Barmaid

Callipygous Daughter of Oerth's page

3 posts. Alias of baron arem heshvaun.


Full Name

Callipygous

Race

Elf (Oerth Grey Elf)

Classes/Levels

Wizard 4 (HP 39/39; AC 17/13/14; CMD 16 Fort +3, Ref +4; Will +5/+7; Init +5; Perception +12; Low Light Vision)

Gender

Female

Size

Medium

Age

132 (but appears 20)

Alignment

Neutral (Chaotic Good tendencies)

Deity

Corellon Larethian

Location

Trunau

Languages

Common, Celestial, Draconic, Giant, Infernal, Orc, Sylvan, Terran and Thasalonian

Strength 8
Dexterity 16
Constitution 14
Intelligence 20
Wisdom 10
Charisma 12

About Callipygous Daughter of Oerth

Level : 5
Race: Elf (Oerth Grey Elf)
Class: Wizard
Sex: Female
Alignment: Neutral (Chaotic Good tendencies)
Age : 132 (but appears 20)
Height : 6'
Weight : 99 lbs
Hair: Highlighted Blonde

HP : 39
AC : 17/13/14

HP : 11 + 7 + 7 + 7 + 7
AC : 17

Stats:

Spoiler:

Initiative +5 (0 natural,+2 Trait, +3 Dex)
Senses Low Light Vision, Perception +10
Speed 30 ft
Armor AC=17 (10 + 4 AR + 3 Dex), Touch= 13, Flat-footed= 14
Hit-points 39, 11 + 7 + 7 + 7 + 7 (Base + Con + favored class)

Saves
Fort= 1 (base) + 2 (con) = 3
Reflex= 1 (base) + 3 (dex) = 4
Will= 4 (base) + 1 (wis) +2 (race) = 5/7

Scores:

STR 8 (-1)
DEX 16 (+3)
CON 14 (+2)
INT 20 (+5)
WIS 10 (/)
CHA 12 (+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.
Type: Elves are Humanoids with the elf subtype.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
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.

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
Melee +2
Ranged +5

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
Appraise +9
Climb +2
Craft (Alchemy) +9
Bluff +6
Diplomacy +6
Disguise
Escape Artist +9
Fly +7
Handle Animal
Heal +1
Intimidate
Knowledge Arcana +11
Knowledge Dungeoneering +9
Knowledge Engineering +9
Knowledge Geography +9
Knowledge History +11
Knowledge Local +12
Knowledge Nature +10
Knowledge Nobility
Knowledge Planes +10
Knowledge Religion +10
Linguistics +9
Perception +12
Perform (Sing) +5
Profession
Sense Motive +1
Slight of Hand
Spellcraft +13/+15
Stealth +9
Survival +3
Swim +3
Use Magic Device +4

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
Silver Dagger [20 gp]
Cold Iron Dagger [4 gp]
Dagger [2 gp]

Armour

Red Armored Kilt, masterwork +1 AC

Clothing

Stylish and Beautiful Hat [3 GP]
Travelers Outfit
Heavy Red Cloak [4 SP]
Leather Gloves, Red with white Ermine trim [4 GP]
Belt with two pouches [8 SP]
Soft Leg Boots, Red with white Ermine trim [4 GP]

Gear

Scroll of Fly (x1)
Scroll of Shield (x1)
Scroll of Protection from Evil (x2)

Potion of Cure Light Wounds (x1)

Wand of Cure Light Wounds (16 charges, second party backup)

Misc.

Backpack
Alchemist's Fire [20 GP] (x1)
Tinder box, flint and steel
3 pints oil [2 SP]
Whetstone [2 CP]
Feathers for fletching and writing quills
Bandages [2 SP]
Rations (2 days) 2 gp
Wineskin (w/ spring water)
Signal Whistle 5 [5 SP]
Chalk 1 [1 SP]
6' Staff (used for long travels)
Soap

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