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About Eden KenwayCurrent Wizard Spells Prepared:
Current Wizard Spells Prepared (CL 21th; Concentration +33/+38 Defensive Casting) Lvl 9: (DC 31) (5+1) — Lvl 8: (DC 30) (6+1) — Lvl 7: (DC 29) (6+1) —Mage's Magnificent Mansion, Giant Form I (D), Limited Wish, Limited Wish, Limited Wish, Summon Monster VII, Summon Monster VII Lvl 6: (DC 28) (6+1) —Chains of Light, Chains of Light, Chains of Light, Dispel Magic (Greater), Dispel Magic (Greater), Flesh to Stone (D), Flesh to Stone Lvl 5: (DC 27) (6+1) —Baleful Polymorph, Icy Prison, Icy Prison, Life Bubble, Lvl 4: (DC 26) (7+1) —Dimension Door, Dimension Door, Lvl 3: (DC 25) (7+1) —Haste, Haste, Haste, Lvl 2: (DC 24) (7+1) —Glitterdust, Glitterdust, Glitterdust, Mirror Image, Mirror Image, Resist Energy, Lvl 1: (DC 23) (7+1) — Lvl 0: (DC 22) (4) —Detect Magic, Detect Poison, Light, Prestidigitation Eden (Elf Form) Stat Block:
Eden Kenway Female Elf Transmuter Wizard 20 Neutral Good Small Humanoid (Elf) Initiative: +14 (4 Dex, +2 Racial, +2 Trait, +4 Improved Initiative, +1 Insight, +1 Competence); Senses: Low-Light Vision; See in Darkness; See Invisibility; Perception +33 -------------------- Defenses -------------------- AC: 17, Touch: 15, Flat Footed: 13 (10, +4 Dex, +2 Armor, +1 Size, +0 Shield, +0 Natural) HP: 162/162 (20d6+80) [6, +76 (4*19), +60 (3*20) Con, +20 Favored Class] Fort: +17 (6 Wizard, +3 Con, +6 Resistance, +1 Competence, +1 Luck) Ref: +17 (6 Wizard, +4 Dex, +5 Resistance, +1 Competence, +1 Luck) Will: +23 (+2 vs. enchantment) (12 Wizard, +4 Wis, +5 Resistance, +1 Competence, +1 Luck) Immune: Magic Sleep Effects Defensive Abilities: Freedom of Movement (Constant), Nondetection (Constant), Magic Circle Against Evil (Constant), Deathward (Constant) -------------------- Offenses -------------------- Speed: 30 ft., 40 ft. Fly (Good) Melee: N/A Permanent Spells: Reduce Person, See Invisibility, Tongues On-Going Spells: Ant Haul, Aroden's Spellbane (Mage's Disjunction, Antimagic Field, Dispel Magic, Greater Dispel Magic), Contingency, Greater False Life, Life Bubble, Mind Blank, Moment of Prescience, Extended Overland Flight, Shapechange Typical Wizard Spells Prepared (CL 21th; Concentration +33/+38 Defensive Casting) Lvl 9: (DC 31) (5+1) — Lvl 8: (DC 30) (6+1) — Lvl 7: (DC 29) (6+1) —Mage's Magnificent Mansion, Giant Form I (D), Plane Shift, Limited Wish, Limited Wish, Limited Wish, Limited Wish Lvl 6: (DC 28) (6+1) —Chains of Light, Chains of Light, Dispel Magic (Greater), Dispel Magic (Greater), Transformation (D), Flesh to Stone, Veil Lvl 5: (DC 27) (6+1) —Baleful Polymorph, Baleful Polymorph, Icy Prison, Icy Prison, Lvl 4: (DC 26) (7+1) —Dimension Door, Dimension Door, Lvl 3: (DC 25) (7+1) —Haste, Haste, Haste, Lvl 2: (DC 24) (7+1) —False Life, Knock (D), Mirror Image, Mirror Image, Resist Energy, Resist Energy, Tears to Wine, Tears to Wine Lvl 1: (DC 23) (7+1) — Lvl 0: (DC 22) (4) —Detect Magic, Detect Poison, Light, Prestidigitation Specialization: Transmutation
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Stats:
Starting
After Racial Adjustments
After Level Adjustments Every Four Levels
After Magic Items
After Transmuter Class Enhancement
After WISHES
After Reduce Person
Favored Class Points:
Favored Class: HP or Elf Wizard Bonus
Feats:
Level 1 Racial Bonus: Run Level 1 Wizard Bonus: Scribe Scroll Level 1: Improved Initiative Level 3: Spell Focus (Transmutation) Level 5 Wizard Bonus: Opposition Research Level 5: Craft Wondrous Item Level 7: Persistent Spell Level 9: Summon Good Monster Level 10 Wizard Bonus: Fast Study Level 11: Spell Penetration Level 13: Greater Spell Focus (Transmutation) Level 15 Wizard Bonus: Heighten Spell Level 15: Preferred Spell (Disintegrate) Level 17: Eschew Materials Level 19: Knowledge is Power Level 20 Wizard Bonus: IMMORTALITY Equipment:
CONTAINERS:
WORN: Spell Component Pouch - 5 gp - 2 lbs. Armor: +1 Silken Ceremonial Robe - 1,180 gp - 4 lbs.
