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So, I really like the concept of clockwork constructs. However, the template is just....awful....

Clockwork Traits: While you can create a clockwork construct from scratch, you can also turn any existing construct into a clockwork construct by simply applying clockwork traits to the construct. Adding these traits to a construct does not affect its CR.

The construct gains the “clockwork” subtype.

Winding: The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per HD, but shorter or longer durations are possible.

Vulnerable to Electricity: Clockwork constructs take 150% as much damage as is normal from electricity attacks.

Swift Reactions: Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Difficult to Create: [/i]Increase the time and gp cost required to create a clockwork by 50% over normal.

No CR change. That's cool. Winding is flavor, no issue there. Vulnerable to electricity...ouch. That's painful. In exchange it gets Improved Initiative, Lightning Reflexes, and +2 AC. That's maybe a wash overall.

Then there's the painful bit. +50% cost to make. Ouch. A mixed bag is not worth such a massive price increase.

Now obviously you could sort this out by house-ruling there's no price increase. That's boring though. More interesting is figuring out something that justifies the price increase while maintaining +0 CR.

Here's my thought on two new abilities added to the template:

Upgradable: [i]Unlike other constructs which are typically solid and mostly uniformed masses, Clockwork Constructs are many parts working together which can be replaced and improved upon. When a Clockwork Construct is shut down to be worked on, the creator may modify the construct as though he was creating it anew. The type of Construct doesn't change (e.g. a Clockwork Animated Object remains a Clockwork Animated Object) nor does the size. Beyond that any initial parameters may be modified without limit, including hit dice (you are not limited to the normal max of +50% original hit dice). This costs the difference between the modified construct minus the cost of the construct before modification. Any new addition that normally has its own cost (like a magical weapon) must be paid in full, however. If the difference is less than 1k, then it still takes one full day of crafting to complete.

Repairable: A Clockwork Construct that is destroyed can be repaired, since many of the parts are salvageable. This requires 100gp per hit die of the construct, access to the proper equipment as though you were making the construct anew, and the Make Whole spell. In terms of time required, treat this as making a new Construct that is worth the same price as the repair cost.

If the body of a Clockwork Construct is mostly or completely destroyed (such as by a Disintegrate), then a Wish or similar magic must be used to restore the remains first.

Thoughts? I am wondering if the Repairable cost should be based on a percentage of the cost of the Construct rather than HD. That would probably makes more sense.


Is it me, or are there a great deal of spells that should be divination spells, but other schools have?
Crafter's Fortune
Crafter's Curse*
Unprepared Combatant*
Tactical Acumen
Codespeak
Darkvision
Greensight
Mnemonic Enhancer
echolocation

And that's just Wizard/Sorcerer spells 1-5 that I immediately noticed.

It's an outrage! (Though sadly, what's more an outrage is even looking for stuff like this, there are still no candidates for 9th level divinations beyond the one existing spell).

*Compare with Unravel Destiny, and there are other divination spells (including in 3.5) that cause penalties like this.

(Arguably Divination should also cover manipulating knowledge in its pure form getting spells like Hidden Knowledge and Secret Page -- though arguably these particular spells should be abjurations instead).


For a while I thought that Bioconstruct modifications on a golem or the like were an awful deal. Over 22k for something that's gone on a critical.

However, I was reading the text again...

Quote:
All bioconstruct upgrades have the same weakness—they are susceptible to critical hits. An attacker that confirms a critical hit against a golem with a bioconstruct upgrade deals damage to the construct and also destroys one upgrade. The damaged upgrade ceases to function and the construct loses abilities associated with the upgrade. If a construct has more than one bioconstruct upgrade, only one is damaged. The GM randomly determines the damaged organ.

So...is it destroyed? If it is just damaged, does that mean it is repairable? I realize no rules are given here, but damaged objects are normally repairable.

It just seems like weird wording. Maybe the intent was that it is repairable in some fashion (given the 22.75k price tag).

Thoughts?

Hmm, maybe this isn't quite a rules question so much as a confuzzle.


So let's say you use make a flying house/tower/whatever. Some large building.

If you are inside it and it moves, do you use the rules for mounts? Is attacking from within it mounted combat? If you are inside it and fighting someone also in it, do you both use mounted combat?

It's interaction with the cover rules is also weird.

Anyhow, I'm not aware of any rules that cover this situation well. Seems like anything like his would either be done by grappling or mount rules. Somewhat similar, an Animated Ship that swims would suddenly change how it works compared to a normal ship. Unless you hand wave it.

