Caledon Pre-Gestalt's page

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About Caledon Pre-Gestalt

Level 6 Advancement
- One non-combat Feat
- 10 normal skill points
-
Prepared Spells:
4 Cantrips
5 Level 1
4 Level 2
3 Level 3
Feats:
1. Spell Focus: Conjuration
1b. Augment Summoning
2b. Additional Traits
3. Superior Summons
5. Craft Wand
5b. Craft Wondrous Item
6. Craft Rod??

Combat:

Initiative: +5 (+5 from dex)
CMB: 2
CMD: +15 0+0+5

Defenses
Armor Class: 15[19 with mage armor]
Flat Footed AC: 10 [14 with mage armor]
Touch AC: 15 [19 with mage armor]
Hit Points: 48/48 6D6 Maxed (36) +2x6con(12)

Offense
Base Attack Bonus (BAB): +3
Melee: 2 (0+1)
Ranged: +8 (5dex+3BAB)

Heavy Crossbow
Damage 1d10 (medium) Critical 19-20/x2 Type piercing
Range Increment 120 ft. (projectile)

CMB: 2
CMD: +15 0+0+4

Saving Throws
Fortitude: +4 (+2Con +2lvl6Wiz)
Reflex: +4 (+4dex +2lvl6Wiz)
Will: +8 (+3Wis +5lvl6Wiz)

Ability Scores:

Stats: 19–19—15–15—11–11, +2 Int (Human)
Ability Scores
Strength: 11
Dexterity: 20
Constitution: 15
Intelligence: 22 (19+2Human)
Wisdom 15
Charisma 11

Ability Modifiers
Strength: 0
Dexterity: 5
Constitution: 2
Intelligence: 6
Wisdom: 2
Charisma: 0

Languages:

Celestial, Infernal, Draconic, Sylvan, Abyssal, Aklo, Undercommon, Common (Human), Gnomish, Hafling, Elven, Dwarven, Orc, Goblin

Traits, Feats and Class Abilites:
Feats
[-----Feats-----]
1. Spell Focus(Conjuration): Any spells you cast of the Conjuration school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the Conjuration school of magic.

1b. Augment Summoning
Your summoned creatures are more powerful and robust.
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

2b. Additional Traits: You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

3. Superior Summons: You can summon more creatures.

Prerequisites: Augment Summoning, caster level 3rd.
Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned

5. Craft Wand

Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.

5b. Craft Wondrous Item (Item Creation) Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Scribe Scroll:(1st lvl Class Feat) You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Traits

Student of Philosophy: You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Cosmopolitan (Local) Living in a trade city has put you in touch with numerous different civilizations, cultures, and races.
Prerequisites: Lived in a trade city
Benefit: You gain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.
Languages: Elven, Dwarven
Skills: Diplomacy, Handle Animal

Additional Trait 1: Pragmatic Activator
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic.
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Additional Trait 2: Dangerously Curious
+1 bonus to Use Magic Device, and it becomes a class skill. I wish I had a color better than purple. Considering how high the DCs are for UMD this trait is even good for those that already have it in class.

Skills:

Adventure Ranks: 10 Ranks [+2Class+1Race+6int+1FC]
Background Ranks: 1

Background Skills
Appraise: +10 [1ranks3inclass+6int]
Craft (Calligraphy) +10 [1ranks3inclass+6int]
Craft (Alchemy) +10 [1ranks3inclass+6int]
Profession (Mechant) +6 [1ranks3inclass+2Wis]
Artistry-Philosophy: +11 [2ranks3inclass+6int]

Adventure Skills
Knowledge Arcane +12 [3ranks+3inclass+6int]
Knowledge Planes +12 [3ranks+3inclass+6int]
Knowledge History +10 [1ranks+3inclass+6int]
Knowledge Local +11 [2ranks+3inclass+6int]
Knowledge Nature +11 [2ranks+3inclass+6int]
Knowledge Engineering +10 [1ranks+3inclass+6int]
Knowledge Dungeoneering +10 [1ranks+3inclass+6int]
Knowledge Nobility +12 [3ranks+3inclass+6int]
Knowledge Religion +10 [1ranks+3inclass+6int]
Knowledge Geography +11 [2ranks+3inclass+6int]

Spellcraft +15 [6ranks+3inclass+6int]
Diplomacy +15 [6ranks+3inClassTrait+6IntTrait]
Use Magical Device +16 [6ranks+3inClassTrait+6int+1Trait]
Handle Animal +9 [+6Rank+3Inclass +0Cha]
Linguistics +15 [6ranks+3inclass6int]
Fly +11 [+4Rank+3Inclass +5dex]
Bluff +10 [+2Rank+3Inclass +6IntTrait]

