Iggwilv

Lostariel's page

100 posts. Organized Play character for Lecky.


Classes/Levels

HP 12/12; AC 12/ T 11/ FF 11; Init +7; Per +5; F +2/ R +1/ W +2; CMB -1; CMD 10; Speed 30ft; Melee -1; Ranged +1

About Lostariel

Lostariel
Female Human Wizard
N Medium Humanoid (Human}
Init +7; Senses Perception +5

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Defense
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AC 12, Touch 11, Flat-footed 11 (+1 Dex, +1 Haramaki)
HP 12 (1d6, +2 Con, +3 Toughness, +1 Favored Class)
Fort +2, Ref +1, Will +2

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Offense
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Speed 30 ft
Melee Dagger -1 (1d4-1) 19-20/x2
Ranged Light Crossbow +1 (1d8) 19-20/x2 80 ft
Special Attacks Shift
Wizard Spells Prepared
Level 1 (1 +2,+1): Mage Armor, Color Spray, Summon Monster 1, Summon Monster 1 (School Spell)
Cantrips(3): Light, Detect Magic, Mage Hand

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Stats
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Str 8
Dex 12
Con 14
Int 20 (+2 Racial)
Wis 10
Cha 8
Base Attack +0, CMB -1, CMD 10
Feats Spell Focus (Conjuration), Augment Summoning, Toughness
Languages Abyssal, Celestial, Common, Draconic, Elven, Giant, Goblin, Ignan, Infernal, Kelish, Osiriani, Terran, Undercommon

Human Race Features:

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Wizard Class Features:

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.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Spell Focus: At 1st level, a wizard gains Spell Focus instead of Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

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Traits
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Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks.

Tomb Raider (Osirion): You’ve spent most of your life exploring
the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) becomes a class skill for you.

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Wizard Class Skills
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+5 Appraise (+5 Int)
+5 Craft (+5 Int)
+1 Fly (+1 Dex)
+9 Knowledge Arcana (+5 Int, +1 Rank, +3 CS)
+5 Knowledge Dungeoneering (+5 Int)
+5 Knowledge Engineering (+5 Int)
+9 Knowledge Geography (+5 Int, +1 Rank, +3 CS)
+5 Knowledge History (+5 Int)
+5 Knowledge Local (+5 Int)
+9 Knowledge Nature (+5 Int, +1 Rank, +3 CS)
+5 Knowledge Nobility (+5 Int)
+9 Knowledge Planes (+5 Int, +1 Rank, +3 CS)
+9 Knowledge Religion (+5 Int, +1 Rank, +3 CS)
+9 Linguistics (+5 Int, +1 Rank, +3 CS)
+0 Profession (+0 Wis)
+9 Spellcraft (+5 Int, +1 Rank, +3 CS)
+5 Perception (+0 Wis, +1 Trait, +1 Rank, +3 CS)

Total 8 (2, +5(Int), +1(Racial))

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Equipment
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Wizard's Kit (21 gp) 21 lbs
- This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.
Scroll Box (5 gp) 1 lb
Haramaki (3 gp) 1 lb
- +1 AC, +0 ACP, 0% Spell Failure
Spring Loaded Wrist Sheath (5 gp) 1 lb
Alchemist Fire x1 (20 gp) 1 lb
Potion of Cure Light Wounds (50 gp) 1 lb
Cold-Weather Outfit (8 gp) 7 lbs
Light Crossbow (35 gp) 4 lbs
- Crossbow Bolts x10 (1 gp) 1 lb
Dagger (2 gp) 1 lb
Gold: 8 gp
Total Weight: 39 lbs (medium load)

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Arcane School
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Conjuration (Teleportation)
- Summoner's Charm: 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. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

- Shift: At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

- Dimensional Steps: At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

- Opposition Schools: Enchantment and Necromancy

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Spellbook
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Cantrips - ALL
Lvl 1 (3 + 5): Endure Elements, Grease, Mage Armor, Summon Monster I, Ear-piercing Scream, Color Spray, Silent Image, Obscuring Mist

Familiar:

Greensting Scorpion

N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 6 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects

OFFENSE
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES
Familiar

The master of a greensting scorpion familiar gains a +4 bonus on Initiative checks.

Poison (Ex)

Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

Alertness, Empathic Link, Improved Evasion, Share Spells