Am I missing anything? Thoughts?


Unseen Servant says...

Quote:

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

Note, Conjuration spells:

Quote:
The creature or object must appear within the spell's range, but it does not have to remain within the range.

So as I read it, if I have to run 120' in a round, my Unseen Servant will still be there and slowly catch up. I have not attempted to SEND it beyond the spell's range. Likewise, if I get teleported, by Unseen Servant would remain in the area I was at and not disappear -- not that it would be good for anything.

Similarly, if I tell it to clean a room or something and walk out of range, it wouldn't disappear, but it would stop working. (Up to the DM, I guess whether it just sits there or comes to me).


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So my Wizard will be taking Craft Construct in another level. It seems like Animated Objects are the way to go. However, the rules are a little vague in some spots.

There are two pricing guidelines. 1k per HD + 1k per CP or CR squared * 500. Medium and Large constructs are about the same price here, but small/tiny and huge or larger constructs aren't close.

The 1k/HDorCP seems nice since it looks like a custom animated object is easier. If you want to adjust HD or CP it is very straightforward. A 6HD, 3CP medium construct is just 9k. On the other hand, a 15HD,15CP construct is just 30k, which is really, really cheap.

The CR scale seems more balanced, but it only allows for adjusting the CP during creation. Every 2CP is +1CR. But how much is one HD worth? With no con bonus, all bad saves, and good BAB, clearly one construct HD is worth less than a normal hit die. How much less? Should we consider one HD is the same as one CP given the other pricing guideline? So a CR increase of one is 2 HD, 2 CP, or 1 HD plus 1 CP?

Hmm, that seems like it might be work ok:
A medium animated object (MAO) has 3HD/2CP/CR3. +1HD, +1CP gives you 4HD/3CP/CR4. Same hit dice and CP as a large animated object (LAO), but one less CR (less size, less HP, less strength, so this makes sense).

However:
MAO + 4HD/2CP/CR3 gives you 7HD/4CP/CR6 though, which is still just one less CR than a HAO. (LAO + 3HD/1CP/CR2 has the same HD and CP as a HAO but one size less).

And MAO + 7HD/3CP/5CR = 10HD/5CP/CR8 which is again just one CR less than a GAO. That's 3 size increases, and a strength 38 verses 14.

Though this might be because a simple rule like the above for increasing CR starts to break down if you move beyond couple CR -- though it seems to break down earlier for Large/Huge/Gargantuan/Colossal Animated Objects.

It would be nice if there was a better framework here, but there doesn't seem to be one.

PS. I'm well aware of the 50% HD increase rule under modifying constructs. That only applies to already existing constructs, however, not ones you are making. That said, size increasing guidelines are probably a rough way to maintain the proper CR and the origin of the problem here.


So, I'm playing a Wizard in a RotRL game and plan on making some custom magic items (assuming DM approval of course). I thought I'd see what people thought about them and how they should be priced.

Quote:

Cantrip Pearl:

Aura: Faint and of the same school as the contained spell, CL: 3rd, Slot: none
This small pearl looks similar to a Pearl of Power. Each Cantrip Pearl contains one 0th level spell within it, chosen upon creation. It is usable by any caster who has this 0th level spell on their class spell list. After being carried by such a caster for 24 hours, it attunes to them and provides the following benefit: Prepared casters are always considered to have this 0th level spell prepared without needing to spend a spell slot. Spontaneous Casters may add this 0th level spell to their spell's known.

If the Pearl is removed from the wearer for 24 hours, the attunement is lost.

Requirements: Craft Wondrous Item, 0th level spell to be contained within

Basically just a little toy to provide some extra minor magic. I figure it is significantly less powerful than a Pearl of Power (1st) / Page of Spell Knowledge (1st). It is similar in effect, so I figure the max Price/Cost would be 500gp/250gp based on the pricing guidelines (0th level spell items cost half as much as first). Though even half that at 250gp/125gp isn't unreasonable, imho.

In comparison a wand of a 0th level spell is 375gp/187.5gp. That's only 50 casts, but there's no chance of spell failure and it doesn't provoke. Given the weakness of cantrips, a price between 250gp and 500gp seems reasonable for an extra prepared one to me.

