghost Touch Armor: Armor works normally against incorporeal attacks
Heroics: Fighter gains one fighter bonus feat
Hurl: Thrown weapon returns to thrower
Infernal Wound: Weapon deals persistent, bleeding wounds
Iron thunder Horn: Intense vibrations trip those in area
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.

Lively Step: You and allies gain +10 increase to speed
Mountain Stance: Subject becomes hard to move
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Quick Potion: Creates a potion that must be used within 1 hour/level
Razor fangs: Your bite or claw attack threatens a critical hit on a 19 or 20
Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct
Rope Trick: As many as eight creatures hide in extra- dimensional space.
Scale Weakening: Subject’s natural armor weakens
Slide, Greater: Move subject 20 feet
Snake’s Swiftness: Subject immediately makes one attack
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit
Speak to Allies: Subjects can converse at distance without moving lips
Spider Climb: Grants ability to walk on walls and ceilings.
Stone Bones: Corporeal undead gains +3 natural armor bonus
Surefooted Stride: You can move over rubble as easily as you can over open ground
Swim: Subject gains swim speed, +8 bonus on Swim checks
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line
Whispering Wind: Sends a short message 1 mile/level.
Wings of Air: Subject’s flight maneuverability improves by one step
Wraithstrike: Your melee attacks strike as touch attacks for 1 round

[/sblock]
 
Last edited:





An Elf named Bob?

Code:
Name:
Elf Wizard - transmutationist 3 [opposition :  Necromancy and Illusion]
Alignment
Languages
Senses: Low light [x2 of humans] [race]

ABILITIES
STR  12  1 pts +1 ***
DEX  16  5 pts +3  +2 race
CON  10  2 pts +0  -2 race
INT  17  7 pts +3  +2 race
WIS  14  5 pts +2
CHA  12  2 pts +1
*** [transmutaionsist enhancement: +1 to Str] "Impetus bestiarum"

Hit points 3d6
Initiative  +3
AC
Touch
Flatfoot
BAB  +1 CMB +1  CMD 14  Rng touch +4  Concentration +6
*castor lvl chk to overcome magic resistance: +2 [race]
*+2 concentration to cast defensively [race]

[U]Save  base  abil  misc  total  notes[/U]
Fort  +1    +0    ---    +1
Ref   +1    +3    ---    +4
Will  +3    +2    ---    +5
*Immune: sleep; +2 vs ench school [race]

Defense
[U]Armor  base  magic  ACP  spell  wt  type  notes[/U]

Combat
[U]Weapon  Att  Dam  crit  wt  type  notes[/U]

Race/Class
Elvin traits ([URL="http://www.d20pfsrd.com/races/core-races/elf"] [COLOR=black]see here[/COLOR][/URL])
Exception:
lose elvin weapons for arcane focus

Wizard traits ([URL="http://www.d20pfsrd.com/classes/core-classes/wizard"][COLOR=black] see here [/COLOR][/URL])
Spells, Cantrips, Bonus feats,
Bonded object: 
Favored class bonus: +1/2 uses of school power [3+3[int]+1/2 [fav class]] = 7/day

Age: 140; Height: 6' 1" [185 cm]; Weight: 137 lbs [62 Kg]

Traits


Feats
[wz 1] Scribe scroll [bonus]

Possibles: 
Arcane discovery[Knowledge is power, fast study, multimorph (5th)]; 
meta magic[silent spell, still spell];
general [spell focus, breadth of exp, mage of the wild];
combat []

Skills
[[2(CLASS)+3(int)]*3]= 15 skill points

[U][B]Skills                 Rank  CS   Ability  ACP  Misc Total[/B][/U]
[B]Acrobatics           0     --     2       0     --   +3  
Appraise *             0     3     1       0     --   +1  
Bluff                 0     --     1       0     --   +1  
Climb                0     3     3       0     --   +12  
Craft* ( ) *           0     3    1       0     --   +1  
Diplomacy             0     --     1       0     --   +1  
Disable Device        0    --    --      --    --   +-  
Disguise              0     --     1       0     --   +1  
Escape Artist         0     --     2       0     --   +2  
Fly *                  0     3     2       0     --   +0  
Handle Animal        0     --     1       0     1    +14  +1 trait
Heal                  0     --     0       0          +0  
Intimidate           0     --     1       0     --   +1 
Knowledge:  *
     (Arcana)      0    3    --      --    --   +-   
     (Dngnrng)    0     3     1       0     --   +8  
     (Engnrng)    0     3     1       0     --   +9 
     (Geography)  0    3    --      --    --   +-    
     (History)     0    3    --      --    --   +-    
     (Local)       0   3    --      --    --   +-    
     (Nature)      0    3    --      --    --   +-    
     (Nobility)    0    3    --      --    --   +-   
     (Planes)      0    3    --      --    --   +-    
     (Religion)    0    3    --      --    --   +-   
Linguistics *         0    3    --      --    --   +-    
Perception           0     --     0       0     +2   +  [race]  
Perform         0     --    1       0     --   +1  
Profession *    0    3    --      --    --   +-   
Ride                 0     --     2       0     1   +15  +1 trait
Sense Motive          0     --     0       0     --   +0  
Sleight of Hand       0    --    --      --    --   +-    
Spellcraft *           0    3    --      --    --   +  [+2 to id mag props [race]]    
Stealth               0     --     2       0     --   +2  
Survival             0     --     0       0     --   +6  
Swim*[/B]                 0     --     4       0     --   +8  
[B]Use Mag Dev[/B]      0    --    --      --    --   +-  

Spells


Equipment
[/]

Short for Bobruniel maybe? Looks like you are off to a good start.
 



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