Zutha

Canim "The Corpulent"'s page

111 posts. Alias of Tenro.


Race

RETIRED

Classes/Levels

Wizard (Evoker, Admixture) 5 map

Special Abilities

Bonded Item Spell 1/1; Versatile Evocation 9/9

Languages

Common, Abyssal, Infernal, Elven, Draconic, Undercommon

Strength 12
Dexterity 14
Constitution 18
Intelligence 22
Wisdom 12
Charisma 11

About Canim "The Corpulent"


  • HP: 44
  • AC: 12 =10 + 2 DEX
  • Init: +2
  • Resist:

    SAVES

  • FORT: 5 =|1 BASE + 4 CON|
  • REF : 3 =|1 BASE + 2 DEX|
  • WILL: 5 =|4 BASE + 1 WIS|

    COMBAT

    BAB +2
    CMB +3
    CMD 15

Racial Abilities:

  • Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

  • Favored Class: +2 HP; +2 Spells

Class Abilities:

  • 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. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.
  • Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
  • Arcane Bond (Ex or Sp) (Amulet): 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.
    Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
    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 can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
    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.
  • 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.
  • 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.
  • Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
    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.
  • Adding Spells to a Wizard's Spellbook: Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (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.
  • Spells Copied from Another Spellbook or Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.


Evocation School:

Evocation
Admixture
Opposition Schools: Illusion, Necromancy (Use double spell slots to prepare them; -4 craft checks to use in item creation)

  • 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.

  • Skills:

    Craft Skill and DCs
    Alchemical Items
  • Appraise +10 =+1 +6 INT +3
  • Craft +6 = +6 INT
  • Concentration: 1d20 + CL + INT vs (DC= 15+Spell Level*2)
  • Fly +2 = +2 DEX
  • Heal +6 =+5 +1 WIS CC
  • Know: Arcana +14 =+5 +6 INT +3 can always take 10
  • Know: Dungeon +10 =+1 +6 INT +3
  • Know: Engineer +11 =+2 +6 INT +3
  • Know: Geography +10 =+1 +6 INT +3
  • Know: History +10 =+1 +6 INT +3
  • Know: Local +10 =+1 +6 INT +3
  • Know: Nature +13 =+4 +6 INT +3
  • Know: Nobility +10 =+1 +6 INT +3
  • Know: Planes +14 =+5 +6 INT +3
  • Know: Religion +12 =+3 +6 INT +3
  • Linguistics +10 =+1 +6 INT +3
  • Profession +1 = +1 WIS
  • Spellcraft +14 =+5 +6 INT +3
  • U M D +13 =+4 +0 CHA +3 *+5 headband, +1T

  • Spells:

    Equipment:

    895 gp

    Spellbook x2 (70 Pages Used)
    Spell Component Pouch (Spare)
    2gp Dagger

    50gp scribe five 1st lv spells 10gp each
    480gp scribe twelve 2nd lv spells 40 gp each

    4000gp Belt of Mighty Constitution +2
    4000gp Headband of Vast Intellect +2
    1000gp Minor Bag of Holding

    50gp Healer's Kit
    2gp Scrivener's Kit
    21gp Wizard's Kit

    Background:

    Neutral alignment. He will have been studying the theory behind what the Bloodmages in Kaer Maga do, and has taken the first steps along the route of using his blood to strengthen his spellcasting. Unfortunately, it has taken a toll on his physical well-being.

    Canim appears as a fat man whose skin is the light pink of a pale man who has just finished a brisk run. He appears almost perpetually sweaty, and his short sandy-brown hair is typically matted against his scalp in sweat. It is only with difficulty that he walks, and rarely very far.

    He is a tragic character who realizes the toll his discovery has taken on his body, but is too infatuated with it to change course. He forces himself to walk, but his willpower can only stretch so thin before he decides to rest. Willpower is out the window when it comes time to eat, for he must keep his heart producing healthy amounts of blood. To this end, he eats as much red meat and leafy greens as possible.