Sanvil Trett

Maglin Uosta's page

30 posts. Alias of Turumarth.


Race

Familiar Stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|

Classes/Levels

Defensive Stats:
Initiative +16 | HP:8/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Gender

Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 6/7 | Arcane Bond 1/1 | Shift 6/8 | Cognatogen 0/1 |

Size

Medium

Age

170

Alignment

NG

Languages

Common, Elven, Celestial, Draconic, Gnome, Goblin, Sylvan, Varisian, Undercommon, Terran

Homepage URL

Old profile.

Strength 8
Dexterity 16
Constitution 12
Intelligence 21
Wisdom 10
Charisma 14

About Maglin Uosta

Backstory:
Every generation in the family as far back as anyone can remember had a wizard in it. It's what they did. Duilin, Maglin's father, had taught on tenure at the Korvosan Academae for over two dozen years, and before that he had been a private instructor. So it was natural that when Maglin said he wanted to be an adventurer his wishes were ignored. He would learn magic, like those before him.

It was a long, dull life. Maglin showed far more promise than his father had, and when he put his mind to his studies he was without equal. But what was the point? There were good moments, it's true, when he solved a hard problem, but overall what did he get by learning magic? Whenever Maglin advanced he found that there was simply another problem, a harder problem, whose solution would evade him even longer than the previous one. Nothing was ever good enough, and Maglin could never seem to outdo the inflated expectations people had of him. No, Maglin prefered to be home alone, seated in a comfy chair by the fire, with a hearty meal and a good book. It was the stories that offered an escape which he loved most, those where the protagonist was swept away on an adventure to a far off land, just like Maglin had once wanted to do himself.
Maglin was sent to many different temples for education. Often, the temple priests would mix lessons about religion, about their god, into their regular teaching. Maglin could never understand why gods required a particular reverence. Their teachings were sometimes good, but the servitude required always seemed rather irrelevant. Maglin never really became particularly religious.
As he grew older, Maglin began to rebel in small ways. He would often shirk his studies to read or to engage in simple, easy pleasures like gardening and cooking. When the first of Maglin's plants bloomed green against the dark soil, it brought a tear to his eyes. So soft, so patient, it would never betray him. But people, other people, how capricious and careless they were. His classmates were loud, and their emotions came to the surface far too easily, not like Maglin. Maglin's parents did not appreciate outbursts, and anyway, it was always easy to bury his feelings down deep and proceed calmly. This was where all the frustration and anger at being forced into a life he had not chosen went, deep inside. Perhaps some was even directed at himself.
As Maglin grew older, his distaste with his daily life began to show. He set up his own private laboratory at the Academae, and spent hours locked alone in it when he ought to have been attending classes. Often he already knew what was being taught, but from time to time he would fail in some small way, which his teachers would exaggerate. Maglin knew they felt threatened by him, but he was becoming rather interested in his work at the laboratory. A friend he had began to create for himself, so that the days would be less lonely. Maglin enjoyed his own company, he enjoyed it very much, in fact, but he sometimes wished for someone to talk to. He rarely spoke with his parents anymore, and though he wasn't exactly unhappy, Maglin knew that he could be happier.
After completing his experimentations, Maglin left the Academae. His parents were extremely dissapointed, but they never got a chance to tell him. They came home one day and he and all his possessions were simply gone; no grand gesture or dramatic goodbye. That wouldn't have been like Maglin. And once he'd done that, he knew there was no turning back, to return after leaving so abruptly would have been somehow wrong.
Life outside the city went much better. He moved to Riddleport, where he would have a chance to study the enormous and ancient magical artifact known as the Cyphergate. Perhaps he had enjoyed some of the opportunities for study at the Academae, but only when there weren't other people constantly trying to step on his toes. Deep down, Maglin knew there was another, deeper reason why he had chosen Riddleport. The city was rife with pirates and thieves, and the criminals of every sort would force him to keep his wits about him. Maglin would perhaps be drawn into an adventure.
It was on his first foray out to the base of the Cyphergate that he met Lindir. She was, like him, an elven traveler from afar, who left her home town because she was the smartest person there. After a short time together, both agreed that it was better if neither of them continue to study the cyphergate. They would only try to compare one another's findings and compete, which would invariably drive them apart. Simple pleasures and each other would be enough.