CONSUMABLES:
OTHER:
CRAFTED: 91,250 gp
CURRENT: 1,490 gp total in various light weight gems and platinum pieces
Spellbook:
9th- Arodan's Spellbane, Astral Projection, Gate, Interplanetary Teleport, Mage's Disjunction, Shapechange, Summon Monster IX, Time Stop, Wish 8th- Discern Location, Mind Blank, Polymorph Any Object, Moment of Prescience, Prediction of Failure, Summon Monster VIII 7th- Giant Form I, Limited Wish, Mage's Magnificent Mansion, Planar Adaptation (Mass), Plane Shift, Prismatic Spray, Spell Turning, Scrying (Greater), Summon Monster VII, Teleport (Greater), Waves of Ecstasy 6th- Chains of Light, Contingency, Disintegrate, Dispel Magic (Greater), Flesh to Stone, Stone to Flesh, Summon Monster VI, Transformation, True Seeing, Undeath Ward, Veil 5th- Baleful Polymorph, Break Enchantment, Echolocation, Fabricate, Icy Prison, Life Bubble, Overland Flight, Permanency, Sending, Stoneskin (Communal), Teleport 4th- Black Tentacles, Boneshatter, Dimension Door, Enervation, False Life (Greater), Invisibility (Greater), Obsidian Flow, Remove Curse, Resilient Sphere, Scrying, Stoneskin, Wall of Ice 3rd- Displacement, Dispel Magic, Fireball, Haste, Heroism, Magic Circle Against Evil, Resist Energy (Communal), Slow 2nd- False Life, Glitterdust, Invisibility, Knock, Masterwork Transformation, Mirror Image, Resist Energy, See Invisibility, Tears to Wine 1st- Ant Haul, Alarm, Blood Money, Ear-Piercing Scream, Endure Elements, Enlarge Person, Grease, Heightened Awareness, Liberating Command, Obscuring Mist, Protection from Evil, Reduce Person, Shield, Silent Image 0th- All Core Rulebook except Enchantment and Necromancy Skills:
Total Ranks: 220 [220 (11 * 20) Wizard] Appraise: +17 (12 Int, +1 Ranks, +3 Class, +1 Competence)
Elf Racial Traits:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail. Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Transmuter Wizard 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 presented in Spell Lists. 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. 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): 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. Rules for bonded items are given below, while rules for familiars are at the end of this section. 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). 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 the Craft Magic Arms and Armor feat in Feats). 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 a prohibited 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 feat, 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. 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 prohibited 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). Transmutation (Enhancement) School:
Transmuters use magic to change the world around them. Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). 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. Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level. Appearance:
Eden is rather average looking for an elf, more exotically pretty than otherworldly beautiful. Part of that comes from her tendency to downplay her looks. Her hair is actually a luxurious natural blonde, but she dyes it a color closer to platinum. Eden also covers her smooth, fair skin with blue tattoos that do not seem to have much rhyme or reason. Her large azure eyes are probably the most attractive feature about her. Like most elven women, she is tall and slender, and the Transmuter's movements are nothing but graceful. Having spent most of her life cooped up studying, Eden is not exactly the paragon of physical might. However, her recent adventures have given her a degree of extra muscle that many wizards lack. She still uses a great deal of magic to make up for her physical ineptness. For example, Eden spends most of her waking day in flight. Personality:
