About Beorn BattlebornMale Dwarf Wizard 1 (Transmutation/Enhancement)
Spellbook:
FAMILIAR:
Agna (alertness, improved evasion, share spells, empathic link) Archetype Mauler Fox N Tiny animal Init +2; Senses low-light vision, scent; Perception +8 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES The master of a fox familiar gains a +2 bonus on Reflex saves. SPECIAL ABILITIES:
Arcane Bond (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. Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Cantrips: You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots. Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed. Darkvision: Dwarves can see perfectly in the dark up to 60 feet. Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Familiar: 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. Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces hatred. Has selected Perception and Use Magic Device. Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy. 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 of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. BACKGROUND:
*spirit binder familiar for fluff. Fox familiar is his wife...he wants to craft her a body that will allow her to live forever and speak again. *has one shriveled arm and one powerful...hammer built into his arm. Appearance Personality 1. Background
Level Progression:
Level 1: Class Taken: Wizard Class Feature Gained: Spells, weapon and armor proficiency, bonus feat, arcane bond, arcane school, cantrips Hit points Gained: 1d6, +4 Con, +3 toughness Skill Points (2+3): craft (sculpture)(1), knowledge (arcana)(1), perception (1), spellcraft (1), use magic device (1) Feats: *perception and umd class skills
Dice:
[dice=knowledge (arcana, planes, religion)]1d20+9[/dice] [ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc [dice=ranged touch]1d20+1[/dice] [dice=warhammer]1d20;1d8[/dice] *weapon: dueling
*https://www.reddit.com/r/Pathfinder_RPG/comments/35dwcu/challenge_build_th e_most_optimized_magic_item/ *https://docs.google.com/document/d/1Jp83PSkhRcbu2VtEnMLx2Juhl-H1F2lG0UIQYi 9Tjgo/edit https://rpg.stackexchange.com/questions/41773/pathfinder-magic-item-crafter -build-guide https://drive.google.com/file/d/0B_E5ym1-3f-uRUItWXUzQzZnQjg/view https://docs.google.com/file/d/0B_E5ym1-3f-uaWpVdFlqNEp6S28/edit?pli=1 |