Quote:

Book of Holding / The Infinite Index:

Aura: Moderate Conjuration, CL: 9th, Slot: none
This plain book appears to contain an index of other books. Upon speaking a command word and a title, the Index is replaced by the requested book. Another book or the index may be requested at any time. Any notes, bookmarks, or annotations made to requested books remain when the book is requested again. Only books that are part of the Index appear when requested.

A book may be added to the Index by placing the book upon the Index and speaking a command word. A book may be removed from the Index by requesting it and then speaking another command word. There are multiple versions of the Index, capable of holding different numbers of books within them determined by weight (a typical book weights between 1 and 3 pounds). The Index itself always weighs 3lbs and can only be used to hold books.

Attempting to have the Index hold an item that is not a book (except for bookmarks/sheet of paper/etc held within a book) always fails. This includes hiding an item within a hollowed out book or similar trickery.

Using any of the command words is a Full-Round Action.

Type I........250lbs....~125 books....Price: 250gp?
Type II.......500lbs....~250 books....Price: 500gp?
Type III.....1000lbs....~500 books....Price: 750gp?
Type IV......1500lbs....~750 books....Price: 1000gp?
Type V.......3000lbs....~1500 books....Price: 1250gp?
Type VI......6000lbs....~3000 books....Price: 1500gp?
Type VII....12000lbs....~6000 books....Price: 1750gp?

Requires: Craft Wondrous Item, Secret Chest

This is kind of like a highly specialized bag of holding. My initial thought is that it is so highly specialized that the cost should be something like 1/10 of the cost of a bag of holding, because its use is very, very limited. The above market prices are based on that.

On the one hand that might seem like that's a lot of weight for very little. On the other hand, it really does just hold books and only books, so the uses are very limited as far as the game goes or even as far as the game world is concerned. Balanced against that, it seems to me that a price reduction of only 50% compared to a bag of holding is too small (e.g. 5k gold to carry just 750 books is very expensive).

Granted there are other ways one could go about this, such as a magical item that could story a copy of a book and then turn into that copy. Maybe something like that would seem like it should be cheaper. It's would be less comparable to existing items (something like Secret Page out the wazoo), and would also get you books for free. I thought the above had fewer issues.

Quote:

Animated Clothing:

Aura: Moderate Transmutation, CL: Same CL as per an Animated Object of the same size, Slot: Body
Animated Clothing appears to be just like regular outfit. In fact, it is a simple construct, treat it as animated object of the same size as the creature it is fitted for. It can dress or undress the owner in itself by taking a standard action (the owner spends no action). While worn, it helps its master carry items. Its Carrying Capacity values augment those of its master (add its light load to its master's to determine the master's light load when wearing Animated Clothing, etc).

Animated Clothing may be magical, in which case it confers all of its properties onto its master while worn. Any magical items Animated Clothing might be wearing take up the same slots on its master while it is worn. Animated Clothing cannot make attacks or aid in attacks while it is worn. In these and all other ways except where stated above, treat Animated Clothing just like a non-animated version of the same item while worn, albeit with the enhanced defenses and hit dice of a construct if someone attempts to sunder it.

Requirements: Craft Construct, Price/Cost: The same as an Animated Object of the size (Often Construction Points are left unspent to reduce the cost), plus the price/cost of the clothing.

Special: Animated Clothing can increase its strength for purposes of Carrying Capacity using Construction Points. 1 CP: +8 Strength, 2 CP: +12 strength, 3 CP: +16 strength. Again, this only applies to Carrying Capacity.

Decidedly NOT construct armor. Basically it increases carrying capacity and is a bit easier to put on. And it might come in handy if you get captured and stripped or something. It would be amusing to give it an intelligence of 1 and have it get jealous if you wear something else.

Note that this is rather expensive. Animated Objects have two different pricing guidelines either 1k per HD + 1k per CP, or the more standard CR squared * 500. For a standard 3 HD, 2CP medium construct, that's 5k or 4500. With no CP, that would still be 3k. I suppose one could make it weaker if you could give it the stats of a animated object that's smaller (without changing the actual size), but that gets more complicated.

Anyhow, any thoughts?


Familiars have a ton of options, give you a feat, give you something equal to a feat (and stacks with feats), and gain cool stuff as they level. You can take Improved Familiar to buff them up notable.

If you go with a Bonded Object it seems like there's almost nothing to help you flesh out that option beyond standard item creation rules (which cost as much money as a normal item, though you don't need a feat). There ARE a few mediocre items (I say mediocre because they are rather expensive, and one requires generalist wizard), but beyond that nothing.

