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About Drexel MorrowWizard Transmuter:
Str 10 0 Dex 15+1=16 +3 Con 11 0 Int 16+2=18 +4 Wis 12 +1 Cha 14 +2 Stats:
Drexel Morrow
Favored class Wizard +1Skill pt/Level Init +3 AC 13, touch 13, flat-footed 10 hp 6 (1d6) Fort 0, Ref 3, Will 3 BAB 0; CMB 0; CMD 13 Speed 30 ft. Melee Dagger +0/+3 1d4(19-20/x2)10ft
Spells Known:
0-Level Wizard Spells (Cantrips) Abjuration Resistance: Subject gains +1 on saving throws. Conjuration Acid Splash: Orb deals 1d3 acid damage. Divination Detect Magic: Detects all spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or small object. Read Magic: Read scrolls and spellbooks. Enchantment Daze: A single humanoid creature with 4 HD or less loses its next action. Evocation Dancing Lights: Creates torches or other lights. Flare: Dazzles one creature (–1 on attack rolls). Light: Object shines like a torch. Ray of Frost: Ray deals 1d3 cold damage. Spark: Ignites flammable objects. Illusion Ghost Sound: Figment sounds. Transmutation Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whisper conversation at distance. Open/Close: Opens or closes small or light things. Universal Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). Prestidigitation: Performs minor tricks. 1st-Level Sorcerer/Wizard Spells
Feats/Traits:
Feats Aditional Traits Benefit: You gain two character traits of your choice. These traits must be chosen from different lists. Extend Spell (Metamagic) Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level. Traits: Vagabond Child(urban): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.(Sleight of Hand) Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Power-Hungry: You’re addicted to power. You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power. Extremely Fashionable: You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Bluff) is a class skill for you. Skills:
Acrobatics Dex* 3
Appraise Int 4 Bluff Cha 2+1+3 Climb Str* 0 Craft Int 4 Diplomacy Cha 2 Disable Device Disguise Cha 2 Escape Artist Dex* Fly Dex* Heal Wis 1 Intimidate Cha 2 Knowledge (arcana) Int 4+1+3 Knowledge (dungeoneering) Int Knowledge (engineering) Int Knowledge (geography) Int Knowledge (history) Int Knowledge (local) Int Knowledge (nature) Int Knowledge (nobility) Int Knowledge (planes) Int 4+1+3 Knowledge (religion) Int Linguistics Int Perception Wis 1+1 Perform Cha Ride Dex* Sense Motive Wis 1 Sleight of Hand Dex* 3+1+3+1 Spellcraft Int 4+1+3 Stealth Dex* 3+1 Survival Wis Swim Str* Use Magic Device Cha* 2+1+3+1 Special Abilities:
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object. Wizards who select a bonded object begin play with one at no cost. (ring) These objects are always masterwork quality. If the object is a ring, it must be worn to have effect. 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, it occupies the ring slot. 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. 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. 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: Specialist:Transmutation Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Dex). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II. Opposition: Evocation, Necromancy A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. 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. 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. Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each 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 opposed school, but it uses up two of his available slots. Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. Equipment:
Bonded Ring - - Dagger 2gp 1lb Light Crossbow 35gp 4lb Bolts (20) 2gp 2lb Backpack 2gp 2lb Winter Blanket 5sp 3lb Candle x10 1sp - Scroll Case x2 2gp 1lb Chalk x10 1sp - Flint and Steel 1gp - Ink 8gp - Ink pen 1sp - Parchment x5 1gp - Belt pouch x2 2gp 1lb Spell Components pouch 5gp 2lb Spell Book - 3lb Travelers Outfit - - 6gp 2sp
background:
Drexel grew up in a family that was part of a small farming community that provided the Arcane Tower with food stuffs prior to New Allence moving in. Not owning land, and being part of the labor force, they had no way to make money when the more wealthy folks started moving down and due to this was not very privileged, as such he was not afforded the opportunity to learn magic at the Tower even though it was what interested him and he was rather frail for day labor. His parents knew there was no way that they could force the issue to send him to the Arcane Tower so they encouraged him to learn how to bluff and use sleight of hand to perform stage magic. After learning the basics he learned to use it for much more then that and many a time would come home with some expensive item that he "received as a gift" for his stage magic. His parents never caught on that he was stealing.
After astounding many people with his abilities he began to make somewhat of a name for himself, was noticed by a real wizard, and was taken for an aptitude test at the Arcane Tower to see if he could perform real magic. He was found to have an astounding ability to learn and perform magic, and part of the reason he was so good at stage magic was raw, untapped, potential manifesting itself. Shortly after he was given a scholarship to learn the ways of a wizard, he quickly discovered that he enjoyed learning and constantly found himself in the library, once he had read everything that he was allowed to there he would sneak into restricted areas of the school to try and learn things he was not authorized to, though he was rarely able to elude capture for long and constantly got reprimanded with a bit of a wink due to his constant curiosity that the instructors wished more students had. While learning he enjoyed pulling pranks on his fellow class mates using his non magical skills. When he graduated as a fully qualified transmuter he quickly turned to mercenary work and thievery using his new found skills so that he could pay off his scholarship loans. Once he had paid them off he knew he could quickly make money doing those things and continued. |