Vardalel Prennder

Ezranadir's page

571 posts. Organized Play character for Dooser.


Race

Elf

Classes/Levels

Wizard-Evoker 8th

Stats:
HP: 47/47 | Init +10 | AC: 19(23); FF: 15(19); T: 19(23); CMD: 24 | F: +5, R: +8, W: +8; Speed: 30';

Gender

Male

About Ezranadir

Male Elven Evoker 8
CG, Medium, Elf, Humanoid
Vision: Low-Light Vision
Languages: Azlanti, Common, Draconic, Elven, Sylvan, Thassilonian, Varisian
--------------------
AC 19(23); FF: 15(19); T: 19(23); CMD: 24
Fort +5; Ref +8; Will +8
HP 47; Initiative: +10
DR 5/magic, resist fire 10, and a +4 bonus on saving throws to resist pain effects.
--------------------
Speed: 30 feet

Str 10 (+0), Dex 18 (+4), Con 12 (+1)), Int 22 (+6), Wis 10 (+0), Cha 10 (+0)

BAB: +4
Melee [1] +1 Mithral Rapier +5 Damage 1d6+1 Piercing Critical (18+/×2)
Ranged [1] Masterwork Composite Longbow +9 (60 Arrows, range increment 110 feet, reload 0), Damage 1d8 Piercing Critical(X3)
Ranged [2] Ranged Spells +8

Skills (8/Lvl): Acrobatics +3, Appraise +11 (1+1), Bluff +3, Climb +0, Craft Armor +11 (2), Craft Weapons +11 (2), Diplomacy +0, Disable Device +3, Disguise +0, Escape Artist +3, Fly +14 (8), Handle Animal +0, Heal +0, Intimidate +0, Knowledge (Arcana) +18 (8+1), Knowledge (Dungeoneering) +17 (8), Knowledge (Engineering) +10 (1), Knowledge (Geography) +11 (2), Knowledge (History) +11 (2), Knowledge (Local) +11 (2), Knowledge (Nature) +11 (2), Knowledge (Nobility) +10 (1), Knowledge (Planes) +17 (8), Knowledge (Religion) +13 (+7 Free), Linguistics +18 (8+1), Perception +9 (+7 Free), Profession (Scribe) +4 (1), Ride +3, Sense Motive +0, Spellcraft +17/+19 (8), Stealth +3, Survival +0, Swim +0, Use Magic Device +0.

Gear: Artisan's outfit (Free), Bedroll, Belt pouch, Winter Blanket, Crowbar, Flint and Steel, Silk rope w/ Grappling Hook, Soap, Mapmaker's Kit with Arcane mark, Writing Kit (Inkpen, Ink & Parchment) with Arcane mark, Masterwork Artisan's Armor Tools with Arcane Mark, Masterwork Artisan Weapon Tools with Arcane mark, Waterskin, Trail Rations (2 days), Wizard Starting Spellbook with Arcane Mark, Purse with Arcane Mark (4 pp; 91 gp; 13 sp; 9 cp)
Magic Items: Cloak of Resistance +2 with Arcane mark, Headband of Vast Intelligence +4 (Knowledge [Religion+7] & Perception+7) with Arcane Mark, Ioun Gauntlet with Ioun Stone (mossy disk, cracked, Knowledge [Appraise & Arcana+1]) with Arcane Mark, Efficient Quiver with Arcane Mark, Handy Haversack with Arcane Mark,
Lesser Talismans (Arrow Protection, Freedom & Warrior’s Courage), Ring of Minor Spell Storing, Wand of Fireballs 5 Charges:(X)(X)(_)(_)(_)(_)(_), Wand of Shocking Grasp (41 charges), Potion of Cure Light Wounds X2 (_)(_), Vial of Alchemist's Fire X2 (_)(_), Scroll of 1st level spells: mage armor, unseen servant, Scroll of 2nd level spells: glitterdust, pyrotechnics, scorching ray, shatter, Scroll of 3rd level spells: daylight, dispel magic, fireball, lightning bolt, 4th level spells: shout, Scroll of Summon Monster 3 X1 (X), Ring of Protection +1, Blessed Book, Spell Components (Soothing Incense worth 400gp x2 (_)(_), Vial of Holy Water x1 (_), Ink consisting of squid secretion & black dragon blood X5 (X)(_)(_)(_)(_), Ivory Plaque worth 50gp) (Light Load: 17 out of 22 lbs)