Does this seem strange to anyone else?


I'm having trouble seeing the point of the Inscribe Magical Tattoo (IMC) feat. It seems flat-out worse than Craft Wondrous Item.

You have limited slots on IMC that cost as much as unslotted items. Your tattoos encourage enemies to knife up your skin to destroy them, rather than just remove the item from your person. Tattoo Spells cost 4 times as much as a scroll, 1/Use Wondrous Items only cost twice as much. The Metamagic one might seem nice, until you realize it costs twice as much as a similar metamagic rod AND also uses up a swift action.

Hide the tattoos on your person? Well, Detect Magic is going to show them (and almost anything you can do to hide a magical item will work on non-tattoos too).

Don't need to pull it out of a bag? Well, there are plenty of items that let a caster handle that problem easily enough from efficient quivers to handy haversacks. Not worth the doubled price on everything.

It seems like it should be a cool feat, but I just can't find a reason anyone would ever want it beyond flavor (which you could argue for any bad feat, imho). It rather seems like it shouldn't even be a feat, just a unusual way to use Craft Wondrous Item.

Thoughts?


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Quote:
Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.

So does this mean if you take a bath or shower that your headband of intellect / belt of giant strength has to stay on? Otherwise it would seem you lose the permanent bonus effect for 24 hours. Even cleaning these items would be difficult.

So...eww?


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I have a soft spot for being able to have an emergency killer move to use when things really go to heck. Now it is easy enough to gather little utility abilities. Cheap wondrous items, scrolls if you have UMD or are a caster, etc. Finding a good emergency nuke is much harder.

Oh, it's easy enough to find a ridiculous combo like Dazing Spell + Ball Lightning. Problem is, whether that's using a Metamagic Feat or Metamagic Rod..that's now something you can do AT LEST once per day. While I like being effective, I try to avoid building combos that truly wreck combat balance like that day after day. Something that you can only use once in a rare while, on the other hand, is more to my liking.

It is hard to find things like this. Part of the problem is most abilities are at least daily (which is barely acceptable). Magic items that can be really good are also the sort of thing you can easily out-level. Something like a Spell-storing thrown weapon that you then cast Named Bullet on would work (if it were legal), as you can set it up in advance and hold onto it until needed.

Despite some of the text above, these don't need to be damage or even attack spells. Buffs, massive healing, and the like can qualify. Anything that dramatically turns an encounter around.

Basically, I'm asking for the best ideas that fit the following criteria:
1. It's a game-changer. Dramatically alters the combat.

2. It is not something you can do multiple times per day with ease. Setup costs or some other factor make this impracticable.

3. It either doesn't depend on DCs, Caster Level, and other factors that future monsters out-level, or it is relatively easily updated to accommodate them.

Bonus points if it is something a Wizard can do, since that's the character I made for a campaign that begins soon. We also have a Magus, Cleric, Ninja, and Ranger.

Edit: I'm aware of some of course, but let's particularly avoid talking about teleports to run away.

Full Name

Ankih Tohep

Race

Human

Classes/Levels

Cleric of Sarenrae 3/Universalist 3/Mystic Thuerge 2 |

stats:
Hp:26/43|0non-lethal| melee+6/ranged+6 | F+5(+10vs cold weather effects due to gear)/R+5/W+9 | Init+2 | perception+9 | AC:18/T:12/Ff:16, Spell fail:10%

Gender

male

Size

6'2", 185 lbs

Age

20

Special Abilities

Channel energy (positive)7/7per day 2d6,fire bolt 30' touch 1d6+1 5/5per day

Alignment

NG

Deity

Sarenrae

Location

Heldren, Taldor.

Languages

Common, Celestial, Skald and Gnoll

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

About Ankih Tohep

Ankih Tohep
----------------------------------
Human Male Cleric of Sarenrae 3/Universalist 3/Mystic Thuerge 2
Speed:30 | Initiative:+2 | NG
Hp:43/43 | F:+5 R:+5 W:+8 |
Str:14 (+2) Dex:14 (+2) Con:10 (+0) Int:16 (+3) Wis:16 (+3) Cha:12 (+1)
BAB+4 Melee+6 / Ranged+6 | CMB+6 / CMD:18

Personality/description:

Ankih is a calm young man, unflustered by events or dangers. He has great faith in the Dawnflower, and believes things will turn out for the better, eventually. Losing his parents twice has also made him rather melancholy, and a little bitter. Holding him together is the hope of someday seeing Irrisen, both the woman and the land. He won't hold back in a fight, but is good at heart and won't attack except in self or others defense.
Dressing in the robes of the Dawnflower, he wears studded leather armor, carries a heavy wooden shield, and has a scimitar, dagger and light mace on his belt. In a quiver along his backpack are 3 javelins.
tethered to his belt, is the lead to a friendly little pack mule, named Scarab. Who while might be able to bite or kick, really prefers to just run away from danger.