The rougher aspects of Eden's personality is a product of her history. She has seen her family die twice; her elven family from a terrible accident and then her adoptive human family from old age. As such, combined with the fact that she is an elf (a race not exactly known for their open and warm personalities), the wizard is a tad jaded, aloof, and reclusive. Part of the reason she took up dungeon crawling is to isolate herself from a turbulent world. Eden also feels a bit lonely most of the time. However, being a very perceptive woman, Eden is highly aware of her flaws, and she has been actively trying to overcome her pitfalls over the long years she has lived. Generally speaking, Eden tries to be an altruist, helping people in need. The Transmuter is quite kind and charming when she wants/tries to be, having studied the fine arts of diplomacy and oration for literally decades. She generally gets well with just about anyone and likes to make friends. Given her age, Eden has quite a few across the Inner Sea. One of the reasons she studies Transmutation is to learn how to enhance herself to a more ideal state. Eden is a total bookworm and tends to reference many things that she has read when she talks. While she is normally a bit quiet, the elf can become a complete motormouth when talking about a subject the fascinates her. She prefers that others lead, but Eden definitely contributes as much as she can to any group. At her age, the Transmuter has long since learned that working with others can spare a ton of heartache. History:
Eden Kenway was actually born Ophelia Istelle Glinathir. She was the youngest daughter family of prominent Varisia-based elves who helped found the city-state of Magnimar. What little of early portions of her childhood that she remembers is composed of mostly happy memories. She recalls running through her mother's lush gardens short after learning to walk at age seven, and even to this day, her recollections of her older brother reading to her still bring her to pause. Like many of her kind, she did not become a Forlorn Elf by choice, but the events surrounding her orphaning were quite strange. Tragedy struck shortly after her first decade of life. During a family trip to Absalom, the entire clan was caught in a terrible accident that killed everyone sans little Ophelia. Given the nature of incident (and a slow newsday), word of the incident spread around Absalom rather quickly. Having no immediate family to take her in, Ophelia was quickly found a home with the Kenway household, a small group of minor noble arcanists. Being at an age where she could hardly speak, no one knew her birth name, so she was redesignated Eden Kenway. Adjusting to her new life was difficult; the young elf saw her adoptive parents, siblings, and nieces/nephews grow old and die before she was fully grown. Eden was ultimately raised by three generations of Kenways. However, she was given everything that she needed, including a stellar education in the arcane arts. Like many elves, she readily absorbed everything arcana-based given to her. Her first claim to fame was accidental. It happened when she was around one hundred and ten years old; one of her nephews fancied himself a grand adventurer and got trapped in a musty dungeon. Given how they were practically mayflies to her, Eden had grown a bit distant from the rest of the Kenways after her original adopters perished, but family was still family; the Kenways had given her everything she could ever want for over a hundred years, so it was time to return their many decades of kindness. Eden volunteered to join the task force to find the boy (or his remains) and served with distinction. Her powerful transmutation magic slowed monsters down to a crawl, tore down walls that blocked the group's passage, and augmented the prowess of the melee fighters. In the end, they managed to retrieve her nephew and his friends. For the first time in many years, Eden felt content with herself