Petrune

Milton McMurray's page

155 posts. Alias of trawets71.


Full Name

Milton McMurray

Race

Human

Classes/Levels

Wizard 4| AC 17 T 13 FF 14 | HP 26/26 | F +3 R +4 W +6| Init +3| Perc +2

Gender

Male

Size

Medium

Alignment

NG

Deity

Nethys

Strength 8
Dexterity 16
Constitution 14
Intelligence 20
Wisdom 14
Charisma 11

About Milton McMurray

Character Sheet:

Size Medium Humanoid (Human)
Init +3; Perception +2

DEFENSE
AC: 17 Touch: 13 Flat-footed: 14 (+4 armor, +3 dex)
HP: 26 (4d6+8)
Fortitude: +3 Reflex: +4 Will: +6

OFFENSE
Speed: 30
Ranged: Ray of frost +5 (1d3+2+1) Range: 30'
Melee: Quarterstaff +1 (1d6-1), Dagger +1 (1d4-1/19-20/x2)

STATISTICS

Str 8, Dex 16, Con 14, Int 20, Wis 14, Cha 11
Languages: Auran, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Sylvan
Base Atk +2; CMB +1; CMD 13

SKILLS

Skill Ranks: Craft: Books +13 (B4), Craft: Calligraphy +13 (B4), Craft: Clothing +11 (2), Craft: Leather +11 (2), Kn: Arcana +12 (4), Kn: Dungeoneering +10 (2), Kn: Engineering +11 (3), Kn: Local +10 (2), Kn: Nature +10 (2) , Kn: Planes +12 (4), Kn: Religion +10 (2), Linguistics +12 (4), Profession: Scribe +7 (1), Slight of Hand +6 (F), Spellcraft +12 (4), Use Magic Device +9 (4)Total: 36 B: 8

Favored Class: Wizard +1 sp per level.

Stat Increase:
4th Level: Wis

Wizard: Admixture Evoker Abilities:

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.

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.

School: Evocation (Admixture) Opposition: Enchantment and Necromancy

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

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.
Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon's frigid breath weapon (a supernatural ability), but not a fire elemental's fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.
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).

Scribe Scroll: At 1st level, a wizard gains 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).

Feats and Traits:

FEATS
1- Point Blank Shot
1- Precise Shot
1- Scribe Scroll (class bonus)
3- Craft Wondrous Item

RACIAL TRAITS

Medium: Humans are Medium creatures and have 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).

Traits
Oddity Artisan: You have made use of odd materials found in the new shards, including etherium. Having fashioned odd tools from raw resources and even bug parts you take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital by gathering or collecting supplies you add 1 to the capital earned.

Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Gear:

Wizard Robes (1#), Dagger 2gp (1#), Quarterstaff (4#), Backpack 2gp (2#), Winter blanket 5sp (3#), Scroll Case 1gp (.5#), flint and steel 1gp, ink 8gp, inkpen 1sp, a mess kit 2sp (1#), a spell component pouch 5gp (2#), 6 days trail rations 3gp (6#), waterskin 1gp (4#), book making tool set, calligraphy tool set, scribe toolset.
Total: 25# 33/66/100

Scrolls: Burning Hands*, Scorching Ray*, Color Spray*, Crafter's Fortune*, 2 Mage Armor*

* denotes etherium infused.

Etherium: 837.5 gp

Backstory:

Milton was born in Absalom to employees of the Arcanamirium of Absalom. His mother must have been touched by some of the magic there while she was pregnant, as Milton was born very intelligent. He was given a scholarship to attend the Arcanamirium of Absalom at 12 and graduated at 15. He was given training in book making and calligraphy to go along with the scribe skills given as part of his training. He was on his way to a manor in western Andoran and was in Garm when the world split. He took his more academic and artisan prior life and lent it towards rebuilding the village as he could. That is until the ants came. He had to rely on his more militant teachings and was glad of the well rounded education he received. While usually memorize more helpful spells, since the ants it has been much more combat oriented spells memorized lately.