Backstory:

Ankih had a happy childhood. Born to rich parents, in the great city of Katapesh. Travelling merchants, Marik and Fimah often left him with the head maid and manservant ( a married old couple, devout worshippers of the Dawnflower). But on certain trips they took him with them, leading to a great interest in travel and seeing the world. Not to mention interest in the worship of Sarenrae, due to the time with the servants.
This was life until his 12th summer. That year his parents didn't take him , nor did they come back. He later learned that they were taken by the Pactmasters and sold into slavery, for unpaid debts.
Horrified by such accusations ( his father was a fair and honest man) he started to research and campaign for their freedom. He failed to free them, and in his fight against the powers that be, he lost the estate and all of his families moneys.

The servants took him in and there he lived til his sixteenth birthday. On that fateful day, his life changed once again. Ever since he lost his parents, Ankih had been secretly providing information and clandestine help to the Eagle Knights in their bid against slavery. On his birthday they came calling, in need of help.
He was asked to hide a few escaped slaves in his house while the search for them cooled down. Agreeing, Ankih was stunned to see a pale young woman with shockingly white hair brought into his home. He was instantly smitten with her exotic looks and beauty.
She stayed with him and his foster parents for a week, during which time Ankih only left her side to sleep or for privacy breaks. The only name she gave him was Irrisen, the name of her homeland. Even though she never confided her real name to him, it seemed that she too enjoyed his company. Alas this was not to be....
At the end of the week the Eagle Knights came and took her away to a ship, never to be seen by Ankih again.

Since then his urge for travel has once again reared its head, and a strong desire to go to the northern lands as well. For 4 years he has studied and prayed, learning Skald (the language of Irrisen) and Celestial, to go with his Common and Gnoll( he learned it as a youth in the markets.) Saving money and buying equipment, planning a trip to Irrisen, he was almost ready to leave. News reached him that his parents were alive and recently freed, now living in Qadira. Changing his plans again, he sold his passage to Irrisen, for cheaper and shorter passage to Qadira.
Arriving in Qadira, he was met by another Eagle Knight. This small Knight ( a Halfling he was told) informed him that his parents fled for Taldor, as the same info that reached him, also was heard by the Pactmasters. They were fleeing for their lives.
They left a note with the Knights that said to meet them in the small town of Heldren, in the southern part of Taldor.
Once again he journeyed on, buying a pack mule and trail rations for the trip, he set out. Unfortunately things haven't gone very well for Ankih, as he was packed for winter lands and travelling in mostly warm or temperate lands.

After a rough trip, he arrived in Taldor. He was only a few miles from Heldren when he discovered a small overturned wagon. Inside were the dead bodies of his parents, slain by arrows. Looking for other clues and not finding them, gave in to his grief and spent a week there.
Ankih buried his parents, with all of their travel gear saves his mother's silver dagger and his father's cold iron mace.
Not really sure where he should go from here, but positive it wouldn't be back to the country that murdered his parents. Ankih set out toward Heldren again, deciding that he would slowly make his way north to Irrisen. Being fairly poor at this point, he has stopped in Heldren to earn some money for his travels..........


Hero Points:
Started with 3 used 3 gained 1 and max to 4 from not being Baba Yaga's Beech, gained 1 at level 5 and 1 at level 6, gained 2 at level 7 so 5/5
( Rangi raised Ankih's max to 5)

Traits:

Restless Wayfarer: loves to travel and great interest in Irrisen. +1 to Knowledge(local) and Knowledge ( geography)Plus 1 free language, Skald suggested.
World Traveller Loves to travel and +1 diplomacy.
Lightbringer Once per day can cast the light spell as a SLA.