Well, almost enough, but a little adventure might prove sufficient. Lindir and he both agreed that it was a bad idea, that it would endanger them and wouldn't make them any happier long term. It didn't matter. They began to explore a nearby cave, and, to the surprise of neither of them, it proved to be a bad, dangerous idea. It wasn't the monsters, it was the tunnels with their twisting, maze like passageways. Quickly the path was lost. Out of food, low on water, they pulled each other close in the long dark, huddled together in fading firelight. It was three days before they escaped. Each made a promise on the other's life not to set foot where sun had never shone, unless need was great.
Together, they were happy. Maglin was a linguist, and never went without employment in Riddleport, where a false letter was as common as a rope on a ship. Lindir worked with animals, horses in particular. Maglin had always thought of horses as big, vulgar creatures, but he came to see them instead as intelligent and soft, pleasant to ride on after a day's work. They would vanish into the countryside, he and Lindir, to dance and sing amongst the hemlocks, or climb hills on foggy days, when the world was only as big as they could see. Things were not always as high and idyllic as they wished, they fought and had low points like any spouses, but through forty long years there was never a real end to their love. The great beauty was in the way that they accepted one another.
And then Lindir began to cough. They thought nothing of it, at first, but things worsened. Soon she had trouble eating, and stayed resting in bed much of the time. They would go out, as often as they could, to visit Lindir's favorite horse. And even he knew there was something deeply wrong with her, he could feel it in her weak, shivering hands on his mane, in how tightly Maglin's arm wrapped around her to keep her from falling. Maglin did his best. He cursed how easily he had taken life to be, and wished now that he had spent more time developing his magic, more time in the laboratory, perhaps there was a cure? He worked at a frantic pace, trying to determine all that he could, but it was no use. Why had they not amassed a greater fortune, so as to be able to seek out the most renowned clerics in all the land? Why did nothing work?
It was very cold, and empty. Maglin felt like a lost survivor in a new world after the first and real world had passed away, as though he was not real, not whole. There was no one to talk to. He would find himself thinking I must tell Lindir this, and then he might as well have been a castaway on a barren island under a heedless sky. It was a terrible bereavement. Maglin haunted the same house where she died for three months, yet it felt like three decades. He could no longer worked as a linguist, for there was a pain in interacting with people: it reminded him that he was still alive. Instead, he manufactured alchemical items and sold them in bulk to store owners that lived far away.
And then one day Maglin woke up and found he was not afraid to think of Lindir any longer. Before, even the faintest reminder had been too great to bear, but now he wished that he had remembered more. He did not wish to forget. Her face, more beautiful now than a thousand sunsets, her voice, now as soft and sweet as a gentle kiss of breeze on his face. He mixed a potion which would give him a lucid dream, and in it he visited her. They danced together then, till dawn, but just before he woke he saw that they only made one shadow. Maglin cried, he rarely cried, and had only done so just after she had died, but now he cried far harder, and for far longer. When he was done, he found himself oddly...calm. In all the time since she had died he had kept moving, kept busy, but now there was no reason to, for he no longer had anything to hide from.
Maglin picked a book off the shelf and began to read. It reminded him of his childhood, of the days back before he met Lindir, when he had still lived at home with his parents. And something woke up inside of him, and he wished to go and explore the deepest caves he could find, and wear a sword instead of a walking stick. It would be dangerous, for sure, but the risk of not going, of continuing to sleep in the bed where she had died in his arms, was far greater. Maglin no longer valued the other experiences he had in life, there was no longer as great a risk to death, as he saw it. The rush of danger was all he had left.
Departing Riddleport on the Shackles bound ship had felt good. The salty spray in his eyes, the shaky legs, the cramped conditions, there were problems. Maglin was good at solving problems. He made friends with the crew, temporary, fleeting friendships, for Maglin knew he would never speak to these men again. But he was alive and there was no denying it, and that was better.
And perhaps, if he emerged from the Dungeon of Graves powerful and rich, he would be able to find someone capable of bringing her back to life. He had thought about it, such magic existed, and it would be amazing to use, but it required far more money than he had.
He would brave the deepest pits of Hell if it meant a chance of getting Lindir back.

Personality:
Maglin is above all exceedingly reasonable. He's an emotional person, but the emotions that he has are buried down deep, to be dealt with later. Maglin doesn't cause unnecessary drama, and doesn't draw attention to himself if he doesn't have to, even if he's hurt. That's probably a result of his parents, who always made him feel like he was trying to trick them whenever he asked for their attention.

