Wild Elf

Jelly Gelly's page

370 posts. Alias of DoubleGold.


Full Name

Jelly Gelly

Race

Human

Classes/Levels

Wizard 5: Spd25, HP:53/53, AC:20 (21 with shield raised) Fort:10, Ref:12, Will:11, Perc:9, Stealth:10

Gender

M

Size

M

Age

25

Alignment

Neutral Good

Languages

COMMON, DRACONIC, DWARVEN, HALFLING, UNDERCOMMON, VARISIAN

Occupation

Merchant

Strength 10
Dexterity 16
Constitution 16
Intelligence 19
Wisdom 14
Charisma 10

About Jelly Gelly

EZREN
WHAT IS A WIZARD?
You are a powerful spellcaster whose magical might comes from intense study and research into the arcane underpinnings of the universe.
STRIKES
MELEE
[one-action] +1 striking staff +7 (two-hand d8), 2d4 bludgeoning
RANGED
[one-action] spell attack roll +11 (see spells)
[one-action] bomb +3 (thrown 20 feet), effect varies
FEATS AND ABILITIES
ANCESTRY ABILITIES
GENERAL FEATS
Cooperative Nature, Natural Ambition, Natural Skill
CLASS FEATURES
arcane bond, arcane spellcasting, arcane thesis, Bespell Weapon, Cantrip Expansion, Hand of the Apprentice, Reach Spell, Widen Spell
SKILL FEATS
Assurance (Arcana), Bargain Hunter, Courtly Graces
Ancestral Paragon
DEFENSES
SPELLS
SPELLS
HIT POINTS
53
ARMOR CLASS
20
REFLEX
+12
FORTITUDE
+10
WILL
+11
STRENGTH
STR
MODIFIER
10 (+0)
DEXTERITY
DEX
MODIFIER
16 (+3)
CONSTITUTION
CON
MODIFIER
16 (+3)
WISDOM
WIS
MODIFIER
14 (+2)
INTELLIGENCE
INT
MODIFIER
19 (+4)
CHARISMA
CHA
MODIFIER
10 (+0)
HUMAN (SKILLED)
MERCHANT
ANCESTRY
BACKGROUND
25 FEET
PERCEPTION
+9 (TRAINED)
SPEED
NEUTRAL GOOD
ALIGNMENT
COMMON, DRACONIC, DWARVEN, HALFLING, UNDERCOMMON, VARISIAN
LANGUAGES
5
WIZARD
+7 •
ATHLETICS (STR)
+4
LORE (OTHER; INT)
+13 • •
SOCIETY (INT)
+11 •
OCCULTISM (INT)
+9 • •
DIPLOMACY (CHA)
+3
THIEVERY (DEX)
SKILLS
+10 •
ACROBATICS (DEX)
+0
PERFORMANCE (CHA)
+2
CRAFTING (INT)
+0
INTIMIDATION (CHA)
+11 •
MERCANTILE LORE (INT)
+9 •
NATURE (WIS)
+9 •
RELIGION (WIS)
+9 •
SURVIVAL (WIS)
+13 • •
ARCANA (INT)
+0
DECEPTION (CHA)
+11 •
MEDICINE (WIS)
+10 •
STEALTH (DEX)
• = TRAINED •• = EXPERT ••• = MASTER
DC
SPELL
Attack
+11
21
CANTRIPS (AT WILL)
acid splash, detect magic, electric arc, light, mage hand, ray of frost, read aura, shield, telekinetic projectile
1ST LEVEL
2ND LEVEL
3RD LEVEL
burning hands, magic missile, true strike
acid arrow, dispel magic, mirror image
fireball, haste
EQUIPMENT
WORN
adventurer’s clothing, backpack, dull gray aeon stone (orbiting), hand of the mage
WEAPONS
+1 striking staff
STOWED
bedroll, belt pouch (2), chalk (10 pieces), flint and steel, grappling hook, lesser alchemist’s fire, lesser elixir of life, lesser frost vial, rope (50 feet), wand of mage armor, wand of magic missile, rations (2 weeks), soap, torches (5), waterskin, writing set
WEALTH
6 gp, 2 sp
BULK
3, 6L
paizo.com, Douglas Davidson <dgrdavidson@yahoo.com>, Aug 9, 2019
paizo.com, Douglas Davidson <dgrdavidson@yahoo.com>, Aug 9, 2019
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EZREN
EQUIPMENT
FEATS AND ABILITIES SPELLS
The following rules apply to Ezren’s equipment.
□one-action] Alchemist’s Fire, Lesser (alchemical, bomb, consumable, fire, splash)
Activate [one-action] (Strike); Effect Alchemist’s fire deals 1d8 fire damage, 1
persistent fire damage, and 1 fire splash damage.
Dull Gray Aeon Stone: This dull gray stone floats in an elliptical orbit around
your head. It looks quite wizardly.
□ Elixir of Life, Lesser (alchemical, consumable, elixir, healing) Activate [one-action]
(Interact); Effect Upon drinking this elixir, you regain 3d6+6 Hit Points and
gain a +1 item bonus to saving throws against diseases and poisons for
10 minutes.
□one-action] Frost Vial, Lesser (alchemical, bomb, cold, consumable, splash) Activate [one-action]
(Strike); Effect A frost vial deals 1d6 cold damage and 1 cold splash damage,
and the target takes a –5-foot status penalty to its Speeds until the end of
its next turn.
Hand of the Mage: This mummified elf hand hangs from a golden chain and
gives you the ability to cast the mage hand cantrip (see spells).
Two-Hand (trait): This weapon can be wielded with two hands. Doing so
changes its weapon damage die to the indicated value.
□ Wand of Mage Armor: This wand allows you to cast a 1st-level mage armor
spell (see spells) once per day.
□ Wand of Magic Missile: This wand allows you to cast a 1st-level magic
missile spell (see spells) once per day.
Ezren’s feats and abilities are described below.
Ancestral Paragon: Your study of magic has given you a deeper understanding
of your ancestry, granting you the Natural Ambition ancestry feat.
Arcane School: You are a universalist, believing that arcane mastery
comes from well-rounded knowledge of all schools of magic rather than
specializing in one.
Arcane Spellcasting: You can cast arcane spells using the Cast a Spell activity.
See the Spells section below for details on the spells you have prepared.
□ □ □ Arcane Bond: Your staff also serves as your arcane bond, which you
can drain once per day per spell level as a free action at the start of your
turn. During your turn, you gain the ability to cast one spell you prepared
today and already cast, without spending a spell slot. You must still Cast
the Spell and meet the spell’s other requirements.
Arcane Thesis (Metamagical Experimentation) : Your arcane thesis grants you
one additional metamagic feat as a bonus feat. For Ezren, this is Reach Spell.
Assurance (Arcana) : You can choose to take a result of 19 on an Arcana check
instead of rolling.
Bargain Hunter: You may use Diplomacy when making a Downtime check to
Earn Income, and you begin play with an extra 2 gp (already accounted for
in your purchases).
Bespell Weapon [free-action] Frequency once per turn; Requirements Your most recent
action was to cast a non-cantrip spell; Effect You siphon the residual energy
from the last spell you cast into one weapon you’re wielding. Until the end
of your turn, the weapon deals an extra 1d6 damage of a type depending on
the school of the spell you just cast.
• Abjuration force damage
• Conjuration or Transmutation the same type as the weapon
• Divination, Enchantment, or Illusion mental damage
• Evocation a type the spell dealt, or force damage if the spell didn’t
deal damage
• Necromancy negative damage
Cantrip Expansion: You have learned two additional cantrips (factored in)
Cooperative Nature: Your age and experience have granted you greater
perspective and taught you to work with others to achieve greatness. You
gain a +4 circumstance bonus on checks to Aid.
Ezren can cast the following spells. He can cast up to two 1st-level spells but
must memorize them in advance. In addition to the spells he has memorized
(see above), Ezren’s spellbook also contains color spray, glitterdust, grease,
mage armor, message, ray of frost, shocking grasp, and study aura.
□ Acid Arrow (acid, attack, evocation); Cast [two-actions] somatic, verbal; Range 120
feet; Targets 1 creature or object; Effect You conjure an arrow of acid and
launch it at the target. On a hit, the arrow deals 3d8 acid damage plus 1d6
persistent acid damage. On a critical hit, double the initial damage, but not
the persistent damage.
Acid Splash (acid, attack, cantrip, evocation); Cast [two-actions] somatic, verbal;
Range 30 feet; Targets 1 creature or object; Effect Make a spell attack roll
against the target; if you hit, you deal 1d6+4 acid damage plus 1 splash
acid damage. On a critical success, the target also takes 2 persistent acid
damage.
□ Burning Hands (evocation, fire); Cast [two-actions] somatic, verbal; Area 15-foot
cone; Effect You unleash a gout of flame that deals 2d6 fire damage to all
creatures in a 15-foot cone. Creatures are allowed a basic Reflex save.
Detect Magic (cantrip, detection, divination); Cast [two-actions] somatic, verbal; Area
30-foot emanation; Effect You send out a pulse that registers the presence
of magic. Other than the school of the magic for the highest-level efect
within range, you receive no information beyond the presence or absence
of magic. You can ignore magic you’re fully aware of, such as the magic
items and ongoing spells of you and your allies. You detect illusion magic
only if that magic’s effect has a lower level than the level of your detect
magic spell, though items that have an illusion aura but aren’t deceptive in
appearance (such as an invisibility potion) are typically detected normally.
[□ Dispel Magic (abjuration); Cast [two-actions] somatic, verbal; Range 120 feet;
Targets 1 spell effect or unattended magic item Effect You unravel the
magic behind a spell or effect. Attempt a counteract check against the
target. If you succeed against a spell effect, you counteract it; you can’t
dispel a spell effect higher than 5th level. If you succeed against a magic
item, the item becomes a mundane item of its type for 10 minutes. This
doesn’t change the item’s non-magical properties. If the target is an artifact
or similar item, you automatically fail.
Electric Arc (cantrip, electricity, evocation); Cast [two-actions] somatic, verbal; Range
30 feet; Targets 1 or 2 creatures; Saving Throw basic Reflex Effect You fire
Courtly Graces: You have learned the proper etiquette and bearing that
allow you to present yourself as a noble. You can use Society to Make an
Impression on a noble, as well as to Impersonate being a noble. If you want
to Impersonate a specific noble, you still need to do so with Deception.
▫ Focus Points: You gain a pool of Focus Points that allows you to cast your
universalist spell: hand of the apprentice. Each use of this spell uses 1 Focus
Point and you have a total pool of 1 point.
Hand of the Apprentice [one-action] (somatic); Effects: You hurl your staff at a target
within 500 feet, making a spell attack roll. On a success, you deal the staff’s
damage as if you had hit with a melee Strike (you can deal the staff’s twohand
damage), but adding your spellcasting ability modifier (+4) to damage,
rather than your Strength modifier. On a critical success, you deal double
damage, and you knock the target up to 10 feet directly away from you.
Regardless of the outcome, the staff then flies back to you and returns to
your hand.
Natural Ambition: Your ambitious nature enhances your mastery of magic,
granting you the Hand of the Apprentice class feat.
Natural Skill: You have been trained in two additional skills (factored in).
Reach Spell [one-action] (concentrate, metamagic, wizard) You can extend the reach of
your spells. If the next action you use after activating this ability is to Cast
a Spell that has a range, increase that spell’s range by 30 feet (meaning
touch spells now have a range of 30 feet).
Widen Spell [one-action] (manipulate, metamagic, wizard) Your spells can affect a wider
area. If the next action you uses after activating this ability is to Cast a
Spell that has an area of burst, cone, or line that does not have a duration,
increase the area of that spell as follows: add 5 feet to the radius of a burst
of at least 10 feet, add 5 feet to the length of a cone or line that is normally
15 feet or smaller, and add 10 feet to the length of a larger cone or line.
an arc of lightning that leaps from one target to another. You deal 3d4+4
electricity damage each target. Creatures are allowed a basic Reflex save.
□ Fireball (evocation, fire); Cast [two-actions] somatic, verbal; Range 500 feet; Area
20-foot burst; Effect A roaring blast of fire appears at a spot you designate,
dealing 6d6 fire damage to all creatures in the area. Targets are allowed a
basic Reflex saving throw.
□ Haste (transmutation); Cast [two-actions] somatic, verbal; Range 30 feet; Targets
1 creature; Effect Magic empowers the target, grainting it the quickened
condition for 1 minute. It can use the extra action each round only for
Strike and Stride actions.
Light (cantrip, evocation, light); Cast [two-actions] somatic, verbal; Range touch; Targets
1 unattended, non-magical object of 1 Bulk or less; Effect You can make the
target object shed bright light in a 20-foot radius (and dim light for the next
20 feet) like a torch. This lasts until you next prepare your spells for the
day or until you cast this spell on another object.
Mage Armor (abjuration); Cast [two-actions] somatic, verbal; Effect Until the next time
you make your daily preparations, you ward yourself with shimmering
magical energy. This grants you a +1 item bonus to AC.
Mage Hand (cantrip, evocation); Cast [two-actions] somatic, verbal; Range 30 feet;
Targets 1 unattended object of 1 Bulk or less; Effect You create a single
magical hand, either invisible or ghostlike, that grasps the target and
moves it slowly up to 20 feet. Because you’re levitating the object, you can
move it in any direction. When you Sustain the Spell, you can move the
object an additional 20 feet. If the object is in the air when the spell ends,
the object falls.
□ Magic Missile (evocation, force); Cast [one-action], [two-actions], or [three-actions] somatic, verbal;
Range 120 feet; Targets 1 creature; Effect You fire a dart of force that
automatically hits the target, dealing 1d4+1 force damage. For each
additional action you spend Casting this Spell, you fire one additional dart
that you can aim at any target within 120 feet.
□ Mirror Image (illusion, visual); Cast [two-actions] somatic, verbal; Effect Three
illusory images of you swirl about your space for 1 minute, potentially
causing those who attack you to hit one of the images instead. Any attack
that would hit you has a random chance of hitting one of your images
instead. If all three images remain, there is a 1 in 4 chance of hitting you
(1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting
you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6).
Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but
doesn’t critically fail, it destroys an image but has no additional effect (even
if the attack would normally have an effect on a failure). If an attack roll
is a critical success and would hit one of the images, one of the images is
destroyed and the attack roll becomes a success against you. Once all the
images are destroyed, the spell ends.
Ray of Frost (attack, cantrip, cold, evocation); Cast [two-actions] somatic, verbal; Range
120 feet; Targets 1 creature; Effect When you cast this spell, make a spell
attack roll against the target; if you hit, you deal 3d4+4 cold damage.
Critical Success The target takes double damage and takes a –10-foot
status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Read Aura (cantrip, detection, divination) Cast 1 minute (somatic, verbal);
Range 30 feet; Effect When you cast this spell, you focus on up to 10
objects, opening your mind to perceive magical auras. When the casting
is complete, you know whether the items are magical, and if they are, you
learn the school of magic. If the object is illusory, you detects this only if
the effect’s level is below 3rd.
Shield (abjuration, cantrip, force); Cast [one-action] verbal; Effect You conjure a magical
shield of force that lasts until the start of your next turn. This counts as the
Raise a Shield action, grants you a +1 circumstance bonus to AC (though
it doesn’t require a hand to use), and allows you to use the Shield Block
reaction. This shield has Hardness 10. After using the Shield Block action,
this spell ends and you can’t use it again for 10 minutes.
Shield Block [reaction] Trigger You would be damaged by a physical attack
while your shield is conjured; Effect You interpose your magical shield
between yourself and the attack, reducing the damage by 5. You take any
remaining damage.
□ True Strike (divination, fortune); Cast [one-action] verbal; Effect The next time you
make an attack roll before the end of your turn, roll the attack twice and
use the better result. The attack ignores circumstance penalties to the
attack roll and any flat check required due to the target being concealed or
hidden.
Telekinetic Projectile (attack, cantrip, evocation); Cast [two-actions] somatic, verbal;
Range 30 feet; Targets 1 creature; Effect When you cast this spell, you hurl
a loose, unattended object (typically a crossbow bolt) that is within range
and that has 1 Bulk or less at the target. Make a ranged attack against the
target. If you hit, you deal bludgeoning, piercing, or slashing damage—as
appropriate for the object you hurled—equal to 3d6+4. No specific traits or
magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.