Classes/Levels |
HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura |
About Harold Donaldson
Equipment Used:
#5748: Red flame torch
#5856: Shaman's paint
Mechanics
HP: 42 of 42
Remain Plan fund: 140gp
Pearls: 3 of 3
HP 42
Hero Points: 0
SS: 2 of 2 left
FS: 2 of 2 left
Active effects:
Planar fork is attuned
---
Effects: none
Spells (depending on planning)
0 (4): Prestidigitation, Light, Message, BLANK
1 (6): BLANK, BLANK, Vanish, Ears of the City, False Face, BLANK
2 (6): BLANK, BLANK, Full Pouch, Aram Zey's Focus, See Invisible (J), Detect Thoughts (J)
3 (5): BLANK, BLANK, BLANK, Fearsome Duplicate, BLANK
4 (5): BLANK, BLANK, Black Tentacles, BLANK,BLANK
5 (3): Teleport, BLANK, BLANK
6 (3): BLANK,BLANK
Triggered Effects:
Someone tries to remember Hal: Will save to recall details. [Pauper’s Robe]
Targeted by a hex or Curse: Can activate (immediate)for +3 resistance save. If affected +2 bonus on any subsequent saves and +3 bonus Caster Check to remove. [Hexbiter Charm]
Fails a save vs (spell or effect) sleep: second save. On success deafened and immune to sleep for 1 round. [Akoben Charm]
Hit by 2+ ranged attacks in the same round: affected by protection from arrows (CL3). [Talisman of Arrow Protection]
Falls at least 5 feet: affected by Feather Fall (Cl1) [Talisman of Beneficial Winds]
Harold Donaldson aka Hal Blythe
CN Medium Humanoid (Human)
Wizard (Spell Sage) 10
Init +2; Senses Arcane Sight; Perception +11
----- Defense -----
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Mage Armor)
hp 42 (10d6+10 favoured - 10 con) (52)
Fort +6(7) (+3 base +2 luck -1 con +2 resistance), Ref +9(10) (+3 base +2 luck +2 dex +2 resistance), Will +11 (+7 base +2 luck +0 wis +2 resistance) +2 more if Read Spell traces applicable
----- Offense -----
Speed 30 ft.
Melee @10 str: Quarterstaff +5 (+5 bab -1 str +1 enh), 1d6/1d6
Space 5 ft.; Reach 5 ft.
----- Spells -----
Concentration
DC 8+spell level. +1 if Alchemy. +1 if Druid.
Caster Level 10. +1 if Alchemy. +1 if Druid. Possible +1 if fortune teller. Possible +2 if 3 Jatembe spells memorised. Possible +4 if focussed spell. Possible +1 if Belt.
Cantrips: 4
6x 1st/day: 4 + 2
6x 2nd/day: 4+ 2
5x 3rd/day: 3 + 2
5x 4th/day: 3 + 2
3x 5th/day: 2 + 1
3x 6th/daY: 2 + 1
7th: NA +1
8th: NA +1
9th:
----- Statistics -----
Str 9(10), Dex 13(15)(16), Con 9(10), Int 22(26), Wis 11, Cha 14
Base Atk +5; CMB +4(+5); CMD 16(18)
Feats Deceptive, Fortune Teller, Extra Traits, Cunning Caster, Stylized Spontaneity, Craft Wondrous Item, Brilliant Planner, Vile Leadership, Yuelral’s Blessing, Read Spell Traces. Scribe Scroll, Alchemical Affinity
Traits Witty Repartee (+1 Bluff, Bluff is Class skill), Clever Wordplay (use Int for Bluff), Fate's Favored, Trap Finder, Educated Druggist, Information Overload
Skills note includes +2 luck bonus.
