Ezren

Edmond Wynston's page

50 posts. Alias of Codanous.


Race

Positive Conditions: Mage Armor, Protection from Energy (32 pts) 45 mins, See Invisibility 115 mins, Shield 13min, Heroism | Negative Conditions:

Classes/Levels

HP: 63/80 | AC:20 T:13 FF:18,| CMD: 17 | Fort:+9 , Refl:+9 , Will: +12 | Init: +8 | Diviner’s Fortune 7/9 | Spells 1st: 12/13 | 2nd 5/7 | 3rd 4/7 | 4th 6/7 | 5th 2/5 | 6th 4/4 | 7th 2/3 |

About Edmond Wynston

HP: 80/80 | AC:16 T:13 FF:14,| CMD: 17 | Fort:+9 , Refl:+9 , Will: +12 | Init: +8 | Diviner’s Fortune 9/9 | Spells 1st: 13/13 | 2nd 7/7 | 3rd 7/7 | 4th 7/7 | 5th 5/5 | 6th 4/4 | 7th 3/3

Male Human Diviner Wizard 13 | Gerald Raven Familiar 40 hp |

Positive Conditions: | Negative Conditions:

Edmond Wynston
N Male Human Wizard
Medium Humanoid(Human)
Init: +8 Senses:
------------------------------------------
Defenses:
------------------------------------------
AC 15, T11: FF:14 (+1 Dexterity)
HP: 80 (13d6+26)
Saves: Fort: +9, Reflex +9, Will: +12
------------------------------------------
Offense
Speed 30 ft
Melee 1.) Dagger +5
Ranged 1.) Dagger +8
Spell Stats: Concentration: +26, Spell Pen: +17
Spells Prepared:
Cantrips: 4: Light, Open/Close, Detect Magic, Read Magic
1st: DC19, 12+1 slots: Detect Secret Doors(BS), Alarm(1), Hold Portal, Shield, Magic Missile(6/6), Enlarge Person(2/2), Long Arm,
2nd: DC 20, 6+1 slots: See Invisibility(BS), Extended Mage Armor, Knock(2/2), Burning Arc(2/2), Resist Energy
3rd:DC 21, 6+1 slots: Arcane Sight(BS),Dispel Magic(0/2), Haste, Greater Thunderstomp, Resist Energy(Communal), Tiny Hut
4th: DC 22, 6+1 slots: Arcane Eye(BS), Acid Pit(x3), Greater False Life, Greater Invisibility, Protection from Energy, communal
5th: DC 23, 4+1 slots: Thoughtsense(BS), Empowered Lightning Bolt(1/2)(DC22), Extended Protection from Energy(Communal), Teleport
6th: DC 24, 3+1 slots: True Seeing(BS), Chain Lightning(DC25), Banshee Blast
7th: DC 25, 2+1 slots: Retrocognition, Hungry Darkness, Empowered Cone of Cold
--------------------------------------------
Statistics
--------------------------------------------
Str 8, Dex 14, Con14, Int 26, Wis 12, Cha 8
Base Atk +6; CMB +6; CMD 16
Feats (H)Point Blank Shot, (WB)Scribe Scrolls, (1)Spell Focus: Evocation, (3)Spell Penetration, (5)Extend Spell, (WB)Fast Study, (7)Greater Spell Penetration, (9)Empower Spell, (WB10) Opposition Research (Illusion), (11)Improved Counterspell, (13) Precise Shot

Skills 11 Skill Ranks/per level=143 Ranks.
Appraise (Int): 5 ranks = +16
Fly (Dex) 13 ranks = +18
Arcana 13 ranks = +24
Dungeoneering 13 ranks = +24
Engineering 13 ranks = +24
Geography 13 ranks = +24
History 13 ranks = +24
Local 13 ranks = +25
Nature 7 ranks = +18
Planes 13 ranks = +24
Religion 13 ranks = +24
Spellcraft (Int) 13 ranks = +30

Languages:(2 given, 3 for high intellect,) Common, Elven, Giant, Dwarven, Orc,

Traits:

Classically Schooled:
Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

Student of Giantkind
You’ve always been fascinated by the giant races, and have devoted a considerable amount of time to studying their history and societies, gaining insight into the way they think and use their abilities. You gain a +1 trait bonus on Diplomacy checks against creatures with the giant subtype and a +1 trait bonus on Knowledge (local) checks regarding creatures with the giant subtype, and one of these skills (your choice) becomes a class skill for you. In addition, you know the Giant language (this does not count toward your number of languages).