Perception +5/+7 [+3Hawk+2Wis/+2Alterness]

Spell Books and Arcane Schools:

Spells gained at Level 1 At first level A wizard gains Three 1st-level spells plus his intelligence modifier to add to the spellbook. At first Level Caledon’s IntMod was 5, giving him eight level one Spells. Summon Monster I, Grease, Mage Armor, Unseen Servant, Mount, Silent Image, Enlarge Person and Vanish.
Spells Gained at Level 2 At each new wizard level, Caledon gains two new spells of any spell level or levels that he can cast. At level 2, Caledon was only capable of level 1 spells and thus he drew two more spells from that list: Sleep, Color Spray.
Spells Gained at Level 3 At level 3 Caledon gained access to level two spells and chose two spells from that list. These where Summon Monster II and Create Pit.
Spells Gained at Level 4 At level 4, Caledon’s highest-level spells are still level two. He learned Glitterdust and Mirror Image.
Spells Gained at Level 5 At level 5 Caledon gained access to level three spells and chose two spells from that list. These where Summon Monster III and Haste.

Spells Prepared for the Day

Spell Slots
Cantrips: 4
Level 1: 5
Level 2: 4
Level 3: 2

Cantrips (4)
Prestidigitation
Detect Magic
Read Magic
Ghost Sound

1st Level (5)
Burning Hands
Windy Escape
Snowball
Vanish
Summon Monster I

Pearl of Power Type 1
Pearl of Power Type 1
Pearl of Power Type 1
Pearl of Power Type 1

2nd Level (4)
Summon Monster II
Create Pit
Summon Monster II
Create Pit

3rd Level (2)
Summon Monster III
Haste

Spell Book

Known Wizard Cantrips: All not of Necromancy or Abjuration
8 Lvl1, 2 level 2

Known lvl 1
Summon Monster I (Summoning) Tiny Bag, candle
Grease (Conjuration - Creation) Butter
Mage Armor (Conjuration - Creation) F:Piece of cured leather
Unseen Servant (Conjuration - Creation) M:String and bit of wood
Mount (Conjuration - Summoning) M: Bit of horse hair
Silent Image (Illusion - Figment) F: Bit of Fleece
Enlarge Person (Transmutation) M: Powdered Iron
Vanish (Illusion - Glamer)
Protection From Evil (Abjuration - Good) F:?
Color Spray (Illusion - Pattern)M RYB colored powder
Obscuring Mist (Conjuration - Creation)
Sow Thought (Enchantment - Compulsion)
Crafter's Fortune (Transmutation) F: A tool
Feather Fall (Transmutation)
Charm Person (Enchantment - Charm)
Comprehend Languages (Divination) M: Soot and Salt
Sleep (Enchantment - Compulsion) M: fine sand or rose petals or live cricket.

Known lvl 2
Glitterdust (conjuration - creation) M: ground mica
Summon Monster II
Create Pit (Conjuration - Creation) F: miniature shovel worth 10GP
Levitate (Transmutation) F: loop of leather or golden wire in cup shape.
Invisibility (Illusion - Glamer) M: an eyelash encased in gum arabic
Mirror Image (Illusion - Figment)
Stone Calls (Conjuration - Creation)

Known lvl 3
Summon Monster III (Summoning) Tiny Bag, candle
Haste Transmutation (a shaving of licorice root)

Arcane School
Conjuration Arcane School. Caledon focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner’s Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp) As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Dimensional Steps (Sp)
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Opposition School
Necromancy
Abjuration

Equipment:

Wealth, Equipment and Encumbrance Spreadsheet

Arangin is a warhorse named after a servant of Erastil. Heavy Horse, Combat Trained.

[----Carried on Arangin----]
-Bit and Bridle
-Masterwork Military saddle +2 Ride
-Training Harness
-Bedroll
-Rope (50 ft.)
-Grappling hook (common)
-Bullseye lantern, Ioun Torch inserted
-Heavy Crossbow
-Backpack
-saddlebags
In the Saddlebags
---Dandy brush
---Spellbook
---50x Paper (sheet)
---50x Parchment (sheet)
---2x Torch
---3x Waterproof bag
---Grooming kit
---Mess Kit
---3x Pints of Oil
---Scroll Case 5x Coin Shot
---Scroll Case

Charlabu is a Poodle named for a Hound Archon servant of Sarenrae. Guard Dog (Riding Dog) - Training Harness
Thunder is a Poodle named for Cayden Cailean's pet Mastiff. Guard Dog (Riding Dog) - Training Harness

Carried by or on Caledon

Courtier's Outfit
-Brooch
Spring Loaded Wrist Sheath x 2
--(Black Tallow [grease], Wand - cure light wounds)

Spell component Pouch x 1
4x Pearl of Power I
10x Does of Darkwood

Adventurer's Sash - Modified into a set of suspenders instead of a single sash. Three Pouches on each suspender. Attached to the loops under each pouch is a spring loaded scroll case. Sown onto the outside sash's hip pouch are three scroll cases.