Acrobatics:4
Appraise:14
Bluff:29 (11 ranks + 8 int + 1 trait +3 trained + 2 luck +2 racial +2 feat)
[+5 competence if Badge is active)
Climb: 6
Craft: Alchemy:20
Craft: Smithing:14
Craft: Carving:14
Diplomacy:10
Disable Device:19 (20) (11 ranks, +2(3) dex, +1 trait +3 class skill +2 luck).
[Many items.]
Disguise:7 (+2 feat)
Escape Artist:5
Fly:8
Handle Animal:5
Heal:2
Intimidate:5
Knowledge (arcana):16
Possible +2 from Read Spell Traces
Knowledge (dungeoneering):12
Knowledge (engineering):12
Knowledge (geography):12
Knowledge (history):12
Knowledge (local):21
Knowledge (nature):18
Knowledge (nobility):13
Knowledge (planes):12
Knowledge (religion):12
Lore (Reaps):16
Linguistics: 24
Perception:12 (11 ranks, -1 wis, +2 luck)
[+5 circumstance if See Beyond]
[+2 competence if Heightened Awareness]
Perform: Storyteller:5
Profession: Herbalist:5
Ride:5
Sense Motive:3
Sleight of Hand:5
Spellcraft:24
Stealth:11
Survival:3
Swim:3
Use Magic Device:5
Racial Modifiers +2 Bluff +2 Diplomacy
Languages 19. 9 normal, 10 from headband;Common, Dwarven, Gnome, Halfling, Goblin, Orc, Elven, Terran, Aquan,Ignan, Aquan, Sylvan, Infernal, Abyssal, Celestial, Aklo, Draconic, ?, ?
SQ
----- Special Abilities -----
Age Resistance If age resistance is up, increase str, dex and con by 1. Note this will NOT increase HP.
See Beyond if See Beyond is up, bonuses to see invisible
Silver Tongued +2 Racial to Bluff and Diplomacy, can move starting attitude 3 times.
Information Overload (Drawback) -2 to all knowledges and if fails by 5 or more gives very wrong information. https://www.d20pfsrd.com/traits/drawbacks/information-overload/
Focused Spells (Su) 2/day increase his caster level by 4 for a single spell cast. Spell Study (Su) 2/day spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell’s casting time is normally 1 full round or longer, this is added to the spell sage’s casting time.
Deceitful +2 bonus on all Bluff and Disguise skill checks
Fortune Teller choose a focus item for your divination magic—a crystal ball, runes, a harrow deck, or some such item. Whenever you cast a spell from the divination school, you may use this focus item instead of the spell’s material component, as long as the cost of the material component is no more than 1,000 gp. If you choose to perform the spell using your focus item and the spell’s normal material component (regardless of that component’s cost), you cast the spell at +1 caster level
Cunning Caster When casting a spell, you can attempt a Bluff check (opposed by observers’ Perception checks) to conceal your actions from onlookers. If the spell requires material components, you take a –4 penalty on the Bluff check.
If the spell requires somatic components, you take a –4 penalty on the Bluff check. If the spell requires verbal components, you take a –4 penalty on the Bluff check. If the spell requires a focus or divine focus, you take a –4 penalty on the Bluff check. If the spell produces an obvious effect (such as a summoned creature or visible spell effect), you take a –4 penalty on the Bluff check, and even if your check is successful, observers still see the spell effect (though they fail to notice that you are responsible for it). All Bluff check penalties are cumulative.
Stylized Spontaneity When you cast a spell, you can apply any number of the stylized magic modifications; however, you must succeed at a caster level check (DC = 5 + twice the spell’s level + 5 per modification) or the magic is too badly warped to function and the spell is wasted with no effect.
Vile Leadership As leadership. Note +4 for Diadem
Clever Wordplay Use Int for Bluff
Fate’s Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Trap Finder You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue
Educated Druggist Any alchemical remedies you administer that provide an alchemical bonus have that bonus increased by 1. These remedies also restore 1 hit point to the target in addition to their usual effects. Note synergy with Apron of the Careful Chemist
Brilliant Planner You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, while in a settlement for at least 24 hours, you can take 8 hours and spend up to 50 gp per character level, which becomes your brilliant plan fund. While you have a brilliant plan pending, you are always treated as carrying 20 additional pounds of weight, even before you define your brilliant plan.
