About AyreFavored class +3.5 CL on Wood Abilities
Spells Prepared
Additional spell book: Spell List!: mirage arcana, overland flight, fear, hallucinatory terrain, phantasmal killer, wall of fire, haster, invisibility sphere, major image, stinking cloud, vampiric touch, false life, fog cloud, invisibility, mirror image, rope trick, scorching ray, burning hands, color spray, grease, mage arrmor, magic missile, ray of enfeeblement, all cantrips, knock, wall of force and water breathing. STR 10
Offense:
Wood spear+8 100 ft range for 1d8+2 and 2 bleed per rd Point Blank shot +1 CI Dagger+3 1d4 [dice=Wood Spear]1d20+8+1[/dice] for [dice]1d8+2+1[/dice] +2 bleed Feats::
1:Extra Traits, 1 Wizard: Scribe Scroll, 3: Point Blank Shot 5: Precise shot 5 Bonus: Create Wand 7: Improved Familiar Rocky Traits:
: Reactionary, Resilient, Precise Treatment (use int for heal), Adopted: Militant Merchant (+1 Percep and it’s a class skill), Ships Surgeon Skills:
5/Level
Percep +12 (14 vs surpise) Heal +11 Alchemy +11 Profession Cook+6 Craft: Carpentry +7 Spellcraft +11 UMD* Spells Known:
0 DC 15: All 1 DC 16: Mage Armor, Hydraulic Push, Color Spray, Monkey Fish, Blurred movement, Burning Hands, Snowball, Infernal Healing, Magic Missile, Gust of Wind 2: DC 17 Scorching Ray, Entangle, glitter dust, stone call, Admonishing Ray, Steal Breath, Invisibility, Rope Trick, Knock, Minor Image, Blindness/Deafness 3: DC 18 Tree Shape, Deep Slumber (10HD), Air Geyser , Dispel MAgic, Resist Energy Communal, Pellet Blast, Fireball, Mad Monkeys, Tongues, Heroism, Hold Person, Suggestion, Battering Blast, lightning bolt, Displacement, Sphere of Invisibility, Darkvision communal, fly, haste, slow, water breathing 4: DC 19 Plant Growth, Ice Storm, Infernal Healing Greater, Globe of Invlunerability Lesser, Stoneskin, Black Tentacles, Acid Pit, conjure deadfall, Charm Monster, Dragons Breath, Hurricane Blast, Invisibility Greater, Phantasmal killer, Wandering Star Motes, Earsend, Boneshatter, Skeleton Crew Gear:
backpack a bedroll, belt pouch, flint and steel ink, inkpen, iron pot mess kit soap\ spell component pouch torches (10) trail rations (5 days) waterskin Bracers of armor +1 Cold Iron Dagger Water proof scroll tube Healers Kit 9/10, 5 Acid Flasks Alchemy Kit Headband of Int +2 (UMD) Wand Key Ring (worn as a belt by Rocky) Efficient Quizver Muleback Cords 9 (worn by Rocky) Cloak of Res +2 Wands Level 1 Infernal Healing x50 Invisibility x 40 Scorching Ray x50 Admonishing Ray x46 Glitterdust x48 Shieldx19 Gust of Wind x50 Level 7
Scrolls:
Coin 745.69
Familiar: Rocky:
N Tiny construct Init +2; Senses blindsight 30 ft.; Perception +2 DEFENSE AC 20, touch 15, flat-footed 16 f+2 Dex, +1 dodge,+4 na, +2 size) hp 16(1d10) Fort +2, Ref +4, Will +6 Immune construct traits SKILL: +13 UMD with Wand Key Ring OFFENSE Speed fly 30 ft. (average) Melee slam +2(1d4–3) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 4, Dex 15, Con —, Int 9, Wis 14, Cha 5 Base Atk +1; CMB +1; CMD 10 Feats Dodge, Alertness Skills Fly +10, Perception +2, UMD 1 Languages Common Can speak SQ ioun affinity, share iouns SPECIAL ABILITIES Ioun Affinity (Su) An ioun wyrd may integrate a number of ioun stones into its body up to 1 + 1/2 its Hit Dice. TOTAL 4 Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd's ioun stones can be swapped out by any creature the wyrd trusts. Share Iouns (Su) A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he's within 30 feet of the ioun wyrd. Wood School:
Flexible Enhancement (Su)
Sylph Traits:
Defense Racial Traits
Air Insight Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature's ally spells that the Sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype. This racial trait replaces air affinity. Background Ayre:
Ayre spent his youth carefree and easy, like a child he wandered everywhere. All went well until the day that he stumbled upon a cult practicing some evilness. Before he knew what had hit him, he had been polymrphed into a tree, and he remained a tree for decades. After time a Dwarven Wizard happened upon the tree, and thought it a good place to make camp. Over the night he dreamed of something greater in the tree. The next day he returned Ayre to his true form, and for the following years Ayre traveled with him, learning the ways of the dwarves, and of wizardry, this combination made his education quite unique. This eventually lead them to Shackles, by ship where they were attacked by Pirates and his mentor was slain before his eyes, the ship sunk. As luck would have it Ayre knew various spells that prepared him for just such a situation, and he made it to shore at Shackles with his masters, now his familiar Rocky. Tired and drained Ayre ordered a mug of Dwarven ale, strange that after only one sip he felt so tired. Alchemical Progress:
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