Domains/School:

Fire
fire bolt:5/day 30' ranged touch attack, 1d6 fire (+1 every 2 levels)
1st level domain spell-burning hands;2nd lvl-produce flame.
Healing
rebuke death: 5/5/day touch, heal 1d4 (+1 every 2 levels) only on living creatures below 0 hp's.
1st level domain spell-cure light wounds, 2nd lvl-cure moderate wounds.
Universalist
Standard action to cause melee weapon to fly from my grasp to strike a foe within 30'. It is a ranged attack using Int mod to hit and str for dmg. 5/5/day.

Feats/Class Abilities:

Alertness +2 to perception and sense motive
Extra Channel 2 extra channels per day
Reach Spell Change range of spell from touch, close, medium, long. for each step from normal uses one level higher. From touch to long for example is 3 levels higher.
Toughness
Scribe Scroll
Bonded Arcane Item-Mw silver dagger
Toppling Spell- Spells with force descriptor can trip opponents if they make a save, take damage, or are moved by spell. The CMB is current caster level plus appropriate modifier. ( currently Ankih's is +5, level 3 wiz,+ Int +2)
Combined Spells(1st)-pg 388 PHB
Piercing Spell-Lower SR of creature hit by spell by 5, uses 1 level higher slot.

Skills:

Diplomacy:+10 (5rank, 3class, 1Cha, 1trait)
Heal:+7 (2rank, 3class, 2Wis)
knowledge(Arcana):+10 (5rank,3class, 2Int)
Knowledge(religion):+10 (5rank, 3class, 2Int)
Knowledge(local):+7 (1rank, 3class, 2Int, 1trait)
Perception:+11 (7rank, 2Wis, 2feat)
Sense Motive:+11 (4rank, 3class, 2Wis, 2feat)
Spellcraft:+12 (7rank, 3class, 2Int)

Cleric Spells prepared:

0-Level DC 13
Light, Read Magic, Guidance, Stabilize.
1st-level DC 14
Comprehend Languages, Shield of Faith, Sun Metal, Sun Metal.
1st-level domain
Burning Hands, DC 14 for 1/2.
2nd-level DC 15
Resist Energy-cold, Restoration-Lesser, Share language.
2nd-level Domain
Produce flame

3rd-level DC 16
Magic circle against evil, Magic circle against chaos
3rd-level domain DC16
Fireball
Wizard spells prepared:

0-level DC 13
Acid Splash, Detect Magic, Spark, Message .
1st-level DC 14
Burning Hands-DC 14 Ref for 1/2, Magic Missile, Magic Missile, Vanish- 4 rnds.
2nd-level DC 15
levitateX3
3rd-level DC 16
FlyX2

Spellbook:

0-level: All wiz/sorc.
1st-level: Snapdragon Fireworks, Burning Hands, Mage Armor, Gravity Bow, Ray of Enfeeblement, Magic Missile, Vanish, Crafter's Fortune, True strike.
2nd level: Alter Self, Animal Aspect, Flaming Sphere, Levitate, Scorching Ray, Spontaneous Immolation.
3rd level: Fly, Haste.

Gear:

Scimitar, Light Crossbow, 10 bolts,9 cold iron bolts, MW Silver dagger (Bonded arcane item), cold iron light mace, +1 Mithril Chain Shirt, Large sack, Handy Haversack, belt pouch, cold weather outfit, clerics vestments, wooden holy symbol, Inkpen, vial of ink, wizards spellbook ( travelling journal), flint and steel, waterskin, 3 tindertwigs (kept in empty vial, corked empty vial, hooded lantern, 2 flasks of oil, 50' rope, 4 days rations, Cloak of the Yeti(-constant endure elements vs cold, +1 natural armor,+2 intimidate with the hood up.), Ioun torch, Origami swarm, Vial of White Dragon's Blood ( used as a material component or focus, similar in effect to liquid ice), wand CLW 41 charges -in sheathe, Wand of Truestrike 4 charges -in sheathe, Wand of Silent Image 12 charges -in belt,2 spring loaded wrist sheathes, 8 Scroll cases, Headband of Vast Intelligence,.

Scroll Cs#1:


Scroll Cs#2:

See Invisibility


Scroll Cs#3:

2xGravity Bow (CL1)
Blink (CL3)

Scroll Cs#4:

1xMage Armor (CL1)

Scroll Cs#5:

2xEndure Elements

Scroll Cs#6:

1xGhostbane Dirge (CL3)
1xMagic Weapon (CL3)
2xInstant Armor (CL3)

Scroll Cs#7:

2xComprehend Language (CS#3)

Scroll Cs#8:

660gp
5sp
3cp