Once per day, you can take 10 minutes to enact a brilliant plan, withdrawing an item that would have been available in a settlement you visited or procuring a mundane service that your character planned ahead of time. Once you enact the plan, subtract the price of the item or service from this feat’s fund. Any item procured must weigh 10 pounds or less. Likewise, the GM must approve any nonmagical service you gain by using this feat as being appropriate for the location selected.
Once you have spent all the money in your brilliant plan fund or procured 20 pounds of objects with this feat, you cannot use the feat again until you replenish your brilliant plan fund.
Read Spell traces When using identify or any spell of a higher level that normally allows you to detect the school and aura strength of an active spell, if you exceed the DC by 10 or more, you also learn the exact spell. If the spell you are using would already allow you to learn the exact spell from its aura, you can attempt to identify the spell from the traces in a lingering aura, though you take a –10 penalty on such an attempt. When using greater detect magic to attempt to identify unique magical signatures, you receive a +2 bonus on your Knowledge (arcana) checks.
In addition, you gain a +2 bonus on saving throws against magic aura and other spells and effects that conceal a spell’s true aura unless you succeed at a saving throw.
Alchemical Affinity Can copy spells from an alchemist’s formula book. +1 CL and +1 DC to spells that are on both the alchemist and wizard’s list
Yuelral’s Blessing Can replace the M of any wizard spell with gems of the same value (Hoping to replace with ‘hedge items’. Druid spells are +1 CL and +1 DC
Arcane Discovery (True Name)
----- Spellbook -----
1st: 6/day
Ant Haul (tra 1 VSM)
Blend (ill 1 S)
Blend with Surroundings (ill 1 VSM)
Burning Hands (evo 1 VS)
Celestial Healing (con 1 VSM J)
Charm Fey (enc charm 1 VS)
Charm Person (enc charm 1 VS)
Coin Shot (trans 1 S)
Comprehend Languages (div 1 VSM J)
Crafter's Fortune (tra 1 VSM)
Cultural Adaptation (div 1 VSM)
Detect Undead (div 1 VSM J)
Ears of the City (div 1 VSM)
Endure Elements (abj 1 VS J)
False Face (tra 1 VSM)
Heightened Awareness (div 1 VSM)
Heightened Awareness (div 1 VSM J)
Hydraulic Push (evo 1 VS J)
Identify (div 1 VSM J)
Implant Urge (enc comp 1 VS)
Keyhole (tra 1 VDF)
Mage Armor (con 1 VSF)
Magic Missile (evo 1 VS)
Obscuring Mist (conj 1 VS J)
Preserve (nec 1 VSM)
Secluded Grimoire (con 1 VS)
Shield (abj 1 VS)
Skin Tag (nec 1 )
Sow Thoughts (enc comp 1 VS)
Urban Grace (tra 1 VS)
Vanish (ill 1 VS)
2nd: 6/day
Alter Self (tra 2 VSM J)
Aram Zey's Focus (div 2 VSF(100))
Bestow Insight (enc comp 2 VS)
Detect Thoughts (div 2 VSF J)
False Life (nec 2 VSM)
Fool's Gold (tra 2 VSF(5))
Full Pouch (trans 2 VSM(1))
Glitterdust (conj 2 VSM)
Locate Object (div 2 VSF J)
Mage's Crawl Space (tra 2 VSM)
Obscure Object (abj 2 VSM J)
Protection from Arrows (abj 2 VSF)