Spells:

Concentration Checks: 1d20+17 vs. 15+SL
Cast Defensively: 1d20+17 vs. DC 15+2XSL
Overcome SR: 1d20+12/+13 vs Scrolls
Arcane Wizard Spells: DC 16+SL, Attack +8;

Blessed Book

Cantrips: (4 At Will)
Detect Magic (1/day)(_)
Resistance
Acid Splash
Read Magic - Free
Daze
Dancing Lights
Flare
Light
Ray of Frost (_)
Ghost Sound
Mage Hand (_)
Mending
Message
Open/Close
Arcane Mark
Prestidigitation (_)

1st: (4+2+1S/Day)
Animate Rope
Aphasia (_)
Alarm
Burning Hands
Color Spray
Ear-Piercing Scream (_)
Endure Elements
Enlarge Person
Erase
Expeditious Retreat
Feather Fall
Floating Disk
Grease
Mage Armor (X)
Magic Missile (_)(_)(Ring)
Magic Weapon
Obscuring Mist
Obscure Poison
Polypurpose Panacea
Ray of Sickening
Shield (_)
Shadow Weapon
Shocking Grasp
Snapdragon Fireworks (_)
Snowball
Vanish
Vocal Alteration

2nd: (3+2+1S/Day)
Alter Self
Bear's Endurance
Callback
Cat's Grace
Continual Flame
Darkvision (_)
Disfiguring Touch
Daze Monster
Elemental Speech
Fox's Cunning
Hideous Laughter (_)
Knock
Levitate (_)
Mirror Image (X)
Pyrotechnics
Scorching Ray (X)(X)(Ring)
Sculpt Simulacrum

3rd: (3+1+1S/Day)
Campfire Wall
Dispel Magic (_)
Eruptive Pustules
Gaseous Form
Fireball (_)
Fly (_)
Heroism
Invisibility Sphere
Keen Edge (_)
Lightning Bolt
Monstrous Physique I
Phantom Driver
Pugwampi's Grace (_)
Protection from Energy
Sleet Storm
Slipstream
Slow (XM)
Tongues
Undead Anatomy I
Wind Wall

4th: (2+1+1S/Day)
Celestial Healing, Greater
Dimension Door (X)(_)
Firewalker's Meditation
Mnemonic Enhancer (X)
Purge Spirit
Shout (X)
Wall of Fire

5th: (+1+1S/Day)
6th: (+1+1S/Day)

Racial
Elven Immunities: +2 racial bonus on saving throws 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 checks made to identify the properties of magic items.
Elven Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Keen Senses: +2 racial bonus on Perception checks.
Low-Light Vision: A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

Traits
1-Time Lost
2-Magical Lineage - Fireball

Ability Increases
4th-Con
8th-Dex
12th-
16th-
20th-

Level Feats
1st-Improved Initiative
3rd-Combat Casting
5th-Cypher Magic
7th-Spell Penetration
9th-(Focused Spell - Fireball)
11th-
13th-
15th-
17th-
19th-

Class Feats:
Bonus Feat-Scribe Scroll
5th-Eschew Materials
10th-(Selective Spell)
15th-
20th-

Class Features:
Wizard Weapon Proficiencies: You are proficient with the Club, Dagger, Crossbow (Light and Heavy) and Quarterstaff.
Wizard Specialized School Evoker Lesser Powers
Intense Spells (Su): Evocation spell that deals hit point damage add +4 Dmg.
Favored Class Option-Elf; Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Force Missile (Sp): Force Missile (1d4+4 Force Dmg, 13/day)(Sp)(_)(_)(_)(_)(_)(_)(_)(_)(_)(_)(_)(_)(_)
Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire. (X)(X)(X)(X)(_)(_)(_)(_)
Bonus Feat: Scribe Scroll
Wizard Forbidden School: Divination & Necromancy - You must spend 2 slots to cast spells from the Necromancy school.
Wizard Arcane Bond: Elgar'nan-Masterwork Composite Longbow with Arcane Mark & Continual Flame - Uses 1 / Day: (X) 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).