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About Doktor Tesla Oppenheimer Megele'It is always darkest before the dawn. Let us take deliberate steps to insure that dawn never comes.' Level : 14
HP : 114
Stats: Spoiler:
Initiative +7 (0 natural,+2 Trait, +5 Dex)
Saves
Scores: STR 10 (+/-)
Standard Racial Traits Base Speed: Aasimars have a base speed of 30 feet. Defense Racial Traits Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Feat and Skill Racial Traits Skilled: Aasimar have a +2 racial bonus on Bluff and Perception checks. Senses Racial Traits Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.) Feats Scribe Scroll 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. Concentration Check +22 (level + INT, add your caster level and the ability score modifier) Caster Check +16 (level 4 + feat)
Combat Spoiler:
BAB +8/+3; CMB 18; CMD 22
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. Spell Focus (Evocation)
Skills: Spoiler:
Acrobatics +18 [14 ranks]
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 1st DC 19/20/21 2nd DC 20/21/22 3rd DC 21/22/23 4th DC 22/23/24 5th DC 23/24/25 6th DC 24/25/26 7th DC 25/26/27 4 8 8 8 8 6 6 5 7th Limited Wish x2, Greater Polymorph, Greater Scrying, Limited Wish, Mage's Mansion, Mass Planar Adaptation, Phase Door, Plane Shift 6th level: Chain Lightning, Contingency, Cloak of Dreams, Greater Dispel Magic, Mislead, [Permanency], True Seeing
5th— Dazing Fireball (x3), Dominate Person x2, Fire Snake, teleport Dominate Person, Feeblemind, Fire Snake, Hold Monster, Overland Flight, Tree Stride, Teleport 4th—dimension door, 4th confusion (DC 24) x2, crushing despair (DC 24), Intensified Rime Fireball (DC 23), Dazed Scorching Ray (DC 24) x4 Ball Lightning Dragon's Breath 3rd—dispel magic, Rime fireball (DC 22), fly (x2), haste (x2), Rime Scorching Ray DC 21 (x3) 2nd— Rime Burning Hands x2, glitterdust (DC 20) x2, Hideous Laughter x2, Resist Energy, scorching ray 1st—burning hands (DC 20), grease, mage armor, magic missile (x4), shield (2) 7th (7+3): banishment (DC 32), forcecage, insanity (DC 34, 2), mass hold person (DC 34), project image (DC 32), quickened dispel magic, quickened displacement, quickened protection from energy, spell turning 6th (8+3): chain lightning (DC 31), forceful hand, globe of invulnerability, greater dispel magic, greater heroism, mass suggestion (DC 33, 2), mislead (DC 31), quickened invisibility, quickened resist energy, repulsion 5th (8+3): cloudkill (DC 30), cone of cold (DC 30), dismissal (DC 30), dominate person (DC 32, 2), feeblemind (DC 32), hold monster (DC 32), interposing hand, mind fog (DC 32), quickened shield, wall of force 4th (8+3): confusion (DC 31), crushing despair (DC 31, 2), ice storm, phantasmal killer (DC 29), quickened shield, remove curse, shout (DC 29), solid fog, wall of fire, wall of ice (DC 29) 3rd (8+3): dispel magic, fireball (DC 28, 2), hold person (DC 30, 2), lightning bolt (DC 28), protection from energy, sleet storm, stinking cloud (DC 28), suggestion (DC 30, 2) 2nd (9+3): gust of wind (DC 27), hideous laughter (DC 29, 2), resist energy, scorching ray (6), touch of idiocy (DC 29, 2) 1st (9+3): charm person (DC 28, 6), magic missile (6) Equipment: Spoiler:
Weapons Cold Iron Rapier
Armour Red Armored Kilt +1 AC Clothing Stylish and Beautiful Hat [2 GP]
Gear Scroll of Protection from Evil (x2)
spellbook (contains all prepared spells plus all 0-level spells; 1st—color spray, sleep; 2nd—bear's endurance; 4th—black tentacles, summon monster IV; 5th—dream, polymorph, mage's private sanctum; 6th—true seeing), 724 gp Misc. Backpack
Additional Gold 1,530 GP 9 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 |