About Callipygous Daughter of OerthLevel : 5
HP : 39
HP : 11 + 7 + 7 + 7 + 7
Stats: Spoiler:
Initiative +5 (0 natural,+2 Trait, +3 Dex)
Saves
Scores: STR 8 (-1)
Standard Racial Traits Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Defense Racial Traits Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Feat and Skill Racial Traits Keen Senses: Elves receive a +2 racial 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. Offense Racial Traits 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. Senses Racial Traits Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Feats Scribe Scroll Benefit: 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. Spell Focus Evocation Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of Evocation. Spell Focus Enchantment Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of Enchantment. Traits Magical Lineage Your father was a gifted spellcaster of Oerth who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. Dwarf Trained Dwarves are well acquainted with the threats posed by giants and orcs, and they have spent centuries honing their techniques for fighting these foes. You have trained with the dwarves and have learned some of the tactics they use against their hated enemies. Benefit: You gain a 2 dodge bonus to AC against creatures with the giant subtype (this does not stack with the bonus granted by the defensive training racial trait of dwarves and gnomes) and a 1 trait bonus on attack rolls against creatures with the orc subtype (this does not stack with the bonus granted by the dwarf hatred racial trait). Dwarves and gnomes can’t choose this trait. Concentration Check +9 (level 4 + INT, add your caster level and the ability score modifier) Caster Check +6 (level 4 + race)
Combat Spoiler:
BAB +2; CMB 12; CMD 16
Class Abilities Spoiler:
Arcane Bond (Ex) At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. 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 bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below). A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Arcane School A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Evocation Arcane School Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result. Versatile Evocation (Su) When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Cantrips Wizards can prepare a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. Skills: Spoiler:
Acrobatics +8
Spells Spoiler:
0 Level (DC 15/16) Daze, Detect Magic, Disrupt Undead, Message 1st Level (DC 16/17) Color Spray, Mage Armor, Magic Missile, Sleep 2nd Level (DC 17/18) Mirror Image, Hideous Laughter, Invisibility, See Invisibility, Scorching Ray x2 Equipment: Spoiler:
Weapons Cold Iron Rapier, masterwork +1 hit
Armour Red Armored Kilt, masterwork +1 AC Clothing Stylish and Beautiful Hat [3 GP]
Gear Scroll of Fly (x1)
Potion of Cure Light Wounds (x1) Wand of Cure Light Wounds (16 charges, second party backup) Misc. Backpack
Additional Gold 1,530 GP 8 SP 46 CP Spellbook The Lost Daughter of Oerth Spoiler:
0 - All; Acid Splash, Arcane Mark, Breeze, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Jolt, Light, Mage Hand, Mending, Message, Open/Close, Penumbra, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark 1 - Burning Hands, Charm Person, Color Spray, Grease, Infernal Healing, Mage Armor, Magic Missile, Obscuring Mist, Protection from Evil, Protection from Good, Sleep, Shield 2 - Aboleth's Lung, Glitter Dust, Knock, Hideous Laughter, Invisibility, Mirror Image, Scorching Ray http://paizo.com/threads/rzs2t6fr?Help-me-pick-my-spells-level-20-Gestalt |