Abdul Alhazred

Faffnyr's page

284 posts. Alias of Helikon.

Full Name

Faffnyr walks in sun




Void Pact Wizard 7

AC 13/T12/FF12 HP 19/27 F+8 R+2 W+8 Init +7 Perception +3














Common, Draconic, Celestial, Dwarven, Elfish , Sylvan, Infernal

Homepage URL


Strength 8
Dexterity 12
Constitution 16
Intelligence 23
Wisdom 10
Charisma 8

About Faffnyr


Hit Points: 52 / 52 (7D6+18+7)
Init: +7
(Dagger) -1 1d4-1 19-20/x2/P&S
Melee: 2 = 3(base) + -1(STR);
Range: 5 = 3(base) + 2(DEX);
CMB: 2 = 3(base) + -1(STR);
CMD: 14 = 10 + 3(base) + -1(STR) + 2(DEX);

AC: 12 = 10 + 0(Armour) + 0(Shield) +2(Dex);
Touch: 12 = 10 + 2(Dex);
Flat: 10 = 10 + 0(Armour) + 0(Shield);
Fort: 7 = 2(base) + 3(CON) +2 magic;
Ref: 5 = 2(base) + 1(DEX) +2 magic;
Will: 7 = 5(base) +0 (WIS) +2 magic;

Racial & Void Pact Wizard Traits:

Standard Racial Traits
Extra Feat
Extra Skillpoint
Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Humans are Humanoids with the elf subtype.
Base Speed:
Humans have a base speed of 30 feet.
Humans begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Pact Wizards 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.

A wizard casts arcane spells drawn from the sorcerer/wizard spell list. 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. Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed 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). Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
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)
Arcane School: Void
Prohibited Schools: Water, Wood
Void Awareness (Su):
Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess. At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.

Reveal Weakness (Su):
When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Aura of Prescience (Su):
At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.

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 opposed 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.

Feats, Traits &Skills:

Scribe Scroll
Spell Focus Conjuration (H)
Augment summoning (1)
Alertness (F)
Improved Iniative (3)
Sacred Summons (5)
Spell Penetration (W)
Choral Support (7)
+2 Ini

Skills: Skillpoints gained/level (28) 9x 5(int)+9 ranks in Know Planes + 9 ranks in Know local
Acrobatics: +2 (0 ranks; ; +2 Dex; 0 armor)
*Appraise: +12 (1 ranks; +3 trained; +5 Int+3Familiar)
Bluff: -1 (0 ranks; +0 trained; -1 Cha)
Climb: -1 (0 ranks; 0 trained; -1 Str; 0 armor)
Diplomacy: -1 (0 ranks; +0 trained; -1 Cha)
Disguise: -1 (0 ranks; +0 trained; -1 Cha)
Escape Artist: +2 (0 ranks; ; +2 Dex; 0 armor)
*Fly: 9 (3 ranks; +3 trained; +2 Dex; 0 armor)
Heal: +0 (0 ranks; +0 trained; +0 Wis)
Intimidate: -1 (0 ranks; +0 trained; -1 Cha)
*Know (arcana): 19 (7 ranks; +3 trained; +7 Int)
*Know (dungeoneering): 11 (1 ranks; +3 trained; +6 Int+1trait)
*Know (Engeneering): 11 (1 ranks; +3 trained; +7 Int)
*Know (local): 21 (7 ranks; +3 trained; +7 Int+2FG)
*Know (history): 21 (7 ranks; +3 trained; +7 Int+2)
*Know (nature): 11 (1 ranks; +3 trained; +7 Int)
*Know (planes): 19 (7 ranks; +3 trained; +7 Int+2FG)
*Know (religion): 12 (2 ranks; +3 trained; +7 Int)
*Linguistics: 14 (4 ranks; +3 trained; +7 Int)
*Perform (Sing): 6 (7 ranks; +0 trained; -1 Cha)
*Perception: 17 (7 ranks; +3 trained; +0 Wis+2+2+1trait)
Ride: +2 (0 ranks; ; +2 Dex; 0 armor)
Sense Motive: 2 (0 ranks; +0 trained; +0 Wis+2)
Stealth: +2 (0 ranks; ; +2 Dex; 0 armor)
*Spellcraft: 17 (7 ranks; +3 trained; +7 Int)
Survival: 0 (0 ranks; +0 trained; +0 Wis)
Swim: -1 (0 ranks; 0 trained; -1 Str; 0 armor)
Use magic device -1 (0 ranks; +0 trained; -1 Cha)


Concentration:1d20+13 =+7 level + 6 stat)
Lv0:4 Lv1: 4+2+1 Lv2: 3+2+1 Lv3: 2+1+1 Lv4: 1+1+1
Known: All
Prepared: Disrupt Undead ,Detect Magic, Prestidigation, Read Magic
Level 1:
Grease, Summon Monster I, Colour Spray, Mage Armor, Magic Missle, Comprehend Language, Enlarge Person, Silent Image, Protection from Evil, Monkey fish; keen senses
*keen senses ,Summon Monster I; Protection from Evil, Enlarge Person, Magic Missle x2; Identify
Level 2:
Glitterdust, Invisibility, See Invisibility, Fox Cunning, Summon Monster II, Mirror Image, Levitate, Acid Arrow, Fire Breath, Haunting Mists, Resist Energy
*Invisibility, Glitterdust (DC 18), Summon Monster 2, Resist Energy, Mirror Image, Fire Breath
Level 3:
Summon Monster 3, Haste, Fireball, Fly, Gaseous Form, Lightning Bolt, Phantom Steed, Suggestion, Tongues, Dispel Magic, Stinking Cloud
*Dispell Magic, Summon Monster 3,Haste, Fly,
Level 4:
Dimension Door, Summon Monster 4, Greater Invisibility, Wandering Star Motes, Black Tentacles
*Wandering Star Motes, Summon Monster 4, Dimension Door


Dagger 2
Kit, Wizards
Price 41 gp; Weight 33-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin. Spellbook
Spell component pouch 5
MW Scribes Tools 55
Scroll Comprehend L (25g)
Scroll Burning Hands (1x) (25gp)
Scroll of Summon Monster 2, (150gp)
Headband of intelligence +2 4000
Belt of Constitution +2 4000
Ring of Protection 2000gp
Cloak of resistance +2 4000gp
Handy Haversack 2200
Potion of CLW x4
Carrying Capacity:
Light Load: 0 lbs - 76 lbs
Medium Load: 77 lbs - 153 lbs
Heavy Load: 154 lbs - 230 lbs
Lift Over Head: 230 lbs
Lift Off Ground: 460 lbs
Push or Drag: 1150 lbs