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Wood the Wizard's page

660 posts. Alias of Chainmail.

About Wood the Wizard

Male Human (Varisian)
Wizard (Conjurer) 1
CG Medium
Move = 30'
6' 4" and 180#

Init: +3, Perception: +1 (+3 w/ familiar)
Languages: Common, Varisian, Draconic, Abyssal, Aklo, Infernal, Undercommon, Terran, Auran
Ability Scores: Str 6, Dex 12, Con 12, Int 19, Wis 14, Cha 10
Favoured Class: Wizard
Favoured Class Bonus
1st - HP (roll=6);


hp = 8/8 11/11 with familiar
AC12/touch 12/ff10
F +1; R +1; W +4 CMD 9


AC 12, Touch 12, Flat-footed 10, CMD 13
HP 8 (1HD) +3hp for familiar = 11
Fort: +1, Ref: +1, Will: +4


Light Crossbow/range touch +1 - d8/spell
Base Atk: +0, CMB: -2

Opposition Schools: Abjuration, Necromancy
Shift (Su) 7/7
Known Wizard Spells/Spellbook (CL 6th):

0 - All.
1st - Summon Mon I/Color Spray/Charm Person/Mage Armor/Grease/Rope Trick/Enlarge Person/Identify/Expeditious Retreat

Memorized Spells 4 0 lvl/5+specialist 1st lvl/3+specialist 2nd lvl:

0 DC 15 Message/Detect Magic/Daze
1 DC 16 Grease(S)/Grease/Enlarge Person/Color Spray

FEATS: Spell Focus (Conjuration); Augment Summoning
Scribe Scroll (Class); Alertness(from familiar);


7/level (2class+4Int+1human)
Acrobatics +1 (+1 Dex)
Appraise +4 (+4 Int)
Climb -1 (-1 Str)
Concentration +5 (+1 lvl, +4 Int)
Diplomacy -2
Heal +1 (+1 Wis)
Knowledge (Arcana) +8 (+1 Ranks, +3 Class, +4 Int)
Knowlege (Enginering) N (+0 Ranks, +3 Class, +4 Int)
Knowlege (Geography) N (+0 Ranks, +3 Class, +4 Int)
Knowledge (Religion) +10 (+1 Ranks, +3 Class, +4 Int)
Knowledge (History) +9 (+1 Ranks, +3 Class, +4 Int, +1 Trait)
Knowledge (Planes) +11 (+1 Ranks, +3 Class, +4 Int, +2Item+1 Trait)
Knowlege (Nobility) +N (+0 Ranks, +3 Class, +4 Int)
Knowledge (Nature) N (+0 Ranks, +3 Class, +4 Int)
Knowledge (Dungeoneering) N (+0 Ranks, +3 Class, +4 Int)
Knowledge (Local) +9 (+1 Ranks, +4 Int, +3 Class)
Linguistics +9 (+1 Ranks, +3 Class, +4 Int)
Perception +2 (+2 Wis)
Sense Motive +4 (+0 Ranks, +2 Wis) +2 w/familiar
Spellcraft +9 (+1 Ranks, +3 Class, +4 Int)

racial/traits/class feats:


Extra feat and skill point


Scholar of Great Beyond (+1 History, +1 Planes)
Reactive +2 init


Arcane Bond (Familiar)
Scribe Scroll

conjurer abilities/Collegiate arcanist abilities:

The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

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.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Collegiate Arcanist Abilities
Aura of Good (Ex)
The power of a Collegiate arcanist's aura of good (see detect good) is equal to her class level.

Halcyon Magic (Su)
At each class level, a Collegiate arcanist chooses a spell from the druid spell list and treats it as if it were on the spell list of one of her arcane spellcasting classes. A Collegiate arcanist must choose a druid spell at least two levels lower than the highest-level spell she can currently cast. The spell's type becomes arcane and its save DC functions as normal for the arcane spellcasting class list she adds it to. The Collegiate arcanist automatically learns this spell and adds it to her spellbook (or familiar if she is a witch).


Wood had a rough childhood and was "emotionally and physically abused" because he was physically weak and he tended to make people mad at him. He refuses to use this as a crutch and is determined to succeed and become an "emotionally healthy adult". Being physically weak, he has chosen to know and control as many occult and magical forces as possible. To that effect, he has chosen to learn how to summon all manner of creatures to fight for him.
Wood met the professor and they became great friends. He was highly interested in the professor's research and they shared notes at times, but the professor was well ahead of Wood in many areas.
He has a desire to do good and ensure that others are given the freedom of choice he was denied. This is balanced by a need to accumulate as much power as he can to avoid being in a position of weakness. His fascination with arcane magics, rituals and objects is part of this.


light=23# or less med=23.1-46#
Ancient tomes (mwork kits for Knowledge checks)
Necronomicon (+2 knowledge planes) (100gp cost)
Scholars Outfit (/6#)
3 flasks of acid
Light Crossbow (35gp/4#)
quiver w/ 19 bolts (2gp/2#)
Spellbook (/3#)
Belt with two pouches (2gp/1#)
2 days of trail rations (2gp/1#)
1 liter waterskin (1gp/4#)
Dagger (2gp/1#)
22#=light encumbrance


Toad (named Deep One) +3hp

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

augment dog MSI:
Riding Dog CR 1
XP 400
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8


AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 17 (2d8+8)
Fort +7, Ref +5, Will +1


Speed 40 ft.
Melee bite +5 (1d6+5 plus trip)

Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 15 (19 vs. trip)

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