SPELLS
Concentration: d20+9 = 6 (Wiz) + 6 (Int)
DC 16 + SL = 10 (base) +6 (Int) + SL
+1 DC for Evocation and Conjuration spells (Spell Focus)
+2 to CL checks to overcome SR (Elven Magic)
Casting spells without bonded item is DC 20+SL Concentration
Specialization: Evocation
Opposition: Illusion, Necromancy (must spend two slots to cast spells from these schools)
PER DAY: L3:3+1 (Evoc) L2:5+1 (Evoc) L1:5 +1 (Evoc) | L0:4 (Includes Int bonus 6: +1 5:+1 4:+1 3:+1 2:+2 1:+2
With Bonded Item, may cast one known spell/day. (Cannot be from opposition schools, or modified by metamagic)
Also: wand of endure elements, wand of CLW, scroll of see invisibility, scroll of protection from energy, scroll of endure elements, scroll of reduce person
SPELLBOOK:
Starting Spells: All 0-level, except from opposed schools, and +7 1st level spells (=3 (base) +4 (Int)).
66/100 pages = 16(0) + 19(1) + 16(2) + 15(3)
flaming sphere (Evoc)
Range medium (100 ft. + 10 ft./level); Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
Ball of fire. Moves 30'/rnd (move action), and can jump/ascend 30' as part of movement to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage, Reflex negates. Can roll over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
Level 1(19 pages)
Burning Hands (Evoc)
Charm Person
Comprehend Languages
endure Elements (Abj)
Enlarge Person (Trans)
Expeditious Retreat
Feather Fall
Grease
jump (Trans)
Mage Armor
Magic Missile
Magic Weapon (Trans)
Obscuring Mist
ray of enfeeblement (necro)
Reduce Person (Trans)
Shield
shocking grasp
Sleep
True Strike
Burning Hands (Evoc)
VS ~ Area:15' Cone ~ Save: Ref (half) ~ SR: Yes
1d4 points of fire damage per caster level (maximum 5d4), +1 (Evoker/Intense Spells).
Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
Enlarge Person (Trans)
VSM ~ Range: close (25' + 5'/2 lvl) Dur: 1 min/lvl (D) ~ Save: Fort negates ~ SR: Yes
Instant growth of a humanoid creature; x2 height, x8 weight. Increases size category by 1. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. All equipment worn or carried by a creature is similarly enlarged by the spell.
Sleep (Ench)
VSM ~ Range: medium (100' + 10'/lvl) ~ Area: 10' radius ~ Save: Will (negates) SR: Yes
Up to 4HD of creatures. Creatures with fewest HD affected first, then creatures closer to origin. Slapping or wounding wakens affected creatures, but normal noise does not.
Arcane Bond (Bonded Item)(Wiz 1)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
Spell Focus (Evoc)Wiz 1 (PFS)
+1 DC for spells from Evocation school
Improved InitiativeLevel 1
+4 bonus to initiative checks.
ToughnessLevel 3
+3 hp, +1 hp each level beyond 3rd
Empower Spell (Metamagic)Wiz5 bonus
All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +2 (an empowered spell uses up a spell slot two levels higher than the spell's actual level.)
Spell Focus (Conj)Level 5
+1 DC for spells from Conjuration school
ABILITIES Cantrips(Wiz 1)
0-level spells are not expended when cast, and may be cast again.
Intense Spells(Su)Wiz(Evoc) 1
Whenever you cast an evocation spell that deals hit point damage, add ½ your wizard level to the damage (minimum +1). Only applies once to a spell, not once per missile or ray, and can't be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Force Missile(Sp)Wiz(Evoc) 1
As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your Intense Spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
TRAITS Ease of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Focused Mind: You gain a +2 trait bonus on concentration checks.
Racial Abilities Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks. [Included]
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Completed:
LEVEL 1
* #3-19 The Icebound Outpost
* #5-08 The Confirmation
* We Be Goblins (GM Credit) (1 PP)
LEVEL 2
* #3 Murder on the Silken Caravan
* #8 Slave Pits of Absalom
* We Be Goblins Too (GM Credit) (1 PP)
LEVEL 3
* Frozen Fingers of Midnight
* #3-19 The Icebound Outpost (GM Credit)
* #2-15 Shades of Ice, Part I
LEVEL 4
* #6-08 The Segang Expedition (GM Credit)
* #2-17 Shades of Ice, Part II
* #2-19 Shades of Ice, Part III
LEVEL 5
* Quest for Perfection, Part I
* #3-11 Quest for Perfection, Part II
* #3-13 Quest for Perfection, Part III
LEVEL 6
* Sewer Dragons (In progress)
Significant Equipment:
(See Inventory Tracking Sheet for most accurate and complete listing.)
* Wayfinder. Shines as per light on command. +2 to Survival to avoid being lost
* cloak of resistance +2
* pearl of power (level 1)
* headband of vast intelligence +2 skill: Knowledge(nature)
Non-spell consumables:
* Potion, CLW
Level Up:
LEVEL 1:
* FCB +1 skill
* Skills: Diplomacy, Knowledge(arcana, history, planes), Linguistics, Profession(librarian), Spellcraft
LEVEL 2:
* Learn two new spells (Wiz): Reduce Person, Magic Weapon
* FCB +1 skill
* Skills: Diplomacy, Knowledge(arcana, history, local), Linguistics, Perception, Spellcraft
LEVEL 3:
* Learn two new spells (Wiz): scorching ray, summon monster II
* FCB +1 hp
* Skills: Diplomacy, Knowledge(arcana, local, religion), Linguistics, Spellcraft
* Feat: Toughness
LEVEL 4:
* Learn two new spells (Wiz): hideous laughter, touch of idiocy
* FCB: +1 hp
* Skills: Knowledge(arcana, local, nobility, religion), Linguistics, Spellcraft
* Ability: Int +1 (This brings 4 more skill points: Diplomacy, Knowledge(geography, planes), Perception)
LEVEL 5:
* Learn two new spells (Wiz): fireball, haste
* Wiz5 bonus feat: Empower Spell
* FCB: +1 hp
* Feat: Spell Focus(Conjuration)
* Skills: Diplomacy, Knowledge(arcana, local), Linguistics, Spellcraft, Perception
* (Purchased headband of vast Intelligence +2, skill: Knowledge(nature))
LEVEL 6:
* Learn two new spells (Wiz): beast shape I, fly
* FCB: +1 hp
* Skills: Diplomacy, Know(Arcana, Local, Religion), Linguistics (Tian), Perception, Spellcraft