Seoni

Malya Vardigan's page

470 posts. Alias of Jazzai Moonbreaker.


Race

HP: 16/16 Non Lethal 16/16 | AC: 15 T: 11 FF: 14 | F: +2 R: +2 W: +5 | CMB: +1 CMD: 12 | Per: +4 Init: +1 |

Strength 10
Dexterity 12
Constitution 13
Intelligence 18
Wisdom 12
Charisma 13

About Malya Vardigan

Female Human Abjurer 2
CG Medium Humanoid (human)
Favored Class (Wizard, +2 Skill)
Init +1; Perception +3
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex +0 Armor)
hp 16 (3d6+3) (6,3,4)
Fort +2, Ref +2 Will +4
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Offense
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Speed: 30 ft.
Dagger, Cold Iron: +1, 1d4+0/19-20/x2
Staff +1 1d6
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Statistics
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Str 10, Dex 12, Con 13, Int 18, Wis 12, Cha 13

BAB +1; CMB +1; CMD 12

Feats: Scribe Scroll,Combat Casting, Improved Counterspell
Traits: Friend in Every town (+1Know Local and Diplomacy ,<-Class skill) World Traveler (+1 Sense Motive <- Class skill)

Skills:
16 Skill points
Appraise +8(1)
Bluff +1(0),
Diplomacy +8(3),
Intimidate +4(0),
Knowledge (arcana) +9(2),
Knowledge (history) +8(1),
Knowledge (local) +9(1),
Knowledge (nature) +8(1)
Knowledge (religion) +8(1),
Linquistics +10(3)
Perception +4(3),
Sense Motive +7(2),
Spellcraft +10(3),
Use Magic Device+6(1)

Languages: Common, Draconic, Dwarven, Elven, Gnome, Celestial, Orc

Wizard Specifics:

Arcane School: Abjuration
Opposition Schools: Illusion, Necromancy
School Powers:

Arcane Bond: Ring
Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Equipment:

Spellbook
Spell Component Pouch (2) (10gp)
Cold-Iron Dagger (4gp)
Backpack (2gp)
Ink (8gp)
Inkpen (1sp)
Bedroll (1sp)
Waterskin (1gp)
Parchment x3 (6sp)
Flint and Steel (1gp)

Scroll Of Burning Hands
Scroll of Unprepared Combatant

Wand of Mage Armor 9 Charges Left

62 GP
9 SP
15 CP

Spells Known:

0-lvl-

Acid Splash ----------Conj- 1d3 - Close Range
Arcane Mark ----------Univ-
Bleed ----------------Necr-
Dancing Lights -------Evoc------- Medium Range - 1 Minute
Daze -----------------Ench------- Close Range - 1 Round - Will Save Spell Resist
Detect Magic ---------Divi------- 60 Ft
Detect Poison --------Divi------- Close Range - Tgt 1 Person/object/5ft cube
Disrupt Undead -------Necr------- Close Range
Flare ----------------Evoc------- Close Range - Fort Negates Spell Resist
Ghost Sound ----------Illu------- Close Range - 1/rnd per lvl - Will Disbelief
Haunted Fey Aspect ---Illu------- Personal - DR 1/-
Light ----------------Evoc------- -------------- 10 Minutes/lvl
Mage Hand ------------Tran------- Close Range - 5lbs move 15ft/round
Mending --------------Tran------- Tgt 1lb/lvl - 1d4 (takes 10 min to cast)
Message --------------Tran------- Medium Range - 1 tgt/lvl 10 min/lvl
Open/Close -----------Tran------- Close Range - Tgt 30lb or portal
Prestidigitation -----Univ------- 10ft
Ray of Frost ---------Evoc- 1d3 - Close Range - Spell Resist
Read Magic -----------Divi------- Personal------ 10/Lvl
Resistance -----------Abju------- 1 Person------ 1 minute
Spark ----------------Evoc------- 1 fine object- Fort negates (object)
Touch of Fatigue -----Necr------- Touch--------- Fatigued

1st-Lvl
Alarm ----------------Abju------- Close Range - Mental Audible (20 ft Radius)
Burning Hands --------Evoc- 1d4/lvl- 15ft cone- max 5d4
Enlarge Person -------Tran------- Close Range - +2 size bns to Strength, a –2 size to Dexterity (to a minimum of 1), and a –1 penalty on atk and AC
Expeditious Retreat --Tran------- Personal - +30 ft movement 1 min/lvl
Featherfall ----------Tran------- Close Range - Until landing or 1 rnd / level immediate action cast
Grease ---------------Conj------- Close Range - 10ft square 1 object
Mage Armor -----------Abju------- Touch ------- +4 armor 1 hour/lvl
Magic Missle ---------Evoc------- Medium Range- 5 crtures no more than 15ft apart +1 missile +2 lvls
Protection from Evil -Abju------- Crture Touch- +2 deflection bonus to AC and a +2 resistance bonus on saves
Shield----------------Abju------- Personal ---- +4 shield ac 1 min/lvl
Sleep ----------------Ench------- Medium Range- 4 hd sleep 10ft radius burst
Unprepared Combatant--Ench------- Close Range - –4 penalty on initiative checks and Reflex saves

2-Lvl

Blur -----------------Illu- Crture Touched - 1 min/lvl 20% Miss chance
False Life** ---------Necr------- Personal - 10+1hp/lvl 1 hour/lvl
Levitate -------------Tran------- Personal/close- Target you or one willing creature or one object (total weight up to 100 lbs./level)
Duration 1 min./level (D)
Protection from Arrow-Abju------- Crture Touched - 1 hour/lvl DR 10/magic vs ranged weapons Protects 10/CL then is discharged
Resist Energy --------Abju------- Crture Touched - 10 min/lvl Grants Energy Resist 10, energy type determined at casting

Spells Prepared:

0-4
1-3+1

0-lvl
Detect Magic
Read Magic
Acid Splash
Ray of Frost

1-lvl
Burning hands
Sleep
Magic Missile

Scribing Spells into book cost:

Spell Level Writing Cost
0___________________5 gp
1__________________10 gp
2__________________40 gp
3__________________90 gp
4_________________160 gp
5_________________250 gp
6_________________360 gp
7_________________490 gp
8_________________640 gp
9_________________810 gp

Replacing and Copying Spellbooks
A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If he already has a particular spell prepared, he can write it directly into a new book at the same cost required to write a spell into a spellbook. The process wipes the prepared spell from his mind, just as casting it would. If he does not have the spell prepared, he can prepare it from a borrowed spellbook and then write it into a new book.

Duplicating an existing spellbook uses the same procedure as replacing it, but the task is much easier. The time requirement and cost per page are halved.

Expenses:

802 GP
14 SP
15 CP

-80 gp for spells into spell book
-100 gp for additional spells
-200 gp for Scroll components