Allustan

Bill the Wizard's page

222 posts. Alias of rpblue.


Full Name

Bill the Wizard

Race

Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27

Classes/Levels

Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Gender

Active Buffs:
Mage Armor: 24 hours; Overland Flight

Alignment

Neutral

Deity

Nethys

Languages

Common, Draconic, Abyssal, Celestial, Infernal, All Human Languages, All Historical Languages, Elvish, Dwarvish, Sylvan, Protean

Strength 8
Dexterity 20
Constitution 14
Intelligence 26
Wisdom 10
Charisma 10

About Bill the Wizard

Bill the Wizard
Male Human Primalist Wizard 14
N Medium Humanoid (Human)
Initiative +11;

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.
You may use primal magic in this manner once per day. At 5th, 10th, 15th, and 20th level, you can use it an additional time per day.

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): Mage Armor (2); Invisibility Alarm^; Air Bubble; Liberating Command; Magic Missile (2)

2nd (4+2+1/day; 4 known): Bullet Ward^; See Invisibility (2); Scorching Ray (2); Shatter (2)

3rd (4+2+1/day; 4+3 known): Dispel Magic^ (2); Invisibility Sphere; Haste (3); Phantom Steed;

4th (4+2+1/day; 4 known): Telekinetic Charge (2); Globe of Invulnerability, Lesser^; Greater Invisibility (2); Shout

5th (4+1+1/day; 4+3 known): Overland Flight; Dismissal^; Wall of Force; Teleport; Cone of Cold (2)

6th (3+1+1/day; 4 known): Anti-Magic Field^; Sirocco (2); Disintegrate

7th (2+1+1/day; 2 known): Prismatic Spray (2); Banishment^

Scrolls:
Remove Curse (x3) [4] 1,400GP; Break Enchantment (x3) [5] 1,686GP; Dimensional Anchor (x2) [4] 700GP; Trueseeing [6] 825GP; Secret Chest (x2) [5] 1,124GP; Life Bubble (x2) [5] 1,124GP; Stoneskin (x2) [4] 700GP; Daylight (x3) [3] 561GP; Gloomblind Bolts (x3) [3] 561GP; Mad Monkeys (x2) [3] 374GP; Lesser Restoration (x5) [2] 750 GP; Invisibility Purge (x2) [3] 374GP; Dismissal