Eagle Knight of Andoran

Caledon Whitetree's page

433 posts. Alias of johnnygeeksheek.


Full Name

Caledon Whitetree

Race

| HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4

Classes/Levels

| Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

Gender

Male LG Human (Taldan) Wizard 5

Size

Medium

Alignment

Lawful Good

Strength 11
Dexterity 20
Constitution 15
Intelligence 22
Wisdom 15
Charisma 11

About Caledon Whitetree

Spell Prep
Wizard

4 Cantrips

5 Level one
--Shadow Trap
--Summon Monster I
--Liberating Command
--Obscuring Mist
--Mind Link

5 Level 2
--Mirror Image
--Summon Monster II
--Glitter Dust
--Create Pit
--Rope Trick

3 Level 3
--Fly
--Haste
--Dispel Magic

Ranger

2 level ones.
DeadEye's Lore
Pace Without A trace

Combat:

Initiative: +5 (+5 from dex)
CMB: +6/+1
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: 72/72 6D10 Maxed (60) +2x6con(12)

Offense
Base Attack Bonus (BAB): +6/+1
Melee: 2 (0+1)
Ranged: +11/6 (5dex+6/1BAB)

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

CMB: +6/+1
CMD: +21

Saving Throws
Fortitude: +7 (+2Con +5lvl6Gestalt)
Reflex: +10 (+5dex +5lvl6Gestalt)
Will: +7 (+2Wis +5lvl6Gestalt)

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, Boggard

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.

Alertness *Only When in Arms reach of Hunter* Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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.
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

Point Blank Shot: Caledon gets a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

I still Need another Feat

In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.You may sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

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.

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels tereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype.(Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex):
Caledon can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, Caledon and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Caledon can can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Hunter’s Bond (Ex)Caledon has formed a close bond with an Falcon animal companion named Huntress. Huntress shares shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3.

Familiar (Ex or Sp)
Caledon has formed a powerful bond with with his Familiar Hunter. 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. 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.

A familiar grants special abilities to its master, In Hunter's case he grants +3 bonus on sight-based and opposed Perception checks in bright light These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

-Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
-Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
-Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
-Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
-Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Bonus Feats
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.

A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.

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, Use Magic Device

Skills:

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

Background Skills

Craft (Alchemy) +14 [5ranks3inclass+6int]

Craft (trap): +10 [1ranks3inclass+6int]

Adventure Skills
Climb +8 [+5Rank+3Inclass +0Str]
Swim +8 [+5Rank+3Inclass +0Str]
Ride +13 [+5Rank+3Inclass +5dex]
Fly +9 [+1Rank+3Inclass +5dex]
Stealth +13 [+5Rank+3Inclass +5dex]
Survival +10 [+5Rank+3Inclass +2Wis]
Heal + 7[+2Rank+3Inclass +2Wis]
Disable Device + 6[+1Rank+5Dex]
sleight-of-hand + 6[+1Rank+5Dex]
Perception +13/+15 [+5 Ranks+3InClass+3Hawk+2Wis+/+2Alterness]
Handle Animal +8 [+5Rank+3Inclass +0Cha]
Use Magical Device +4 [+1Rank+3Inclass +0Cha]
Intimidate +4 [+1Rank+3Inclass +0Cha]
Knowledge Arcane +12 [3ranks+3inclass+6int]
Knowledge Planes +10 [1ranks+3inclass+6int]
Knowledge History +10 [1ranks+3inclass+6int]
Knowledge Local +11 [2ranks+3inclass+6int]
Knowledge Nature +11 [2ranks+3inclass+6int]
Knowledge Engineering +15 [6ranks+3inclass+6int]
Knowledge Dungeoneering +10 [1ranks+3inclass+6int]
Knowledge Nobility +10 [1ranks+3inclass+6int]
Knowledge Religion +10 [1ranks+3inclass+6int]
Knowledge Geography +10 [1ranks+3inclass+6int]

Spellcraft +15 [6ranks+3inclass+6int]
Diplomacy +15 [6ranks+3inClassTrait+6IntTrait]
Linguistics +15 [6ranks+3inclass6int]
Bluff +10 [+1Rank+3Inclass +6IntTrait]

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.
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, if he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Spells Prepared for the Day

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:

gear on ox
Name tag on his neck bearing the name "Doc Mavrin." This tag is gold plated and oddly flashy for an ox.

