About Milton McMurrayCharacter Sheet:
Size Medium Humanoid (Human) Init +3; Perception +23 DEFENSE
OFFENSE
STATISTICS Str 9 Dex 16, Con 14, Int 26, Wis 17, Cha 13
SKILLS Skill Ranks: Appraise +16 (B5), Craft: Books +16 (B5), Fly +22 (16), Kn: Arcana +27 (16), Kn: Dungeoneering +27 (16), Kn: History +17 (B6), Kn: Local +27 (16), Kn: Nature +27 (16), Kn: Planes +27 (16), Kn: Religion +27 (16), Linguistics +27 (B16), Perception +23 (16), Spellcraft +27 (16), Use Magic Device +21 (16). Total: 7 Favored Class: Wizard +1 hp per level Stat Increases:
Wizard: Conjuror 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:Conjuration School Opposition: Enchantment and Necromancy 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. Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance. Dimensional Steps (Sp): 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. 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- Spell Focus: Conjuration 1- Augment Summoning (Racial bonus) 1- Scribe Scroll (class bonus) 1- Alertness (Familiar) 3-Reach Spell 5-Superior Summoning 5-Fast Study(class bonus) 7-Spell Penetration 9-Extend Spell 10-Quicken Spell (class bonus) 11-Summon Good Monster 13-Greater Spell Focus: Conjuration 15-Spell Perfection: Summon Monster V 15-Opposition Research: Necromancy (class bonus) 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
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Drawback
Automatic Bonus Progression:
Resistance: +5 Armor Attunement: +4 Weapon Attunement: +4 Deflection: +3 Mental Prowess: +6/+2 Int/Wis Physical Prowess: +6/+2 Dex/Con Toughening: +3 Gear:
Explorer's Outfit (8#), +4 MIthral Buckler 1005 gp (2.5#), +4 Adamantine Dagger 3002gp (1#), Winter blanket 5sp (3#), Scroll Case 1gp (.5#), flint and steel 1gp, ink 8gp, inkpen 1sp, a mess kit 2sp (1#), soap 1cp (.5#), a spell component pouch 5gp (2#), 6 days trail rations 3gp (6#), children’s book 1gp waterskin 1gp (4#), Masterwork book making gear 55 gp. Spells 27,650 gp 2 Potions of Cure Moderate Wounds 600 gp
Handy Haversack 2,000 gp (5#)
8,000 gp worth of books 467 gp 1 sp 9 cp. Total: 18.5# 30/60/90
Backstory:
Milton was raised in Absalom by his parents, Newton and Amelia who were wizards and Pathfinders. Milton is friendly and kind but has no one to love and doesn’t miss it. Milton LOVES books. It is the main driving force in his life. Books are knowledge and knowledge is power. Milton came to the Lady’s realm looking for knowledge and couldn’t leave. Milton will go anywhere to find books that aren’t in the Lady’s possession. Milton believes that power should be used for the betterment of others. Milton can’t bear to see books destroyed. Dangerous ones should be locked away in the Lady’s keeping. Goals Milton wants to create his own library in his own demiplane of books he has come in contact with.
Secrets Milton keeps tabs on his parents' descendants in Absolom to make sure the family is safe. He occasionally uses others to help the family when needed. Milton belongs to a secret group, Crossed Quills, who try to make sure no knowledge is lost through books being destroyed. Unknown to Milton he has created a powerful enemy in the Demon Lord Abraxas. Milton was part of a team that killed a high priest of Abraxas and removed his library to the Lady’s realm for safe keeping, ruining Abraxas’ plan to take over Golorian. People Milton has worked with WIlliam Grove on several missions and spends much of his time with his friend. They talk about the missions they have been on and what they have saved or recovered for the Lady. WIlliam is a grizzled fighter and Milton trusts him completely. Milton rescued Silvan Twoleaves from a demonic cult of Abraxas. Silvan was an elven scribe at a tower that the cult raided for an ancient book of secrets. Silvan was to be sacrificed by the cult and since he sees Milton as his rescuer he has pledged to help Milton. He serves as a trusted retainer when Milton is at the “Archive of Things”. Howard Terminus was on the mission with Milton that freed Silvan. Howard serves as the brawn on missions for the Lady and is upset and jealous that Silvan chose to serve Milton. Howard now tries to outdo Milton and make Milton look bad any chance he gets. Memories Milton remembers fondly growing up and watching his parents use and create magical items, from the simple to the complex. It’s responsible for his collection of items he uses today. Milton’s first visit to the library of Nethys in Absalom sparked his love of books. He can still smell the library all these years later and can’t bear to see a book defouled because of his visit there. When on a mission Milton carries a small book of children’s stories with him. It was his favorite as a child containing stories of animals and their human child friend. Milton’s thumb, finger and middle fingers on his right hand are staind an indigo color from all of the writing he does. Prestidigitation never seems to be able to clean those fingers.
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 1 25 + 10 Enlarge Person
Second Level 4 600 + 160 Blur
Third Level 9 3375 + 810 Dispel Magic
Fourth Level 6 4200 + 960 Black Tentacles
Fifth Level 7 7875 + 1750 Acidic Spray
Sixth Level 2 3300 + 720 Contingency
Seventh Level 1 2275 Caustic Eruption
Eighth Level 2 6000 Clone
Familiar: Stella:
Felindro N Tiny animal Init +2; Senses low-light vision, scent; Perception +5 Defense AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 58 (16d8) Fort +4, Ref +7, Will +11; SR: 21 Offense Speed 30 ft., fly 30 ft. (good) Melee 2 claws +12 (1d2-4), bite +12 (1d3–4) Space 2-1/2 ft.; Reach 0 ft. Statistics Str 3, Dex 15, Con 8, Int 13, Wis 12, Cha 7 Base Atk +8; CMB +4; CMD 16 (20 vs. trip) Feats Weapon Finesse, Hover Skills Climb +6, Fly +33, Perception +20, Stealth +14; Racial Modifiers +4 Climb, +4 Fly, +4 Stealth Daily Resources:
Acid Dart: 11/Day Used: 0 Dimensional Steps: 480 Feet Used: 0 Feet Spells Memorized: Cantrips (4): Acid Splash
First Level DC: 19/20 Conjuration (6+1): Second Level DC: 19/20 Conjuration (6+1): Third Level DC: 19/20 Conjuration (6+1): Fourth Level DC: 19/20 Conjuration (6+1): Fifth Level DC: 19/20 Conjuration (5+1): Sixth Level DC: 19/20 Conjuration (4+1): Seventh Level DC: 19/20 Conjuration (4+1): Eighth Level DC: 19/20 Conjuration (3+1): Dice:
[dice=Ray of frost]1d20+1[/dice] [dice=Damage]1d3+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+3[/dice] [dice=Appraise]1d20+8[/dice] [dice=Kn: Arcana]1d20+8[/dice] [dice=Kn: Dungeoneering]1d20+8[/dice] [dice=Kn: Geography]1d20+8[/dice] [dice=Kn: Local]1d20+8[/dice] [dice=Linguistics]1d20+8[/dice] [dice=Spellcraft]1d20+8[/dice] [dice=Fort Save]1d20+2[/dice] [dice=Reflex Save]1d20+4[/dice] [dice=Will Save]1d20+3[/dice] Picture:
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