Adventuring is not the life for Maglin. He knows he's a coward, and he doesn't like when people get hurt. Not unless they're worth hurting. Furthermore, he likes meals regularly, and a warm fire. Perhaps when he returns home Lindir will make some pleasant tea. Only she's dead, and there's nothing for him in that life any longer. And anyway, there's something that's always been appealing about adventuring. Especially when it's dangerous. Perhaps it's the notion that the people he's with will accept him no matter what, and will always have his back, which his parents never did, or maybe it's the sense of accomplishment which comes from doing genuinely good deeds. Or the promise of friendship. Maglin was a misanthrope, to a large extent, who had always wished he wasn't so lonely. Even when Lindir was alive he often felt lonely, although that wasn't her fault. He used to be quite personable when he wanted, and knows he can be again, if he tries.

Fluff Stuff:

I couldn't find good places to put these notes into the backstory, but they're rather interesting details.

Theme song.

Maglin's arcane bond is his wedding ring.

Maglin hopes to write a book about his adventures, if he survives.

Remember how Maglin and Lindir promised on one another's life that they wouldn't set foot where sun had never shone? Maglin knows that Lindir would be glad he's breaking his promise to her, since to do otherwise would leave Maglin in a limbo where he wasn't technically dead but wasn't really alive enough to experience new things. Plus there's a chance he can bring her back to life.

Some interesting things the GM could do to Maglin:

Maglin always liked sex. Would be interesting to see him tempted, especially if the person doing the tempting were intelligent and wanted a serious relationship. How could he reconcile the inevitable desire he felt with his sense of bereavement for his wife?

Separate him from the party! Not only is Maglin's statblock indicative of an inability to function on his own, he's also chosen to descend into the Dungeon of Graves for the sense of camaraderie. His spirits will be rather high so long as he's with others (and they're carrying his food), but once he's alone everything will be a lot more awful.

What happens when someone promises they can revive the dead? It's pretty simple, actually, Maglin listens to the person with the highest sense motive, since to do otherwise would be unreasonable. But if they aren't lying, well, we'd better hope that someone don't ask Maglin to betray his allies.

Statblock:
Male Elf Wizard (Conjuration vs Enchantment, Necromancy) 5
Alchemist (Mindchemist) 2
Init +16, Perception +8, Darkvision 60 ft, light blindness

Defense
AC 14; Touch 13; Flat-Footed 11; (+3 Dex; +1 armor)
HP 30 (3d6+2d8+10)
Fort +4; Ref +5; Will +5 (+2 vs enchantment spells and effects, +2 vs poison)
Immune: Sleep
Offense
Speed 30 ft, 20 ft when encumbered
Space 5 ft; Reach 5 ft
Ranged: Bomb +5 touch (1d6+5 fire, 6 points splash), 20 ft range increment, 7/day
Statistics
Str 8, Dex 16, Con 12, Int 21, Wis 10, Cha 14
Base Atk +2; CMB +1; CMD 14
Traits: Forlorn, Reactionary, Sheltered (Drawback)
Alternate Racial Traits: Darkvision, Fleet-Footed
Feats: Extra Discovery (Tumor Familiar), Improved Initiative, Run (Racial Bonus), Scribe Scroll (Wizard Bonus), Brew Potion (Alchemist Bonus), Spell Focus (Conjuration), Craft Wondrous Items (Wizard Bonus)
Discoveries: Infusion, Tumor Familiar (Bonus)
Languages: Common, Elven, Celestial, Draconic, Gnome, Goblin, Sylvan, Varisian, Undercommon, Terran
Skills: 39/39
Spellcraft +13 (5 ranks, +3 class, +5 int) {+2 identifying magic items}
Perception +8 (5 ranks, +3 class)
Fly +9 (3 ranks, +3 class, +3 dex)
Survival +5 (2 ranks, +3 class)
Disable Device +10 (4 ranks, +3 class, +3 dex)
Heal +5 (2 ranks, +3 class)
Escape Artist +7 (4 ranks, +3 dex)
Knowledge (Arcana) +15 (2 ranks, +3 class, +5 int, +5 perfect recall)
Knowledge (Psionics) +14 (1 rank, +3 class, +5 int, +5 perfect recall)
Knowledge (Dungeoneering) +15 (2 ranks, +3 class, +5 int, +5 perfect recall)
Knowledge (The Planes) +14 (1 rank, +3 class, +5 int, +5 perfect recall)
Knowledge (Nature) +15 (2 ranks, +3 class, +5 int, +5 perfect recall)
Knowledge (Religion) +14 (1 rank, +3 class, +5 int, +5 perfect recall)
Knowledge (Local) +15 (2 ranks, +3 class, +5 int, +5 perfect recall)
Craft (Alchemy) +11 (1 rank, +3 class, +5 int, +2 competence)
Ride +4 (1 rank, +3 dex)
Use Magic Device +6 (1 rank, +3 class, +2 Cha)
Background: 10/10
Linguistics +10 (2 ranks, +3 class, +5 int)
Handle Animal +3 (1 rank, +2 Cha)
Appraise +9 (1 rank, +3 class, + 5 int)
Knowledge (History) +15 (2 ranks, +3 class, +5 int, +5 perfect recall)
Knowledge (Nobility) +14 (1 rank, +3 class, +5 int, +5 perfect recall)
Knowledge (Geography) +14 (1 rank, +3 class, +5 int, +5 perfect recall)
Knowledge (Engineering) +15 (2 ranks, +3 class, +5 int, +5 perfect recall)