Weight Capacity: Light Load 0-58 lbs, Medium 59-116, Heavy 117-175 lbs. Current Capacity: 37 lbs

Gear:
backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin, Ring of Wizardry 1, Rod of Empower(Lesser), Rod of Lesser Elemental(Cold), Headband of Vast Intellect +4, Cloak of Resistance +3, Belt of Physical Might +2(Dex/Con), Bag of Holding Type IV, Pearl of Power 1 & 3, Wand of Identify(50 charges), Jaunt Boots, Gloves of Elvenkind, 2000 gold in Spell Components, 229 loose gold.

Jaunt Boots:
These stylish black leather boots are stitched with images of winding roads and trails through peaceful orchards. They can be worn up to mid-thigh, or have their cuffs turned down to make knee-high boots. Three times per day, as a move action, the wearer can move up to 15 feet (or her movement speed if it’s less than 15 feet). This movement does not provoke attacks of opportunity.

Gloves of Elvenkind:
These plain gray leather gloves grant a +5 competence bonus on Spellcraft checks and concentration checks made to cast a spell defensively. Both gloves must be worn for the magic to be effective.

Staff Of Frost:

Tipped on either end with a glistening diamond, this runecovered staff allows use of the following spells:
Ice storm (1 charge)
Wall of ice (2 charges)
Cone of cold (3 charges)

----------------------------------------
Special Abilities
----------------------------------------

Human Racial abilities:
+2 to intellect at level up, +3 to Intel from level up bonuses, gain 1 additional skill point per level up, human favored class bonus is “Add a spell of 1 level lower to spellbook”. I’ll do this to get +2 cantrips, +2 1st level spells, +2 second level spells, +2 third level spells, +2 4th level spells, and +1 5th level spell known.

[spoiler=Human Bonus Feat] Spell Focus: Evocation

[spoiler=Fast Study Discovery] (Ultimate Magic pg. 86): Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute. You must be at least a 5th-level wizard to select this discovery.

Improved Counterspell:
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

Arcane Bond(Familiar) Raven(Gerald):

Gerald
Init: +2 Senses: Low-Light Vision
------------------------------------------
Defenses:
------------------------------------------
AC 18, T12: FF:17 (+2 Dexterity)
HP: 33 ((13d6+1)/2)
Saves: Fort: +5, Reflex +5, Will: +9
Str 2, Dex 15, Con18, Int 12, Wis 15, Cha 7
Base Atk +6; CMB +6; CMD 16
Skills Perception +8, Fly +15, Stealth +18

Feats Alertness: +2 to Perception
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance (Ex):If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Arcane School: Divination School | Oppo Schools: Illusion, Enchantment:

Diviners are masters of remote viewing, prophecies, and using magic to explore the world.

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Scrying Adept (Su): At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.

Spellbook:

Spells known:
Cantrips known: Light, Dancing Lights, Detect Magic, Read Magic, Open/Close, Prestidigitation.

1st level spells known: Mage Armor, Shield, Magic Missile, Alarm, Hold Portal, Detect Secret Doors, Snapdragon Fireworks, Youthful Appearance, Long Arm, Liberating Command, Feather Fall, Enlarge Person, Ant Haul, Thunderstomp, True Strike, Identify, Grease, Glue Seal, Air bubble,

2nd Level spells known: See Invisibility(BS), Extended Mage Armor, Knock(x2), Burning Arc(x2), Rope Trick, Merge with Familiar, Darkvision, Ant Haul(Communal), Invisibility, Shatter, Darkness, Continual Flame, Web, Mount(Communal), Glitterdust, Resist Energy, Protection from Evil(Communal), Arcane Lock

3rd: Arcane Sight(BS), Dispel Magic(x2), Haste, Greater Thunderstomp, Slow, Water Breathing, Spider Climb(Communal), Keen Edge, Magic Weapon(Greater), Darkvision(Communal), Daylight, Fireball, Lightning Bolt, Tiny Hut, Tongues, Magic Circle against Evil/Chaos, Resist Energy(Communal),

4th: Arcane Eye(BS), Acid Pit(x2), Greater False Life, Dimension Door, Protection from Energy communal, Eyes of the Void, Darkvision Greater, Invisibility Greater, Secure Shelter, Protection from Energy(Communal)

5th: Thoughtsense(BS), Empowered Lightning Bolt(x2), Extended Greater Invisibility, Teleport, Permanency, Overland Flight, Animal Growth, Baleful Polymorph, Cone of Cold, Wall of Force, Prying Eyes, Hungry Pit, Break Enchantment, Dismissal, Stoneskin(Communal), Fire Snake

6th: True Seeing(BS), Chain Lightning, Banshee Blast, Knock(mass), Flesh to Stone, Stone to Flesh, Tar Pool, Disintegrate, Circle of Death, Permanent Image, Path of the Winds, Legend Lore, Wall of Iron, Dispel Magic(Greater)

7th: Retrocognition , Hungry Darkness, Legendary Proportions, Limited Wish, Fly, Mass.