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About Gringo AiNMale Human
0 lvl spells(4 to choose + 1 DIV)::
Abjuration Resistance Subject gains +1 on saving throws. Conjuration Acid Splash Orb deals 1d3 acid damage REDIED Drench A sudden downpour soaks a target creature or object Divination Detect Magic Detects all spells and magic items within 60 ft. REDIED Detect Poison Detects poison in one creature or small object. REDIED Read Magic Read scrolls and spellbooks. Enchantment Daze A single humanoid creature with 4 HD or less loses its next action. Evocation Breeze Create a light wind that blows against target from direction of your choice. Dancing Lights Creates torches or other lights. Flare Dazzles one creature (–1 on attack rolls). Light Object shines like a torch. Penumbra Protects creature or object touched from bright light. Ray of Frost Ray deals 1d3 cold damage. Scoop Create a scoop of force to pick up or carry liquids. Spark Ignites flammable objects. Illusion Ghost Sound Figment sounds. Haunted Fey Aspect You surround yourself with disturbing illusions. Necromancy Bleed Cause a stabilized creature to resume dying. Disrupt Undead Deals 1d6 damage to one undead. Touch of Fatigue Touch attack fatigues target. Transmutation Jolt Deal 1d3 electrical damage with a ranged touch attack Mage Hand 5-pound telekinesis. REDIED Mending Makes minor repairs on an object. Message Whisper conversation at distance. Open/Close Opens or closes small or light things. Root Reinforces a subjects defense against being moved or tripped. Universal Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible). Prestidigitation Performs minor tricks. REDIED 1 lvl spells(7 to shoose + 1 DIV)::
Ant Haul x3 carrying capasity for 2 hours/lvl Identify Gives +10 bonus to identify magic items for 3rnds/lvl DIV Mount Light horse or pony for 2 hours/lvl Enlarge person 1 min/lvl Reduce Person1 min/lvl Crafter's Fortune Subject gains +5 luck on next Craft check. Snowball 1d6/lvl cold dmg (maximum 5d6) + Fort or Staggered Burning Hands 15ft cone of fire dealing 1d4/lvl (maximum 5d4) Comprehend Languages You understand all spoken and written languages for 10 mins/lvl DIV Heightened Awareness +2 comp. to Perc and Knwld for 10 min/lvl DIV Shield +4 shield AC for 1min/lvl Mage Armor +4 armor to AC for 4 hrs/lvl Unseen Servant Invisible force obeys your commands for 1 hr/lvl Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5). Vanish As invisibility for 1 round/level (5 max). Sure Casting +5 CL vs SR on next spell Obscuring mist For around you in 20mtrs use with smokesticks Alarm Wards an area for 2 hours/level. Mount Light horse or ponu for 2hrs/lvl (40 mph w/o hustle) Ray of Enfeeblement NECRO Chill Touch NECRO Disguise self
2 lvl spells(7 to shoose + 1 DIV)::
Blood Transcription Learn spell through blood Protection vs evil, communal 1 min/lvl divided among touched for 1 min each Hideous Laughter ENCH Touch of Idiocy ENCH Invisibility Invisibility for 1 min/lvl Mirror Image 1d4 images plus one image per three caster levels (maximum 8) Calm emotions Calms creatures, negating emotion effects(rage, courage, etc.) See Invisibility Reveals invisible/ethereal creatures or objects for 10min/lvl DIV Glitterdust Blinds creatures, outlines invisible creatures. blindness/deafness Acid Arrow 2d4 acid dmg + 2d4 subsquent rnds/3 lvls Visualization of The Mind You enhance a single aspect of your mind, nurturing and empowering it.
3 lvl spells(7 to shoose + 1 DIV)::
Heart of the Metal You lend the nature of adamantine, cold iron, or silver depending on which component you used Resist energy comm 36 resist for 10 mins/lvl divided Water Breathing 2 hrs/lvl divided among creatures touched Displacement Attacks miss subject 50% of the time. Shrink Item[url] Object shrinks to one-sixteenth size. [url=https://www.d20pfsrd.com/magic/all-spells/f/fly]Fly Subject flies at speed of 60 ft for 1 min/lvl Haste One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Slow One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls Dispel Magic Cancels one magical spell or effect. Invisibility Sphere Makes everyone within 10 ft. invisible for 1 min/lvl Magic Circle against Evil As protection vs evil, but 10-ft. radius and 10 min./level. Blood Biography DIV Displacement Attacks miss subject 50% of the time for 1 rnd/lvl Heroism ENCH Gives +2 bonus on attack rolls, saves, skill checks. Hold Person ENCH Command Undead NECRO False Lifed NECRO 1d10 + 1/lvl (max 10) temp hp for 1 hr/lvl Gentle Repose Preserves body from rottingq
4 lvl spells(6 to shoose + 1 DIV)::
Dimensional Anchor Bars extradimensional movement. Emergency Force Sphere as immediate save!! for 1 rnd/lvl Remove Curse Frees object or person from curse. Dimension Door tp you & up to 1/3 lvls willing same size creatures to 400 + 40 ft/lvl Arcane Eye Invisible floating eye moves 30 ft./round. Scrying Spies on subject from a distance. DIV Detect Scrying Alerts you to magical eavesdropping. DIV 5 lvl spels(4 to choose + 1 DIV):
Permanency Makes certain spells permanent. Telepathic Bond Link lets allies communicate. Overland Flight 1hr/lvl Contact Other Plane Lets you ask question of extraplanar entity. Break Enchantment Frees subjects from enchantments, transmutations, and curses. Secret Chest Hides expensive chest on Ethereal Plane; you retrieve it at will. [ur=http://www.d20pfsrd.com/magic/all-spells/t/teleport]Teleport[/url] Instantly transports you as far as 100 miles per level. 6 lvl spells (6 to choose + 1 DIV):