Magic:

Spells Prepared (CL 4 {+2 vs SR})
Arcane School: Conjuration
Opposition Schools: Enchantment, Necromancy
0-Detect Magic, Detect Poison, Prestidigitation, Read Magic
1st-Grease x2, Obscuring Mist, Mage Armor, Protection from Evil x2,
2nd-Web x2, Glitterdust, Invisibility
3rd-Summon Monster III x2, Haste

Spells cast today: Mage Armor, Web x2, Glitterdust, Haste, Invisibility,
Spell regained at short rest-Not rested yet
Spellbook
All level 0 spells not in Necromancy or Enchantment Schools
1st-Protection from Evil, Grease, Color Spray, Silent Image, Obscuring Mist, Comprehend Languages, Mage Armor, Feather Fall, Crafter's Fortune, Alarm, Mount, Hold Portal, Enlarge Person, Jump, Ventriloquism
2nd-Resist Energy, Glitterdust, Summon Monster II, Web, Invisibility, Levitate, Aboleth’s Lung, Create Pit, Flaming Sphere, Make Whole, Pyrotechnics, Rope Trick, Cat's Grace, Owl's Wisdom, Fox's Cunning, Eagle's Splendor, Bull's Strength
3rd-Haste, Summon Monster III, Stinking Cloud
24 level 0 spells
16 level 1 spells
18 level 2 spells
3 level 3 spells
81 spellbook pages used
1115 gp spent on spells
Extracts Prepared
Blank Slot (Would've been shield, Cain didn't want it)
Long Arm (drunk by Emily)
Shield (drunk by Simon)
Enlarge Person (with Dalkk)
Formulae List
1st-Monkey Fish, Enlarge Person, Long Arm, Expeditious Retreat, Cure Light Wounds, Anticipate Peril, Shield, True Strike, Reduce Person, Polypurpose Panacea, Endure Elements, Detect Secret Doors, Ant Haul
Copied from Spellbook: Comprehend Languages, Crafter's Fortune, Enlarge Person
15 level 1 formulae
75 gp spent on 1st level formulae

Equipment:

Light load: 26 lbs
Medium load: 53 lbs
Current load: 21 3/4 lbs
Remaining gold: 1296.79 gp
Items on Maglin:
Explorers Clothes, 8 lbs
Alchemy Crafting Kit, 5 lbs
Light Crossbow, 4 lbs
Ammunition, 1 3/4 lbs
Spell Component Pouch, 2 lbs
Cloak of Resistance, 1 lb
Cracked Dusty Rose Ioun Stone
Ring of Sustenance
Signal Whistle
Everything else on L'nshpad
50 lbs, 5346.66 gp spent
Items used or lost:
50 ft String, 1 cp, 1/2 lb
Sorted by cost
51 lbs, 5125 gp
Ring of Sustenance, 2500 gp, negligible
Cloak of Resistance +1, 1000 gp, 1 lb
Ioun Stone, Cracked Dusty Rose, 500 gp, no weight
Spellbook, 1115 gp on spells, 3 lbs
Holy Water, 4 flasks, 100 gp, 4 lbs
Formulae Book, 75 gp on spells, 3 lbs
Light Crossbow, 35 gp, 4 lbs
Acid, 9 flasks, 30 gp, 9 lbs
Alchemy Crafting Kit x2, 25 gp, 10 lbs
Armored Kilt, 20 gp, 10 lbs
5 Alchemical Silver Bolts, 10 gp, 1/4 lb
Spell Component Pouch x2, 5 gp, 4 lbs
Dagger, 2 gp, 1 lb
16 Bolts, 1 gp, 1 lb
10 Cold Iron Bolts, 1 gp, 1/2 lb
Sorted by weight
18.5 lbs, 2.61 gp
Explorer's Clothes, Free, 8 lbs
Bedroll, 1 sp, 5 lbs
Blanket, 5 sp, 3 lbs
Backpack, 2 gp, 2 lbs
Items below have negligible weight, I've given them a two pound weight all together. Sorted by currency type (gp, sp, cp) and cost
2 lb, 145.05 gp
Antitoxin x2, 66.67 gp, negligible
Anti Plague, 50 gp, negligible
Inkpot x2, 16 gp, negligible
Bells x5, 5 gp, negligible
Charcoal x10, 2 gp, negligible
Red Chalk x10, 1 gp, negligible
Blue Chalk x10, 1 gp, negligible
Fishhooks x10, 1 gp, negligible
Signal whistle 8 sp, negligible
Inkpen x2, 2 sp, negligible
Chalk x10, 1 sp, negligible
Rice Paper, 25 sheets, 125 cp, negligible
Earplugs, 3 cp, negligible
Currency:
Tea Machine, 50 gp, uncarried, located in the woods.