Spellbook:

Cantrips

Acid Splash
Arcane Mark
Dancing Lights
*Detect Magic
Detect Poison
Flare
Ghost Sound
*Light
Mage Hand
*Mending
Message
Open/Close
Prestidigitation
*Ray of Frost
*Read Magic
Resistance

First Level

*Burning Hands
*Color Spray
*Crafter's Fortune
*Expeditious Excavation
*Floating Disk
Identify
*Mage Armor
*Magic Missile
*Summon Monster 1
*Unseen Servant

Second Level

*Continual Flame
*Make Whole
*Mirror Image
*Scorching Ray

Familiar: Franklin:

Raccoon
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +3

Defense
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 13 (1d8)
Fort +2, Ref +4, Will +7

Offense
Speed 20 ft., climb 20 ft.
Melee bite +6 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 8, Dex 15, Con 11, Int 7, Wis 16, Cha 5
Base Atk +2; CMB +2; CMD 13 (17 vs. trip)

Feats Weapon Finesse

Skills: Climb +10, Craft: Books +5 (B4), Craft: Calligraphy +5 (B4), Craft: Clothing +3 (2), Craft: Leather +3 (2), Kn: Arcana +2 (4), Kn: Dungeoneering +0 (2), Kn: Engineering +1 (3), Kn: Local +0 (2), Kn: Nature +0 (2) , Kn: Planes +2 (4), Kn: Religion +0 (2), Linguistics +2 (4), Profession: Scribe +7 (1), Slight of Hand +3, Spellcraft +2 (4), Use Magic Device +1 (4)

Special Abilities: Valet Familiar

Valet Skills: A valet treats Craft, Perform, and Profession as class skills.

Able Assistant (Ex): A valet’s master treats the valet as if it had the Cooperative Crafting feat and shares Craft skills and item creation feats with the valet.

This replaces alertness.

Magical Manipulation (Sp): A valet can cast open/close and prestidigitation at will.

This replaces share spells.

Teammate (Ex): A valet is considered to have all the teamwork feats its master has.

This replaces improved evasion.

Deliver Touch Spells (Su): At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.

This alters deliver touch spells.

Empathic link

Daily Resources:

Versatile Evocation (7/day) Used: 0

Spells Memorized:

Cantrips (4):
Detect Magic
Light
Mending
Ray of Frost

First Level DC: 16 (5+1):

Burning Hands
Color Spray
Mage Armor
Magic Missile
Magic Missile (S)
Summon Monster I

Second Level DC 17 (3+1)

Make Whole
Mirror Image
Scorching Ray
Scorching Ray (S)

Dice:

[dice=Ray of frost]1d20+5+1[/dice] [dice=Damage]1d3+2+1[/dice]
[dice=Quarterstaff]1d20+1[/dice] [dice=Damage]1d6-1[/dice]
[dice=Dagger]1d20+1[/dice] [dice=Damage]1d4-1[/dice]
[dice=Perception]1d20+2[/dice]
[dice=Craft: Books]1d20+13[/dice]
[dice=Craft: Calligraphy]1d20+13[/dice]
[dice=Craft: Clothing]1d20+11[/dice]
[dice=Craft: Leather]1d20+11[/dice]
[dice=Kn: Arcana]1d20+12[/dice]
[dice=Kn: Dungeoneering]1d20+10[/dice]
[dice=Kn: Engineering]1d20+118[/dice]
[dice=Kn: Local]1d20+10[/dice]
[dice=Kn: Nature]1d20+10[/dice]
[dice=Kn: Planes]1d20+12[/dice]
[dice=Kn: Religion]1d20+10[/dice]
[dice=Linguistics]1d20+12[/dice]
[dice=Prof: Scribe]1d20+7[/dice]
[dice=Slight of Hand]1d20+6[/dice]
[dice=Spellcraft]1d20+12[/dice]
[dice=UMD]1d20+9[/dice]
[dice=Fort Save]1d20+3[/dice]
[dice=Reflex Save]1d20+4[/dice]
[dice=Will Save]1d20+6[/dice]