and vowed to find ways to put her magic to similar good uses. With the blessings of her family (who were happy that she finally decided to leave the Kenway estate for the first time in decades), the Transmuter began traveling across the Inner Sea, joining up with good causes of all stripes. As with many Forlorn Elves, she found herself having trouble socializing with other humanoids, so after acquiring a magic ring to maximize her amount of time awake, she would adventure by day and study the writings of renowned diplomats and orators by night. Her studies paid off in time. Even if it took some effort, Eden found herself relating more to others. In the present day, when not contributing her services to altruistic causes around the Inner Sea, Eden spends most of her time spelunking in ruins and forgotten crypts. She finds solace in these adventures. Not only do they challenge her mind, but some of the treasures she retrieves help out immensely in her other work. The sheer number of such expeditions she has ventured on has built her of something of a reputation in the Inner Sea for her work... Old Wizard Spells Prepared:
Current Wizard Spells Prepared (CL 21th; Concentration +33/+38 Defensive Casting) Lvl 9: (DC 31) (5+1) — Lvl 8: (DC 30) (6+1) — Lvl 7: (DC 29) (6+1) —Mage's Magnificent Mansion, Giant Form I (D), Lvl 6: (DC 28) (6+1) — Lvl 5: (DC 27) (6+1) —Baleful Polymorph, Baleful Polymorph, Icy Prison, Icy Prison, Lvl 4: (DC 26) (7+1) —Dimension Door, Dimension Door, Lvl 3: (DC 25) (7+1) — Lvl 2: (DC 24) (7+1) —Glitterdust, Glitterdust, Glitterdust, Mirror Image, Mirror Image, Lvl 1: (DC 23) (7+1) — Lvl 0: (DC 22) (4) —Detect Magic, Detect Poison, Light, Prestidigitation Old Wizard Spells Prepared:
Current Wizard Spells Prepared (CL 16th; Concentration +25/+30 Defensive Casting) Lvl 8: (DC 27) (3+1) — Lvl 7: (DC 26) (4+1) —Mage's Magnificent Mansion, Giant Form I (D), Lvl 6: (DC 25) (4+1) —Dispel Magic (Greater), Flesh to Stone (D), Flesh to Stone, Undeath Ward, Veil Lvl 5: (DC 24) (6+1) —Baleful Polymorph, Icy Prison, Icy Prison, Icy Prison, Lvl 4: (DC 23) (6+1) —Dimension Door, Dimension Door, Lvl 3: (DC 22) (6+1) —Haste, Lvl 2: (DC 21) (6+1) — Lvl 1: (DC 20) (7+1) —Blood Money, Blood Money, Blood Money, Lvl 0: (DC 19) (4) —Detect Magic, Detect Poison, Light, Prestidigitation Old Wizard Spells Prepared:
Current Wizard Spells Prepared (CL 16th; Concentration +25/+30 Defensive Casting) Lvl 8: (DC 27) (3+1) — Lvl 7: (DC 26) (4+1) —Mage's Magnificent Mansion, Giant Form I (D), Lvl 6: (DC 25) (4+1) — Lvl 5: (DC 24) (6+1) —Baleful Polymorph, Baleful Polymorph, Icy Prison, Lvl 4: (DC 23) (6+1) — Lvl 3: (DC 22) (6+1) —Haste, Lvl 2: (DC 21) (6+1) —False Life, False Life, Knock (D), Mirror Image, Mirror Image, Lvl 1: (DC 20) (7+1) —Grease, Grease, Lvl 0: (DC 19) (4) —Detect Magic, Detect Poison, Light, Prestidigitation Old Wizard Spells Prepared:
Lvl 8: (DC 27) (3+1) — Lvl 7: (DC 26) (4+1) —Giant Form I (D), Lvl 6: (DC 25) (4+1) —Flesh to Stone (D), Dispel Magic (Greater), Lvl 5: (DC 24) (6+1) —Baleful Polymorph, Baleful Polymorph, Icy Prison, Lvl 4: (DC 23) (6+1) —Dimension Door, Lvl 3: (DC 22) (6+1) —Dispel Magic, Lvl 2: (DC 21) (6+1) —False Life, False Life, Knock (D), Mirror Image, Mirror Image, See Invisibility, See Invisibility Lvl 1: (DC 20) (7+1) — Lvl 0: (DC 19) (4) —Detect Magic, Detect Poison, Light, Prestidigitation Old Wizard Spells Prepared:
Current Wizard Spells Prepared (CL 15th; Concentration +24/+29 Defensive Casting) Lvl 7: (DC 26) (3+1) —Mage's Magnificent Mansion, Lvl 6: (DC 25) (4+1) — Lvl 5: (DC 24) (5+1) — Lvl 4: (DC 23) (6+1) —Dimension Door, Lvl 3: (DC 22) (6+1) —Communal Resist Energy, Dispel Magic, Lvl 2: (DC 21) (6+1) — Lvl 1: (DC 20) (7+1) —Ear Piercing Scream, Grease, Grease, Liberating Command (D), Lvl 0: (DC 19) (4) —Detect Magic, Detect Poison, Light, Prestidigitation
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