The Rake

Alldur Folmes's page

318 posts. Alias of Bahbrahb.


Wizard(metal elementalist) 7 Technomancer 1

| Init +12 | Perc +11 | AC 12 T 12 FF 10 CMB +3 CMD 15| HP 43/43 | F +4 R +5 W+8| Iron Skin 8/8

About Alldur Folmes

Alldur Folmes
male wizard(metal elementalist) 7 technomancer 1
neutral meduim humanoid (human)
Init +12; Senses Perception + 11
AC 12, touch 12, flat-footed 10 (+ 2 Dex)
hp 43 (1d6+1)x8
Fort +4, Ref +5, Will +8
Speed 30 ft.
Melee club +3 (1d6)
Ranged light crossbow +5 (1d8 19-20/x2)
Spells Memorized
4 (DC 19) - confusion, malfunction
3 (DC 18) - dispel magic, heat metal, lightning bolt, lightning bolt, lightning bolt
2 (DC 17) - acid arrow. acid arrow. glitterdust, invisibility, invisibility, rope trick
1 (DC 16) - break, enlarge person, grease, magic missile, magic missile, shield, shocking grasp
0 (DC 15) - acid splash, detect magic, light, resistance.
Str 10, Dex 14, Con 12, Int 24(+2), Wis 11, Cha 10
Base Atk +3; CMB +3; CMD 15
Traits: Against the Technic League, Reactionary
Feats: Scribe Scroll, Improved Initiative, Combat Casting, Spell Penetration, Craft Wand, Technologist, Skill Focus (Knowledge [engineering])
Languages: Common, Hallit, Orc, Dwarven, Draconic, Gnome
Spells Known (CL 7th; concentration +13)
9th - repel metal or stone
5th - rusting grasp
4th - animate dead, confusion, malfunction
3rd - chill metal, disable construct, dispel magic, haste, heat metal, lightning bolt
2nd - acid arrow, command undead, glitterdust, invisibility, rope trick
1st - break, comprehend languages, detect metal, enlarge person, gravity bow, grease, identify, magic missile. magic weapon, shield, shocking grasp, sleep, technomancy, unseen servant
0 - all
School: Elementalist(metal)
Opposition Element: fire
SQ Iron Skin 8/day


(Class 2 + 7 Int + 1 racial)x7 + (4 + 7)= 81
(8)Disable Device (Dex) +13
(8)Knowledge (arcana) (Int) +18
(8)Knowledge (engineering) (Int) +21
(8)Knowledge (history) (Int) +18
(8)Knowledge (local) (Int) +18
(8)Knowledge (nature) (Int) +18
(1)Knowledge (planes) (Int) +11
(8)Perception (Wis) +11
(8)Sense Motive (Wis) +8
(8)Spellcraft (Int) +18
(8)Stealth (Dex) +10



light crossbow
wand of comprehend languages (CL1, 47 charges)
wand of technomancy (CL1, 47 charges)
wand of magic missile (CL5, 38 charges)
wand of ray of exhaustion (CL5, 18 charges)
wand of ray of enfeeblement (CL1, 34 charges)
wand of scorching ray (CL3, 16 charges)
wand of haste (CL5, 50 charges)
scroll case
-scroll of lightning bolt (CL5) x2
-scroll of sleep
-scroll of enlarge person
-scroll of shield x2
cloak of resistance +1
headband of intellect +2
belt pouch
flint and steel
iron pot
mess kit
spell component pouch
torches (10)
trail rations (5 days)
mwk thieves tools
774gp 5cp

Racial Abilities:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Against the Technic League (spells): Although the Black Sovereign rules Numeria in name, it’s the spellcasters of the Technic League who hold the real power. While their inf luence is certainly strongest in the capital of Starfall, their touch can be felt even here in Torch—the League takes a significant cut of the town’s income as tithes every month. For some reason, you have a grudge against the Technic League. Perhaps your parents lost their jobs as the result of an act they took that displeased the League—you might even suspect the League was responsible for their deaths. Alternatively, you could just rankle at the League’s open acceptance of slavery, their reputation for sadism and cruelty, or their penchant for hoarding and controlling technological wonders. Talk to your GM to refine the reasons why you hate the Technic League, but you’re convinced that they are somehow responsible for putting out the town’s torch and that evidence of their tampering can be found in the caverns below—if you can find evidence of the Technic League working against Torch’s better interests, that could well be a step toward the town’s independence from the League. Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League. If you choose spells, increase the save DC of your spells by 1 when you target such a foe.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Feats and Special Abilities:

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

A technomancer gains proficiency with all firearms.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Elemental Arcane Schools: Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

Metal Elementalist: Metal represents firmness, rigidity, persistence, strength, determination, and electricity. It is commonly represented by gold and silver as its purest forms, though lower magic relating to iron and steel is part of the metal school.

Metal Magic: At 1st level, add the following spells to your Wizard spell list at the listed spell level:

3rd—chill metal, heat metal
5th—rusting grasp
9th—repel metal or stone.

Metal Rending (Su): Whenever you cast a spell that deals hit point damage, you deal extra damage to creatures made of metal or wearing medium or heavy metal armor. Affected creatures take additional damage equal to 1/2 your Wizard level. This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. The damage is of the same type as the spell.

At 20th level, whenever you cast a spell on a creature made of metal or wearing medium or heavy armor, you can roll twice to penetrate the creature’s spell resistance and take the better result.

Iron Skin (Su): You gain a +2 armor bonus to your Armor Class for 10 minutes; this bonus increases by +1 for every 5 caster levels (maximum +6 at 20th level). You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Metal Elementalist Spells
1st—gravity bow, magic weapon, shocking grasp
2nd—defensive shock, glitterdust, make whole, shatter, silk to steel
3rd—chill metal, heat metal, lightning bolt, keen edge, magic weapon (greater), versatile weapon
4th—malfunction, shout, stoneskin
5th—lightning arc, major creation, rapid repair, rusting grasp, soothe construct, unbreakable construct
6th—chain lightning, disintegrate, wall of iron
7th—control construct, lightning rod, statue
8th—call construct, iron body, shout (greater), stormbolts
9th—meteor swarm, repel metal or stone, ride the lightning

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Adding Spells to a Wizard’s Spellbook:

Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).

Spells Gained at a New Level:

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another Spellbook or Scroll:

A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty. See Writing a New Spell into a Spellbook for associated costs.

Improved Initiative: You get a +4 bonus on initiative checks

Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Craft Wand: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.

Technologist: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.

Skill Focus (knowledge (engineering)): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Recondition: Through constant maintenance, a technomancer can keep a single piece of still-functioning timeworn technology in good working order. Reconditioning a timeworn technological item takes 8 hours, after which the item no longer has a chance of glitching when used by the technomancer and can be recharged normally by the technomancer but no one else. Keeping the item working requires 1 hour of maintenance each day (this can overlap with the time needed to prepare spells), or the item reverts to a normal piece of timeworn technology and must be reconditioned again. At 4th level and every 3 levels thereafter, a technomancer can keep an additional item in good working order, without increasing his daily maintenance time.

Technical Expertise: A technomancer adds his class level to Craft, Disable Device, Knowledge (engineering), and Linguistics checks regarding technology.


Greensting Scorpion CR 1/4
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4


AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
hp 18
Fort +2, Ref +5, Will +5
Immune mind-affecting effects


Speed 30 ft.
Melee sting +8 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison


Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth


Familiar: A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.

Poison (Ex) :Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

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).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells: If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master: If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind: If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.


Alldur Folmes