Resist Energy (abj 2 VSDf)
See Invisibility (div 2 VSM J)
Sense Vitals (div 2 VSM)
Tears to Wine (tra 2 VSM)
Visualisation of the Mind (tra 2 VM(200))
3rd: 5/day
Beast Shape I (tra 3 VSM J)
Arcane Reinforcement (tra 3 VS)
Arcane Sight (div 3 VS)
Clairvoyance/Clairaudience (div 3 VSF J)
Clay Skin (abj 3 VSM)
Dispel Magic (abj 3 VS)
Draconic Ally (conj 3 VSM(250))
Fearsome Duplicate (ill fig 3 VS)
Irriseni Mirror Sight (div 3 VSF)
Major Image (ill 3 )
Planar Inquiry (con 3 VSM(100*HD) J)
See Beyond (div 3 VM(300))
Suggestion (enc comp 3 VM)
Tongues (div 3 VSM J)
4th: 5/day
Age Resistance (lesser) (tra 4 VSM)
Bit of Luck (evo 4 VSM)
Black Tentacles (conj 4 VSM)
Deathless (nec 4 VS)
Dimension Door (conj 4 V)
Greater False Life (nec 4 VSM)
Greater Invisibility (ill glam 4 VS)
Magic Aura (Greater) (ill 4 VSF)
Minor Creation (con 4 VSM)
Named Bullet (div 4 VSM)
5th: 3/day
Mage's Private Sanctum (abj 5 VSM)
Permanency (uni 5 VSM)
Possession (nec 5 VS)
Teleport (conj 5 V)
Wall of Stone (conj 5 VSM)
Glimpse of Truth (div 5 VSM 50gp)
6th: 3/day
Unconcious Agenda
Shadow Walk
----- Initial Equipment -----
Diminishing Sash (use as expensive M components. Bonus CL if used when not needed)
Paupers Robes (will rolls to remember)
Apron of the Careful Chemist (bonus to alchemy bonuses, bonus to craft alchemy, bonus to dex)
Soulsight Goggles (see magical auras. Can be used to see spirits a bit)
Boots of the Earth (hard to move, heals faster)
Trapspringer's Gloves
Diadem of Inspiring Rule (+4 leadership)
Headband of Intellect +4
Talismans & charms: Beneficial Winds lesser Talisman, Akoben (Sleep) lesser Talisman, Arrow Protection lesser Talisman3, Hexbiter Charm
Cloak of Resistance +2
Sleeves of Many Garments
Quarterstaff of entwined serpents
Somatic Components
Gremlin Bell (with Mel)
Pathfinder Pouch
Rod of Extend (L)
Thriceborn Rod (L)
Luckstone
Pearl of Power I (x3)
Bag of Holding I
Book: Wisdom of Jatembe - Eyes of Jatembe (Su) Spend to increase div CL by 2.
Badge of Veiled Authority (+5 competence to Bluff for 3 hours 2/day)
concealable thieves tools
Rod of Stilled Spells (L)
Chalk
Blue Book
Blanket
Bedroll
Masterwork Backpack
Spell Component Pouch
Book of Puzzles
Nightmare Tears
Alchemist's Lab
Saliharion
Antitoxin
Wooden Holy Symbols x20
Holy Text x4
Holy Water
1 4th additional spell
3 3rd additional spell
4 2nd additional spell
10 1st additional spell
Gold Nugget x4
Healer's Kit
Bookmark of Deception
Artificer's Lab
Aboleth Mucus
Alchemical Grease
Antiplague
Antotoxin
Blood Boiling Pill
Components for Dream Journal of the Pallid Seer
Cytillesh Stun Vial
Deoderizing Agentx5
Draconic Ally Component (Used)
Fervor Juice
Flash Powder
Focus Chewx5
Ghast Retch Flask
Lady's Mercy
Mage's Assistant
Plane Shift Fork: Untuned
Red Flame Torch
Shaman's Paint
Shovel
Silence Dust
Silk Rope
Smelling Salts
Sneezing Powder
Sorcerer's Spirirts
Suffocating Powder
Tangleburn Bag
Twitch Tonic
Vapor easy Breath
Vermin Repellentx5