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About Wood the WizardWood
crunch:
Init: +2, Perception: +1 (+3 w/ familiar)
Languages: Common, Varisian, Draconic, Abyssal, Aklo, Infernal, Undercommon, Ignan Ability Scores: Str 8, Dex 14, Con 13, Int 21, Wis 13, Cha 7 Favoured Class: Wizard Favoured Class Bonus 1st - HP; 2nd - HP (roll=4); 3rd - HP (roll=4); 4th - HP (roll=4); 5th - HP (roll=5) ministats:
hp = 33/48 AC12/touch 12/ff10 F +2; R +3; W +5 CMD 13 offense/defense:
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DEFENSE ================================================= AC 12, Touch 12, Flat-footed 10, CMD 13
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Light Crossbow/range touch +4 - d8/spell
Opposition Schools: Abjuration, Necromancy Acid Splash (Su) 7/7 Known Wizard Spells/Spellbook (CL 5th):
0 - All. 1st - Read Magic/Disguise Self/Summon Mon I/Color Spray/Charm Person/Mage Armor/Grease/Rope Trick/Enlarge Person/Identify/Expeditious Retreat/Floating Disk/Comprehend Languages/True Strike/Magic Missile/Summon Minor Monster/Hypnotism/Detect Undead/Forced Quiet/Feather Fall 2nd - Glitterdust/Monster Summoning II/Invisibility/Darkness/False Life/Gust of Wind/Levitate/Knock/Resist Energy/Scare/Masterwork Transformation/Web/Share Language 3rd - Dispel Magic/Illusory Script/Tiny Hut/Tongues/Versatile Weapon/Fireball/Monster Summoning III 4th - Monster Summoning IV Memorized Spells 4 0 lvl/5+specialist 1st lvl/3+specialist 2nd lvl:
X=used 0 DC 15 Message/Light/Detect Magic/Daze 1 DC 16 XEnlarge Person/Grease/Magic Missile/Disguise Self/Summon mon I/Summon mon I(S) 2 DC 17 Web/XInvisibility/Summon Mon II/XSummon Mon II(S) 3 DC 18 Fireball/Fireball/XSummon Mon III(D) FEATS: Spell Focus (Conjuration); Augment Summoning
SKILLS:
8/level (2class+5Int+1human) Acrobatics +2 (+2 Dex) Appraise +5 (+5 Int) Climb -1 (-1 Str) Concentration +12 (+5 lvl, +5 Int, +2 trait) Diplomacy -2 Heal +1 (+1 Wis) Knowledge (Arcana) +13 (+5 Ranks, +3 Class, +5 Int) Knowlege (Enginering) +10 (+2 Ranks, +3 Class, +5 Int) Knowlege (Geography) +10 (+2 Ranks, +3 Class, +5 Int) Knowledge (Religion) +10 (+2 Ranks, +3 Class, +5 Int) Knowledge (History) +13 (+5 Ranks, +3 Class, +5 Int, +1 Trait) Knowledge (Planes) +16 (+5 Ranks, +3 Class, +5 Int, +2Item+1 Trait) Knowlege (Nobility) +9 (+1 Ranks, +3 Class, +5 Int) Knowledge (Nature) +13 (+5 Ranks, +3 Class, +5 Int) Knowledge (Dungeoneering) +13 (+5 Ranks, +3 Class, +5 Int) Knowledge (Local) +9 (+1 Ranks, +5 Int, +3 Class) Linguistics +9 (+1 Ranks, +3 Class, +5 Int) Perception +1 (+1 Wis) Sense Motive +6 (+1 Ranks, +3 Class, +1 Wis) +2 w/familiar Spellcraft +13 (+5 Ranks, +3 Class, +5 Int) racial/traits/class feats:
RACIAL: Extra feat and skill point TRAITS: Focused Mind
CLASS: Conjurer
conjurer 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. Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance. 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.
BACKGROUND:
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.
GEAR:
light=23# or less med=23.1-46# Ancient tomes (mwork kits for Knowledge checks) Necronomicon (+2 knowledge planes) (100gp cost) Scholars Outfit (/6#) 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#) Cloak of resistance +1 (+1 to all saves) Leather scabbard for wands: Wand (Enlarge Person - 49 charges) Wand (Protection From Evil - 29 charges) 2x Sunrod, Haunt siphon(used and empty) scrolls: Mon Summ I @lvl 1 (x2), Grease @lvl 1 (x2), Mon Summ II@lvl 3, Magic Missile @lvl 3 Mwork potion belt: Cure lt wounds(x2), Cure moderate wounds(x2), Cure disease, Holy water(x3) Rope of climbing Borrowed from town: rose ioun stone (50gp credit) cost to buy 3600gp; Ring of featherfall (purchased) Metamagic rod (badge of Harrowstone warden): lesser ectoplasmic magic 22#=light encumbrance
Familiar:
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 Defense AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
Offense Speed 40 ft.
Statistics
Splatterman's book:
comprehend languages dispel magic false life gust of wind illusory script levitate mage armor magic missile summon monster IV spells to copy:
Kendra's Spellbook: (Diviner; opposition: Evocation, Illusion) – 2 0th: all core + Drench (conj), Root (trans) 1st: Comprehend Languages (div), Dancing Lantern (trans), Detect Undead (div), Feather Fall (trans), Forced Quiet (trans), Identify (div), Mage Armor (conj), Peacebond (abj), Protection From Evil (abj), True Strike (div), Share Language (div), Sleep (enc) Alendru Ghoroven's Spellbook: 0th: all core + Root (trans), Scoop (evoc) 1st: Cause Fear (necro), Color Spray (ill), Enlarge Person (trans), Expeditious Retreat (trans), Floating Disk (evo), Hypnotism (ench), Identify (div), Magic Aura (ill), Magic Missile (evo), Protection from Evil (abj), Summon Minor Monster (conj), Summon Monster I (conj), 2nd: Darkness, Knock, Masterwork Transformation, Protection From Evil (communal), Resist Energy, Scare, Share Language 3rd: Tiny Hut, Tongues, Versatile Weapon [He's the teacher and owner of the Unfurling Scroll.]
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