Rabbit:

Tumor Familiar
Init +3; Senses: low-light vision; Perception +1

DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size; +1 natural)
hp 15 (1d8–1)
Fort +1, Ref +5, Will +5
Fast Healing 5 when attatched
OFFENSE
Speed 50 ft.
Melee bite +7 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5
Base Atk +2; CMB -1; CMD 9 (13 vs. trip)
Feats: Run, Combat Reflexes, Bodyguard
Skills:
Stealth +15 (1 rank, +3 class, +3 dex, +8 size)
Spellcraft +5 (4 ranks, +3 class, -2 int)
Perception +8 (4 ranks, +3 class, +1 wis)
Fly +9 (3 ranks, +3 class, +3 dex)
Survival +3 (2 ranks, +1 wis)
Disable Device +7 (4 ranks, +3 dex)
Heal +4 (3 ranks, +1 wis)
Escape Artist +7 (4 ranks, +3 dex)
Knowledge (Arcana) +0 (2 ranks, -2 int)
Knowledge (Dungeoneering) +0 (2 ranks, -2 int)
Knowledge (The Planes) -1 (1 rank, -2 int)
Knowledge (Nature) +0 (2 ranks, -2 int)
Knowledge (Religion) -1 (1 rank, -2 int)
Knowledge (Local) +0 (2 ranks, -2 int)
Craft (Alchemy) -1 (1 rank, -2 int)
Background: 10/10
Linguistics +1 (3 rank, -2 int)
Appraise -1 (1 rank, -2 int)
Knowledge (History) +0 (2 ranks, -2 int)
Knowledge (Engineering) +0 (2 ranks, -2 int)
Knowledge (Nobility) -1 (1 rank, -2 int)
Knowledge (Geography) -1 (1 rank, -2 int)
Tumor Familiar Discovery text:
The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.
Familiar Basics:
Use the basic statistics for a creature of the familiar’s kind, but with the following changes.
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
Hit Points: The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to calculate the familiar’s melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar’s kind.
Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Loyal Bodyguard (Ex)
A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is occupying its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe.
This ability replaces alertness and improved evasion.

Class Features:

Arcane Bond-Item, ring
Arcane School-Conjuration, opposition schools Necromancy and Enchantment
Summoner's Charm: +1 round/2 levels on summon spells
Shift-swift action teleport 10 ft up to 8 times/day
Scribe Scroll, Brew Potion-bonus feats
Alchemy-competence bonus on craft (alchemy)
Cognatogen-drink as standard action for 20 minutes +2 int -2 str, leaves 2 str damage, 1/day
Bombs-1d6+int damage, 1+int splash damage, 3+int/day
Extract-can mix extracts from formulae book in 1 minutes, can pass out to others via infusion discovery
Poison Resistance-+2 on saves vs poison
Discoveries-Infusion, Tumor Familiar (bonus)
Perfect Recall-add int twice on knowledge skills and to remember things
Bonus Feat-wizard bonus feat, item creation, metamagic, or spell mastery

Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. 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.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed 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).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
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.
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 below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Featsand 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 Craft Magic Arms and Armor feat). 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 universalistschool do not receive a school slot.
Shift (Su):
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.
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. 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.
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 an opposition school, but it uses up two of his available slots (see below).
Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magicusing the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizardreceives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Bomb (Su)
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Discovery (Su)
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Poison Resistance (Ex)
At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Cognatogen
At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen as a discovery).
Cognatogen (Su)
Benefit: The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.
Perfect Recall
At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.
This ability replaces poison use.