Lamishal

Colin Obim's page

159 posts. Organized Play character for yogadragon.


Full Name

Colin Obim

Race

HP 87/82 | AC 15 T 15 FF 14 | CMB +0, CMD 13 | F: +8, R: +5, W: +8 | Init: +7 | Perc: +0, SM: +0 | Buffs: MagArm,SeeInv,Drkvsn,Hero,FlseLfe,HgtAware

Classes/Levels

Classes: Wizard (Sin Mage (Sloth Conjuration Specialist) 8

Size

Medium

Age

35

Alignment

CN

Strength 7
Dexterity 12
Constitution 16
Intelligence 26
Wisdom 10
Charisma 10

About Colin Obim

PFS #
Experience 20
Faction Concordance
Wealth 0 GP, 12 PP 20 Fame
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Colin Obim
Wizard (Sin Mage Sloth (Conjuration / Teleportation))
N Medium humanoid ( )
Init +7; Senses Perc +0, SM +0,

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Defense
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AC 11, touch 11, flat-footed 10
HP 46
Fort +8, Ref +5, Will +8

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Offense
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Speed 30 ft.
Melee Dagger +2 (1d4+1)
Ranged Crossbow +5 (1d8)
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

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Statistics
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Str 7, Dex 12, Con 16 (18), Int 22 (26), Wis 10, Cha 10
Base Atk +3; CMB 0; CMD 11
Feats: Spell Focus: Conjuation, Augment Summoning, Acadamae Graduate, Superior Summoning, Improved Initiative, Toughness

Traits: Reactionary, Student of Philosophy
Languages Common, Ancient Ossirian, Ancient Azlanti, Elf, Draconic, Gol'Gon, Varisian, Infernal, Abyssal, Thassilonian, Kelish, Vudrani, Hallit, Ossirian, Orc, Gnome, Aquan

SQ
Skills Appraise +12, Fly +12, Kn Arcana +18, Kn Planes +18, Kn All Others +11, Linguistics +18. Spellcraft +18, Bluff +18, Diplomacy +18
Combat Gear Dagger, Crossbow
Other Gear Headband of Int (+4, Fly, Celestial, Infernal), Metamagic Rod: Extend, Cloak of Resistance +2, Efficient Quiver, Metamagic Rod: Persistent, Belt of Con +2

Scrolls / Wand: Wand: Infernal Healing (50), Wand: Heightened Awareness (50), Scroll: Lesser Restoration (5), Scroll: Daylight (2)

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Special Abilities
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Arcane Bond (Ring):
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(Conjuration, Teleportation) Opposition: Illusion, Evocation:
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.

Conjurer'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.

Shift (Su)::
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Dimensional Step[/spoiler:

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.

[spoiler=Dual Talent]Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

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Spells Memorized
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Cantrips (4):

Detect Magic, Light, Create Water, Mending

1st (4 + 2 + 2):
Grease, Grease, Mage Armor, Summon Monster I, Liberating Command x 2, Comprehend Languages, <Open>

2nd (4 + 2 + 2):
Summon Monster II, Glitterdust, Glitterdust, False Life, Create Pit, Blindness/Deafness, See Invisibility, Darkvision, Create Pit

3rd (3 + 2 + 2):
Summon Monster III, Summon Monster III, Haste, Haste, Heroism, Fly, Fly

4th (2 + 2 + 2):
Summon Monster IV, Summon Monster IV, Summon Monster IV, Black Tentacles, Black Tentacles, Arcane Eye
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Spellbook
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1st:

2nd:

3rd:

4th: