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Full Name

Spell List for Raina

Race

Ferrari

Strength 14
Dexterity 18
Constitution 12
Intelligence 20
Wisdom 12
Charisma 12

About Live Games

Female Elf Wizard (Admixture Evoker) 5 / Tattooed Mystic 2
Banned School: Necromancy/Enchantment

Initiative: 4+4+2+1=11

Melee: Dagger, Attack +4, Damage 1d4+2
Ranged: Composite Longbow, Attack +7, Damage 1d8+3
Ranged: Dagger, Attack +6, Damage 1d4+2

BAB:2+1=3
Fort (Wiz+TM+stat+cloak):1+1+1+1=4
Reflex (Wiz+TM+stat+cloak):1+1+4+1=7
Will (Wiz+TM+stat+cloak):4+1+1+1=7

Spells/Day
(0) 4
(1) 3+2
(2) 3+1
(3) 2+1

Arcane Bond: Greensting Scorpion
Cantrips
Scribe Scroll: uses my save should I make the scroll
Arcane School: Admixture

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Feats:
(1) P.B. Shot
(3) Precise Shot
(5) Varisian Tattoo - Evocation (+1 caster level with evocation spells, dancing light 3/day)
(Wiz 5) Spell Focus - Evocation (+1 DC to evocation spells)
(7)

Traits:
(1) Magical Knack (+2 to CL for wizard spells, cannot go above character level)
(2) Reactionary (+2 initiative checks)

Skills: 6*7=42+6=48

Appraise (Int) +9 1 rk + 5 int + 3 class
Craft Alchemy (Int) +17 7 rk + 5 int + 3 class + 2 mwk tool
Craft Tattoo (Int) +17 7 rk + 5 int + 3 class + 2 mwk tool
Craft Bows (Int) +11 1 rk + 5 int + 3 class + 2 mwk tool
Craft Calligraphy (Int) +11 1 rk + 5 int + 3 class + 2 mwk tool
Fly (Dex) +10 3 rk + 4 int + 3 class
Knowledge (Arcana) (Int) +11 3 rk + 5 int + 3 class
Knowledge (Dungeoneering) (Int) +9 1 rk + 5 int + 3 class
Knowledge (Engineering) (Int) +9 1 rk + 5 int + 3 class
Knowledge (Geography) (Int) +9 1 rk + 5 int + 3 class
Knowledge (History) (Int) +9 1 rk + 5 int + 3 class
Knowledge (Local) (Int) +9 1 rk + 5 int + 3 class
Knowledge (Nature) (Int) +9 1 rk + 5 int + 3 class
Knowledge (Nobility) (Int) +9 1 rk + 5 int + 3 class
Knowledge (Planes) (Int) +11 3 rk + 5 int + 3 class
Knowledge (Religion) (Int) +9 1 rk + 5 int + 3 class
Linguistics (Int) +15 7 rk + 5 int + 3 class
Profession Scribe (Wis) +7 1 rk + 1 wis + 3 class + 2 mwk tool
Spellcraft (Int) +15 7 rk + 5 int + 3 class

Languages: Common, Elven, *Thassalonian*, Dwarven, Undercommon, Draconic, Giant, Orcish, Halfling, Abyssal, Infernal, Auran, Terran

Gear: 1504 gp

Headband of Vast Intelligence - 4000gp - headband slot
Cloak of Resistance - 1000gp - shoulder slot
Cracked Dusty Rose Ioun Stone - 500gp - no slot - (+1 comp bonus to initiative)
Ioun Torch - 75gp - no slot
Handy Haversack - 2000gp - no slot
Efficient Quiver - 1800gp - no slot
+1 Composite Longbow (+2 str) - 2400gp - no slot
60 arrows (22 durable & 10 adamantite/silver/cold iron/ghost salt) - 8gp - in EQ
Adamantite/Silver/Cold Iron/Ghost Salt Weapon Blanche - 325gp - used on above arrows

Spellbook - Free -
Spell Component Pouch - 5gp - Belt

2 Spring Loaded Wrist Sheath - 10gp - on wrists
(1)
(2)

2 Bandolier - 1gp

--- Acid Flask (3gp), Acid Flask (3gp), Alchemist Fire (6gp), Alchemist Fire (6gp),

Handy Haversack

Traveler's Anytool - 250gp - 2 lbs - counts as masterwork tool for most craft/profession checks

Spells bought for spellbook:

Abundant Ammunition - 35gp - 1st level
Crafter's Fortune - 35gp - 1st Level
Floating Disk - 35gp - 1st Level
Gravity Bow - 35gp - 1st Level
Grease - 35gp - 1st Level
Protection from Chaos - 35gp - 1st Level
Thunderstomp - 35gp - 1st Level
- 190gp - 2nd Level
Lightning Bolt - 465gp - 3rd Level
Haste - 465gp - 3rd Level
Twilight Knife - 465gp - 3rd Level
Fly - 465gp - 3rd Level

Alchemical Reagents:

Acid Flask - Doses 1 (10 gp); Spells acid arrow, acid fog, acid splash, dispel magic, grease, wall of ice
----- Acid Splash (F): The spell deals +1 point of damage.
----- Acid Arrow (M): The spell’s acid lasts 1 round longer than normal.

Alchemist's Fire - Doses 1 (20 gp); Spells burning hands, fireball, flaming sphere, protection from energy, resist energy, scorching ray
----- Scorching Ray (F): Add a +1 circumstance bonus on your attack roll with all rays from the spell.
----- Scorching Ray (M): Any target damaged by a scorching ray catches on fire as if it has been struck by alchemist’s fire.