About Blodeuwydd Wynn
Blodeuwedd Wynne
Wizard Wood Elementalist 1st Neutral
Female Age: Hgt:6 Wgt:130 Hair:Platinum Blonde Eye:Green Skin:Fair
Str 10 Dex 14 Con 11(12) Int 18 Wis 14 Cha 14
HP:6
Init:+2
AC:12 |10+2(Dex)
Speed:30ft
Langauages: Sidhelien, Anuiren, Low Bretch, High Bretch,Karamahul,Andu
BaB:+0
Melee:+0
Weapons:
Quarterstaff +0 1d6
Dagger +0 1d4
Ranged:+2
Weapons:
Short Bow +2 1d6
Fort:+0|0+0
Reflex:+2|0+2
Will:+4|2+2
Skills:6
Know(Arcana)+8|1+4(Int)+3
Know(Nature)+8|1+4(Int)+3
Know(Planes)+8|1+4(Int)+3
Perception +5|1+2(Wis)+2(Race)
Sense Motive+7(+9)|1+2(Wis)+3+1(Trait)+2(trait)
Spellcraft+8|1+4(Int)+3
Background:2
Know(Nobility)+8|1+4(Int)+3
Know(History)+8|1+4(int)+3
Feats:Scribe Scroll* Spell Penetration
Traits:
Mutant Eye
One of your parents was exposed to uncontrolled magic or arcane pollution before you were born, causing you to develop a minor mutation that has marked you as different all your life.
Benefit(s): You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.
Survivor
Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity.
Benefit: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Spells:
0-4 1-3
Wizard:
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.
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.
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 (see below).
Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Wood Elementalist
Wood represents flexibility, warmth, wind, generosity, cooperation, and idealism. Practitioners of this elemental magic often resemble druids in character and in the use of their magic.
Wood Magic
At 1st level, add the following spells to your Wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants.
Flexible Enhancement(Su)
A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. 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 of these ability scores of your choice.
Splintered Spear (Su) 7/day +4 1d6+4
As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Cooperative Defense (Su)
At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must make this choice individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four wizard levels beyond 8th.
0—light
1st—alter winds, animate rope, charm person
2nd—cat’s grace, entangle, protection from arrows, web, whispering wind
3rd—cloak of winds, tongues, tree shape, wind wall
4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind, secure shelter, sirocco
5th—command plants, fabricate, fickle winds, mirage arcana, sending, telepathic bond
6th—battlemind link, cat’s grace (mass), tree stride
7th—control weather, liveoak, scouring winds
8th—charm monster (mass), euphoric tranquility, transmute metal to wood
9th—control plants, refuge, winds of vengeance
Spellbook
0-All
1st-Alter Winds, Animate Rope, Charm Person,Mage Armor, Magic Missile,Identify, Fastidiousness
Tainted Bloodline level 13
Detect Lies: 1/day as the spell
Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses:Elves receive a +2 al bonus on Perception checks.
Magical Racial Traits
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity:Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Equipment:
Wizard’s Kit:
Price 21 gp; Weight 21 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.
Outfit, Explorer’s
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Still need to do my Raven Familiar