Diseased Rat

Afli, Ratfolk Wizard's page

83 posts. Alias of Ira kroll.


Full Name

Afli

Race

Ratfolk

Classes/Levels

Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Gender

Male

Size

Small

Strength 10
Dexterity 20
Constitution 15
Intelligence 22
Wisdom 15
Charisma 8

About Afli, Ratfolk Wizard

Afli, Ratfolk Wizard (water) 5, HP 34:

STR 10
DEX 22 (19 + 1 at 4th level) (+2 from headband)
CON 15
INT 20
WIS 15
CHA 8

Fort/Ref/Will = 4/8/7
Init = +5
Speed = 20
AC/Tch/FF = 17/16/12
BAB +2
CMB 1
CMD 16

HP = 34

Ranged touch attack = BAB + Dex = +7

===== Skills =====
Acrobatics (5 ranks) +10
Appraise (1 rank) = 10
Bluff -1
Climb 0
Diplomacy -1
Disguise -1
Escape Artist 5
Fly (1 rank) 11
Heal 2
Intimidate -1
Knowledge Arcana (5 rank) + 14
Knowledge Dungeoneering (1 rank) = 10
Knowledge Local (3 rank) + 12
Knowledge Planes (2 rank) + 11
Knowledge Religion (1 rank) +10
Linguistics (5 rank) + 14
Perception 4
Profession Sailor (5 ranks)=10
Ride 5
Sense Motive 2
Spellcraft (5 rank) = 14
Stealth 9
Survival 2
Swim (1 rank) = 4

===== Traits =====
Deft Dodger and Focused Mind

Darkvision 60 ft
Languages: Aklo, Aquan, Common, Draconic, Gnoll, Orc, Undercommon, Sahuagin
Arcane Bond (ring)

===== Feats =====
Scribe Scroll
Spell Mastery (Detect Magic, Expeditious Retreat, Feather Fall, Mage Armor, Air Bubble)
Combat Casting
Spell Penetration
Empower Spell

Special Attack: Cold Blast (Su) 1d6+2 cold and Staggered in 5ft radius, DC 21 Reflex, 8/day
Concentration 1d20 + Caster Level + INT + Combat Casting
= 1d20 + 5 + 6 + 2
Spell Resistance: 1d20 + Caster Level + Spell Penetration
1d20 +5 +2

Spell Book:

=====
===== Cantrips =====
<all>
===== Level 1 DC 17 =====
Air Bubble
Color Spray
Comprehend Languages
Ear-Piercing Scream
Enlarge Person
Expeditious Retreat
Feather Fall
Hydraulic Push
Mage Armor
Touch of the Sea (2 min/Swim speed 30)
=== Level 2 DC 18 ===
Command Undead
Create Pit
Fog Cloud
Glitterdust
=== Level 3 DC 19 ===
Fireball
Haste

Spells Normally Prepared:

=====
===== Cantrips =====
Acid Splash
Detect Magic
Open/Close
*Ray of Frost
===== Level 1 DC 17 =====
Color Spray
Ear-Piercing Scream
Expeditious Retreat
Feather Fall
*Touch of the Sea
==== Level 2 DC 18 ====
Command Undead
Command Undead
Create Pit
Fog Cloud
Glitterdust
=== Level 3 DC 19 ===
Fireball
Haste
Haste

Gear:

=====
Arcane bond ring
Backpack (small)
Spell component Pouch
Spellbook
Cloak of Resistance +1

Cash: +3450 February 17
Buy Bracers of Armor +1 1000
Buy Pearl of Power (1st) 1000
Buy Wand of Magic Missile 750
Buy Wand of Enlarge Person
Balance = 0

Cash: +5000 September 4
Buy Headband of Vast Intelligence +2 4000
Balance = 1000

Water School:

Water School
The water elementalist draws magic from the ocean depths. His power is fluid as well, crushing foes in mighty waves or wearing them down through timeless erosion.

Water Supremacy (Su): You gain a +2 enhancement bonus on Swim skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.

Cold Blast (Su): As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6 points of cold damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save negates the staggered effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

1d6+2 DC 10+2+5 = 17

Wave (Su): At 8th level, you can create a wave of water that starts at your location and moves 30 feet per round away from you in a direction of your choosing. Creatures struck by the wave might be knocked down and pushed away. Make a caster level check against the CMD of each creature struck. If you succeed, the creature is knocked prone. If your check exceeds the CMD of the creature by 5 or more, it is carried with the wave during the wave's movement this round. You receive a +5 bonus on this check if the creature shares its space with the wave at the start of your turn (when the wave moves). Creatures carried in this way can move out of the wave on their turn if they succeed on a Strength check (DC = 10 + 1/2 your caster level + your Intelligence modifier), but they cannot breathe while sharing space with the wave. The wave is up to 20 feet high and up to 5 feet long for each wizard level you possess. Nonmagical fires hit by the wave are automatically extinguished. Magical fire effects are unaffected. You can use this ability for a number of rounds per day equal to 1/2 your wizard level.

CREATE PIT (APG):

School conjuration (creation); Level sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; Spell Resistance no
You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.