Blanket, winter (large sized for ox)
Harness sized for an ox.
Pack Saddle
Saddlebags
jug, clay (2) - sealed, each containing 30 chicken eggs and preserved in slaked lime.
Water Proof Bag
Cask of Whiskey (2 Gallons)
2 Casks of water (4 Gallons)
Empty Barrel
Basket
Bucket
Canvas - 10 square yards, soaked in linseed oil and mineral spirits.
Rope (100 ft.)
Grappling hook (common)
block and tackle
folding pole, 10 ft.
crowbar
shovel
Sledge Hammer
pick, miner's
Saw
Drill
Flint and steel
Hammer
ram, portable
3 bear traps
Fishing net
Fishing Kit
Hand Rotary Quern
Cooking Kit
Cauldron
Waffle Iron
Ember Pot
Charcoal
waterskin, filled with 1 gallon of water.
5lbs of Cheese
5lbs of salted beef
5lbs of smoked venison
10lbs of Potatoes
5lbs of Flour
5lbs of Beans
1lb Sugar
5lbs of Travel cake mix
5lbs of Powdered Milk

Background:


Familiar - Falcon: Hunter:

Hunter Whitetree
Combat
Tiny animal
Initiative +4
Senses low-light vision
Perception +18
Racial Modifier +8 Perception

DEFENSE
Armor Class 19 (10+3Nat+4Dex+2Size)
Touch AC 16 ( 10+4Dex+2Size)
Flat-footed AC15 (10+3Nat+2 size)
Hitpoints 50 (5*D8+2Con*5)

OFFENSE
Base Attack +0
CMB +1
CMD +10

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

Saving Throws
Fortitude: +4
Reflex: +6
Will: +3

Attribute Scores
• STR 9 (-1)
• DEX 19 (+4)
• CON 15 (+2)
• INT 8* (-1)
• WIS 17 (+3)
• CHA 11 (+0)

Traits, Feats
Feats Weapon Finesse

All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

Natural Armor Adjustment: +3 The number noted here is in addition to the familiar’s existing natural armor bonus.

The familiar’s Intelligence: Intelligence is 9

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Skills
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Knowledge Arcane +2 [+3ranks-1int]
Knowledge Planes +2 [+3ranks-1int]
Knowledge History +2 [+3ranks-1int]
Knowledge Local +2 [+3ranks-1int]
Knowledge Nature +2 [+3ranks-1int]
Knowledge Engineering +2 [+3ranks-1int]
Knowledge Dungeoneering +2 [+3ranks-1int]
Knowledge Nobility +2 [+3ranks-1int]
Knowledge Religion +2 [+3ranks-1int]
Knowledge Geography +2 [+3ranks-1int]
Spellcraft +4 [5ranks-1Int]
Diplomacy +5 [5ranks+0Cha]
Use Magical Device +5 [5ranks+0Cha]
Handle Animal +5 [+5Rank+0Cha]
Linguistics+2 [+3ranks-1int]
Fly +10 [+3Rank+3Inclass +4dex]
Bluff +1[+1Rank+0Chat]
Acrobatics[+4Dex]
Climb -1 [-1Str]
Perception +15[+1Ranks+3Wis+8Race+3Inclass]
Stealth +4[+4Dex]
Swim -1 [-1Str]

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. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

ECOLOGY:Temperate forests, solitary or in pairs

Animal Companion - Falcon: Hunteress: