Eagle Knight

Gali Gallago's page

33 posts. Organized Play character for cetx.


Full Name

Gali Gallago

Race

| HP 4/7 | AC 12 T 12 FF 10 | CMB +1, CMD 13 | F: +1, R: +2, W: +3 | Init: +2 | Perc: +4, SM: +4

Classes/Levels

| Speed 30ft | Feather Fall 1/day | Spells: 1st 1/1 2nd 1/1 3rd 1/1 | Active conditions: None.

Gender

Male CN Sylph Wizard 1

Size

Medium

Age

42

Alignment

Neutral

Deity

Pharasma

Location

Cheliax

Languages

Common, Auran

Occupation

Lighthouse keeper

Strength 12
Dexterity 14
Constitution 12
Intelligence 17
Wisdom 12
Charisma 12

About Gali Gallago

Gali Gallago
Male Sylph evoker 1
CN Medium outsider (native)
Init +2, Senses darkvision (60 ft.); Perception +4
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 7 ((1d6)+1)
Fort +1, Ref +2, Will +3, +2 trait bonus on all saving throws against illusions.
Resistances electricity 5,
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OFFENSE
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Speed 30 ft.
Ranged crossbow, heavy +2 (1d10/19-20)
Melee quarterstaff +1 (1d6+1)
Special Attacks Force Missile (1d4+1, 6/day), Intense Spells,
Innate Spell-Like Abilities feather fall (DC 10,1/day),

Prepared Spells
Wizard (CL 1st; concentration +4)
1st-burning hands(DC 15), *magic missile
0th-light, dancing lights, *ray of frost

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TACTICS
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STATISTICS
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Str 12, Dex 14, Con 12, Int 17, Wis 12, Cha 12,
Base Atk +0; CMB +1; CMD 13
Feats Alertness, Scribe Scroll, Spell Focus (Evocation)
Skills Perception +4, Profession (Fisherman) +5, Sense Motive +4, Spellcraft +7, Use Magic Device +2,
Traits Skeptic, Undead Slayer (Pharasma),
Languages Auran, Common, Dwarven, Gnome, Halfling
SQ air affinity, arcane bond, arcane school, bonus wizard air or wood schools, cantrips, energy resistance, evocation school, arcane bond (familiar), familiar's alertness ability active, illusion opposition school, spell-like ability, spells, transmutation opposition school,
Combat Gear rations, trail (5),
Other Gear crossbow, heavy, backpack, common, ink, colored, 1 oz. vial, ink, 1 oz. vial, bedroll, mess kit, rope (50 ft.), spellbook, mug, clay, quarterstaff, bolts, crossbow (10) (2), inkpen, 53.08 gp
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SPECIAL ABILITIES
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Air Affinity (Ex) Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.

Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with a creature.)

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. 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.

Bonus Wizard Air or Wood Schools Wizard: Select one arcane school power from the air or wood elemental schools that the wizard can currently use. The wizard treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.

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.

Darkvision

Energy Resistance (Ex) Sylphs have electricity resistance 5.

Evocation School You have chosen to specialize in evocation spells.

Arcane Bond (Familiar) A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Force Missile (Sp) As a standard action you can unleash a force missile that automatically strikes a foe, as Magic Missile. The force missile deals 1d4+1 points of damage. This is a force effect. You can use this ability 6 times per day.

Illusion Opposition School You have chosen illusion spells as an opposition school. Preparing an illusion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an illusion spell as a prerequisite.

Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Skeptic Growing up, you were always around magical effects to the extent that you realized that much of it was smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.

Spell-Like Ability (Ex) Feather Fall 1/day.

Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. 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 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
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.

Transmutation Opposition School You have chosen transmutation spells as an opposition school. Preparing an transmutation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an transmutation spell as a prerequisite.

Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.

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Spellbook
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Wizard Spells
3rd -*tiny hut
2nd -*scorching ray
1st -burning hands, chill touch, floating disk, identify, magic missile, *shocking grasp

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FAMILIAR
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Bloodwing
Male Familiar Hawk animal 1
None Tiny magical beast (familiar, augmented magical beast, familiarbase, augmented animal)
Init +4, Senses darkvision (60 ft.), low-light vision; Perception +14
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DEFENSE
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AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size )
hp 3 ((1d8)+2)
Fort +4, Ref +6, Will +4
Defensive Abilities improved evasion,
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OFFENSE
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Speed 10 ft. Fly 60 ft. (Average)
Melee talons +6/+6 (1d2+1)
Space 2.5 ft. by 2.5 ft. Reach 0 ft.

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TACTICS
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STATISTICS
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Str 12, Dex 18, Con 14, Int 6, Wis 14, Cha 7,
Base Atk +0; CMB +2; CMD 13
Feats Weapon Finesse
Skills Perception +14, Profession (Fisherman) +3, Sense Motive +3, Spellcraft -1, Use Magic Device -1,
Communication Empathic Link,
SQ alertness, darkvision, empathic link, intelligence score, low-light vision, natural armor bonus, share spells,
Combat Gear
Other Gear talons, 0.0 gp
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SPECIAL ABILITIES
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically 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.

Improved Evasion (Ex) 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.

Intelligence Score The familiar's Intelligence score.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Natural Armor Bonus The number noted here is in addition to the familiar's existing natural armor bonus.

Share Spells (Ex) 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).