Benjamin Gladstone's page

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About Benjamin Gladstone

Human Wizard (Illusionist) 1
Favored class: Wizard

Primary Stats (20 pt buy)
Str 8 (-2 points)
Dex 14 (5 points)
Con 14 (5 points)
Int 18 (10 points, +2 racial)
Wis 10 (0 points)
Cha 12 (2 points)

Size: medium
Speed: 30
Initiative: +6

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DEFENSE
AC: 12, touch 12, flat-footed 10 (+4 dex)
HP: 9
CMB: -2 CMD:10
Saves: Will +2/Fort +2/Ref +2

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OFFENSE
BAB: +0
Dagger: -1 (1d4-1)
Light Crossbow: +2(1d8)
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Traits:

Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.)

Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

Feats: Spell Focus (illusion), Alertness (with familiar), Improved Initiative

Prohibited Schools: Necromancy and Enchantment

Skills:

Knowledge(arcana) +7
Knowledge(engineering)+7
Knowledge(history)+7
Knowledge(nature)+7
Knowledge(religion)+7
Profession (architect) +7
Spellcraft +7

Languages: Common, Celestial, Goblin, Elvish, Sylvan, Draconic

Racial traits:

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

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

Class abilities:

Extended Illusions (Su): Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of "concentration" become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells:
0:Acid Splash, Detect Magic, Ghost Sound, Read Magic
1:Color Spray [DC Will 16], Grease, Silent Image

Spellbook:
1st: Burning Hands, Color Spray, Grease, Feather Fall, Mage Armor, Silent Image, Vanish

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Equipment:
Dagger (2gp)
Light Crossbow
20 bolts

Mundane Equipment:

Backpack (2 gp)
Bedroll (1 sp)
Traveler's Outfit (1 gp)
Hunk of cheese (1 sp)
Trail Rations, 20 days (10 gp)
Waterskin (1 gp)
Empty Sack (1 sp)

Money:

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