About Bill the WizardBill the Wizard
Defense::
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dexterity) HP 93 (6+13d6+28+14) Fort +8, Ref +11, Will +11 Defensive Abilities Offense::
Speed 30 ft. Melee Quarterstaff +7 (1d6/x2) Spells::
Wizard - CL 14 0th (6+1/day): Resistance*; Acid Splash; Drench; Detect Magic*; Detect Poison; Read Magic; Daze; Breeze; Dancing Lights; Flare; Light*; Penumbra; Ray of Frost; Scoop; Spark; Ghost Sound; Haunted Fey Aspect; Bleed; Disrupt Undead; Touch of Fatigue; Jolt; Mage Hand*; Mending; Message*; Open/Close; Root; Arcane Mark; Prestidigitation 1st (4+2+1/day; 9 known): Mage Armor; Invisibility Alarm^; Air Bubble; Comprehend Languages; Identify; Magic Missile; Vanish; Blood Money; Crafter’s Fortune; Liberating Command 2nd (4+2+1/day; 4 known): Bullet Ward^; See Invisibility; Scorching Ray; Shatter 3rd (4+2+1/day; 4+3 known): Explosive Runes; Dispel Magic^; Vengeful Comets; Invisibility Sphere; Haste; Phantom Steed; Sundered Serpent’s Coil 4th (4+2+1/day; 4 known): Telekinetic Charge; Globe of Invulnerability, Lesser^; Greater Invisibility; Shout 5th (4+1+1/day; 4+3 known): Overland Flight; Dismissal^; Wall of Force; Secret Chest; Mage’s Private Sanctum; Teleport; Cone of Cold 6th (3+1+1/day; 4 known): Anti-Magic Field^; Sirocco; Mage’s Lucubration; Disintegrate 7th (2+1+1/day; 4 known): Banishment^; Prismatic Spray; Hungry Darkness; Control Construct
Statistics::
Str 8, Dex 20, Con 14, Int 26, Wis 10, Cha 10 Base Attack +7; CMB +6; CMD 21 Feats: Improved Initiative; Spell Focus (Evocation); Scribe Scroll; Spell Specialization(Cone of Cold); Extend Spell; Empower Spell; Quicken Spell; Spell Penetration: Skills (143 Ranks) Fly +15; Kn. (Arc.) +24; Kn. (Dun.) +24; Kn. (Geo.) +18; Kn. (His.) +18; Kn. (Loc.) +24; Kn. (Nat.) +24; Kn. (Pla.) +24; Kn. (Rel.) +24; Linguistics +24; Perception +13; Spellcraft +24; UMD +16 Languages Common, Draconic, Abyssal, Celestial, Infernal, All Human Languages, All Historical Languages, Elvish, Dwarvish, Sylvan, Protean Traits Magical Lineage (Mage Armor); Reactionary Racial TraitsBonus Feat: You gain one bonus feat; Skilled: You gain an additional skill point per level. SQ Primal Magic; Enhance Primal Magic Event; Primal Surge Combat Gear Belt of Dexterity +4; Headband of Intelligence +6; Cloak of Resistance +2; Fortunate Charm - Can reroll a failed concentration or skill check, 1/day; Padma Blossom - While grasped, the blossom grants its holder a +3 competence bonus on Concentration checks and suppresses the following on its holder: morale bonuses, fear effects, and the confused, dazed, or stunned conditions. Twice per day, the bearer can cast calm emotions; Staff of the Master(Abjuration) - Aside from acting as a +1/+1 quarterstaff, this staff allows use of the following spells: Invisibility Alarm (1 charge), Mage Armor (1 charge), and Resist Energy (2 charges). In addition, this staff can be used to cast spells using any metamagic feats known by the wielder without increasing the spell’s level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell. Sandals of Quick Reaction - When the wearer acts during a surprise round, he can take a standard and a move action during the surprise round. Other Gear Backpack, Bedroll, Medium Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft., Holy Water (x1), Alkali Fluid (x1), Acid Flask (x2), 2,400GP Special Abilities::
Weapon and Armor Proficiency: A wizard is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he's not proficient with any type of armor or shield. Primal Magic (Su): At 1st level, a primalist may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a primalist is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point.
Enhance Primal Magic Event (Su): At 5th level, when a primalist triggers a primal magic event, as a swift action she can increase or decrease its CR by 1. If she makes a concentration check (DC = 15 + the primal magic event’s CR), she can instead increase or decrease the CR by 2. If she reduces a primal magic event’s CR to less than 1, the event is negated. She can choose to use this ability after she determines what primal magic event she triggers, but before she resolves the effects of that event. Primal Surge (Su): At 10th level, whenever a primalist triggers a primal magic event, she rolls the percentile dice twice to determine the event that occurs and chooses which one of the two possible events occurs. She becomes resistant to the effects of primal magic events. Anytime an event would affect her, the GM rolls 1d20 + the event’s CR against a DC of 11 + her wizard level. If this roll fails, the event does not affect her, similar to a creature with spell resistance ignoring magical effects with an SR check. If the primal magic event is duplicating the effects of a spell that does not allow spell resistance (such as create pit), this resistance does not apply.
Current Prepared Spells:
0th (6/day): Detect Magic*; Detect Poison; Read Magic; Disrupt Undead; Message*
1st (4+2+1/day; 9 known): 2nd (4+2+1/day; 4 known): Bullet Ward^; See Invisibility (2); Scorching Ray 3rd (4+2+1/day; 4+3 known): Dispel Magic^ (2); 4th (4+2+1/day; 4 known): Telekinetic Charge 5th (4+1+1/day; 4+3 known): 6th (3+1+1/day; 4 known): Anti-Magic Field^; Sirocco 7th (2+1+1/day; 2 known): Prismatic Spray Scrolls:
Remove Curse (x3) [4] 1,400GP; Break Enchantment (x3) [5] 1,686GP; Dimensional Anchor |