Wand of Mage Armor - Wand sheath attached to Sash

Scroll case, spring loaded x 6 – 3 Attached to each suspender of the Sash
-2 Scroll of Summon Monster III (CL5)
-2 Scroll of Summon Monster II (CL5)
-1 Scroll of fly (CL5)
-1 Scroll of Create Pit(Darkwood) (CL5)
Scroll case, spring loaded x 6 – 3 Attached to each thigh
-1 Scroll of Create Pit(Darkwood) (CL5)
-1 Scroll of Burning Hands (CL5, Alchemist Fire)
-1 Scroll of Mirror Image (CL3)
-1 Scroll of Darkvision (CL3)
-1 Scroll of Stone Call (CL3)
-1 Scroll of See Invisibility (CL3)

Scroll Case 1 Sewn to the outside of the sash's hip pouch
-1x Scroll of Obscuring Mist
-1x Scroll of Invisibility (CL3)
-3x Scroll of Summon Monster I (CL5)
Scroll Case 2 Sewn to the outside of the sash's hip pouch
-3x Scroll of Burning Gaze (CL5)
-
-1x Scroll of Burning Hands (CL5, Alchemist Fire)
Scroll Case 3 Sewn to the outside of the sash's hip pouch
-5x Scroll of Shield (CL 1)
Scroll Case 4 Sewn to the outside of the sash's hip pouch
-5x Scroll of Magic Weapons (CL 1)
Scroll Case 5 Inside of the sash's hip pouch
-2x Scroll of Stone Call
-1x CL5 Anticipate Peril
-1x Scroll of Heightened Awareness (CL5) USED
-1x Scroll of Heightened Awareness (CL5)
Scroll Case 6 Inside of the sash's hip pouch
-2x Scroll of Summon Minor Monster
-2x Scroll of Jump (CL5)
-1x Scroll of Feather Fall (CL5)
Scroll Case 7 Inside of the sash's hip pouch
-Scroll of Unsee Servant USED
-3x Scroll of Unseen Servant
-1x Scroll of Floating Disk
Scroll Case 8 Inside of the sash's hip pouch
-3x Scroll of Mount
-2x Scroll of Sleep
Scroll Case 9 Inside of the sash's hip pouch
-3x Scroll of Tripvine
-1x Scroll of Comprehend Languages
-1x Scroll of Enlarge Person
Scroll Case 10 Inside of the sash's hip pouch
-5x Keep Watch

Inside the Sash's hip pouch
10x Tindertwig
2x Smokestick
2x Pints of Oil - A string tied to each pint leads to a piece of wood. Handle for Hunter.
Sewing needle
Magnet
Animal-repellant sack
Arrow (grappling)
String or twine (50 ft.)
10x Fishhook
Flint and steel
Signal whistle
4x Bell
5x Paper (sheet)
5x Parchment (sheet)
Chalk
small steel mirror
Sack (folded)
2x Powder
Cross bow Bolts (10)
Cold Iron Crossbow bolts (10)
Silver Blanched Crossbow bolts (10)
Adamantine Blanch Crossbow bolts (10)
Dagger
String or twine (50 ft.)
Animal Feed, Bird
Candle
Soap
2x Waterproof bag
Sling

1x Bandoleers Stowed on Horse
16x Springloaded Scroll Cases
---3x Scroll of Obscuring Mist
---3x Scroll of Burning Sands (CL5)
---1x Scroll of Glitterdust (CL3)
---
---
---
---

Background:

Familiar - Falcon:

HAWK CR 1/3
N Tiny animal
Init +3; Senses low-light vision; Perception +14

DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 5 (1d8)
Fort +2, Ref +5, Will +2

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7

Base Atk +0; CMB +1; CMD 9

Feats Weapon Finesse

Skills Fly +7, Perception +14; Racial Modifier +8 Perception

Falconers prize these majestic birds as trained hunting companions if raised from chicks and properly instructed.The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

ECOLOGY:Temperate forests, solitary or in pairs.