About Haliphod Kittrili#150786-20
Haliphod "Stormy" Kittrili
HP 23 (6 +1 Con / 5 +1 Con/ 5 +1 Con; +3 Toad Familiar) DEFENSE
Defensive Abilities
OFFENSE
4 of 4 per day: Acid Dart (Sp): 30' ranged touch attack for 1d6 points of acid damage. This attack ignores spell resistance. 5 of 5 per day: Storm Burst (Sp): 30' ranged touch attack for 1d6 points of nonlethal damage In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. Druid Spells Prepared (4 / 2 +1 Wis +1 Domain#) (CL 2)
Wizard Spells Prepared (3 / 1 +1 Int +1 School#) (CL 2)
1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. (DC 15)
+4 Concentration if Casting Defensively *** +1 DC Illusions, Conjuration; +2 Caster Level Wizard; +4 Str +4 Con summoned creatures; Summons can last extra 2 rounds;
Summons:
STATISTICS
SKILLS 9 (2 +1 Int / 4 + 1 Int +1 FC / 4 + 1 Int +1 FC)
The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
EQUIPMENT
COINS
FEATS
TRAITS
Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class (wizard) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice. Spellbook:
0: (all but necromancy and enchantment) Acid Splash (Conjuration): Orb deals 1d3 acid damage. Arcane Mark (Universal): Inscribes a personal rune on an object or creature (visible or invisible). Dancing Lights (Evocation): Creates torches or other lights. Detect Magic (Divination): Detects all spells and magic items within 60 ft. Detect Poison (Divination): Detects poison in one creature or small object. Flare (Evocation): Dazzles one creature (–1 on attack rolls). Ghost Sound (Illusion): Figment sounds. Light (Evocation): Object shines like a torch. Mage Hand (Transmutation): 5-pound telekinesis. Mending (Transmutation): Makes minor repairs on an object. Message (Transmutation): Whisper conversation at distance. Open/Close (Transmutation): Opens or closes small or light things. Prestidigitation (Universal): Performs minor tricks. Ray of Frost (Evocation): Ray deals 1d3 cold damage. Read Magic (Divination): Read scrolls and spellbooks. Resistance (Abjuration): Subject gains +1 on saving throws. 1: (4 initially)
SPECIAL ABILITIES
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Gnomes have a base speed of 20 feet. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules. Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes. Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects. Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Arcane School: Conjuration
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance. 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. Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Weather Domain
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. ck rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning. Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. Planning:
S 0 -2 8 -1 (meh) D 5 14 +2 (dex and spell aim) C 0 +2 12 +1 (not planning on combat) I 3 13 +1 (hate low int, plus some illusion) W 7 15 +2 (need 16 by 5th level for bonus 3rd spell and by 11th for 6th level spells) Ch 5 +2 16 +3 (handle animal, diplo) Wizard gets spell focus for free (conj), but if wiz first, can also get aug summon, but fewer hp. d6 vs d8 - 2 hp
Mystic Theurge?
BOONS
Snowmask Induction Permanent endure elements for cold (temps to 0F and above). This is a supernatural ability. (Chronicle 1.3) Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon of your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the
Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your irst-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made. The Yagevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them. HISTORY
Retooled 2.1 #0-05 Mists of Mwangi (+1XP/+2PP/+2FP/+509GP)
Level 3: Added Druid 2 |