Legend Lore Lets you learn tales about a person, place, or thing. DIV lesser planar binding Traps extraplanar creature of 6 HD or less until it performs a task. Antimagic Field Negates magic within 10 ft. from caster Greater Dispel Area dispel or 4 spells at target Contingency Sets trigger condition for another spell. Only 1/3CL lvl of spell True Seeing Lets you see all things as they really are. DIV Create Undead Raises ghouls, ghasts, mummies, or mohrgs from physical remains. Veil Mega disguise for 1h/lvl
7 lvl spells (5 to choose + 1 DIV):
8 lvl spells (3 to choose + 1 DIV):
9 lvl spells (2 to choose + 1 DIV):
Alch. material components:
Abjuration +2 CL Resist energy +6 resist Transmutation +1 Cl for SR, duration Divination +1 CL for all {light} and teleportation +1 CL for range Necromancy +1 CL DC of illusions +1 +2 for counterspell Black Tentacles reroll grapple for2 targets Prescience: 14
Init +18 | Senses Darkvision, See invisibility, Arcane Sight, imp with true seeing, SR 20, overland flying echolocation, mind blank, detect scrying, FL, HA, telepathic bond, foresight, contingency, entropic shield
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Speed 30 ft / 6 sq Ranged - Skills:
* - class skills, Ranks (2 + 1(human) + int) x15 195 Concentration// Int 15 + 10 = 25 Acrobatics//Dex = 2
[spoiler=Languages]Common, Varisian, Infernal, Abysall, Celestial, Sylvan Traits:
pragmatoc activator n(magic): int umd Student of Philosophy (social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). Illuminator (religion): You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you. Pattern Seeker (campaign): You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects
Class stuff and Feats (respectively):
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. 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. Persuasive (campaign): You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Great Fortitude (campaign): You get a +2 bonus on all Fortitude saving throws. Additional traits (human) 2 more traits Improved Initiative (1st lvl): +4 Init. ???? (3d lvl):[/url] ??? (5th lvl) . ??? (5th lvl bonus wiz): Improved Familiar (7th lvl):[/url] Opposition Research (9th lvl): Unlocked necromancy Fast study(10th lvl) Toughness (campaign bonus) Steward of the Great Beyond(11th lvl): Whenever a creature attempts to use a teleportation effect or summona creature within 30 feet of you, you may attempt to block the effect. Make an opposed caster level check (1d20 +caster level) as an immediate action. If the check succeeds, the spell or effect fails and is wasted; otherwise, it is unaffected. You can use this ability once per day plus one additional time for every 5 wizard levels you possess beyond 10th. ??? (13 lvl): True name (15 lvl): Your researches into ancient tomes and your inquisitions of bound spirits have led you to one of the best-hidden secrets of the multiverse: the true name of an outsider—the name that defines the very essence of the creature and that gives the speaker control over the being. This outsider can have no more than 12 Hit Dice. Once per day, you can speak the common name by which the outsider is known, and the outsider travels to you as if you had cast planar binding upon it. It must obey you to the best of its ability, without pay or bargaining for its services, for its fear that you might release its true name to the wider world is enough to bring even the most recalcitrant of outsiders to bear.
Special Abilities:
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. Runeward tattoos x8: Always know when any spell is cast (or SP is used) in 60 feet range Arcane Magic:
Equipment:
Combat Gear Armor Shoulders Cloak of resistance +3, 1 lbs / Тату(прорицание) Belt / Тату(эвокация) Neck Amulet of natural armor +1 / Тату(некромантия) Ring 1 Ring of Sustenance / Тату(абджура) Feet / Тату(конджура) Head / Тату(трансмутация) Headband Headband of vast intelligence +6, 1 lbs Eyes Eyes of Eagle / Deathwatch eyes (scorp) Chest / Tattoo, Runeward - enchantment Body / Wrists наручи аля Amulet, Armillary Алеку / Тату клубящегося дыма Hands / Тату(иллюзия) Ring 2 ring of wizardy x2 Lesser Extend Rod
Other Gear
Money
Carrying capasity, lbs
Valet Familiar - Scorpion:
Familiars Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2 N Tiny vermin
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Melee sting +5 (1d2–4 plus poison) Skills] * - class skills, Able Assistant (Ex): A valet’s master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.
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. 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 (Su): 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. Prestidigitation (Sp): A valet can use prestidigitation once per hour. 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. Deliver Aid (Ex): At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed.
Aide to All (Ex) At 13th level, a valet can choose to use the aid another action as a full-round action, granting up to three adjacent creatures bonuses from this action. Each bonus may be either for the same action or check or for different actions or checks. This ability replaces scry on familiar.
Joru:
Couatl LG Large outsider (native) Init +7; Senses darkvision 60 ft., detect chaos/evil/good/law; Perception +23 DEFENSE
OFFENSE
Spells Known (CL 9th)
STATISTICS Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 19(17)
SPECIAL ABILITIES
Poison (Ex)
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