About MollokPFS # 35561-6
COMBAT STATS
DEFENSE
OFFENSE
TRAITS
Spell Focus - Conjuration (Wiz)
SKILLS
Spells:
Wizard 0 lvl: 3 slots 1st lvl: 2+1 slots Memorized: * Spellbook: Cantrips:
1st LVL:
Druid
1st lvl: 4+1 slots
2nd lvl: 3+1 slots
Equipment:
+2 Mwk Silken Cerimonial Armor (+3/-/-/0%), 4195gp, 4 lbs 2x 1st-lvl Pearl of Power, 2000gp 2nd-lvl Pearl of Power, 4000gp Cloak of resistence +1, 1000gp Eyes of the Eagle, 2500gp Headband of Inspired Wisdow +2, 4000gp Ring of Protection +2, 2000gp Cestus (B or P) 1d4 dmg, crit 19-20x2, 5gp, 1 lbs Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs Light Crossbow (P), 1D8 dmg, crit 19-20 x2, reach 80ft, 35 gp, 4lbs Backpack, 2gp, 2 lbs Climber's Kit, 80gp, 5 lbs. Bedroll, 0.01gp, 5 lbs 40x Crossbow Bolts Flint and Steel, 1gp, - lbs 49 Grappling Hook, 1gp, 4 lbs Belt Pouch, 1gp, 1/2 lbs Hemp Rope (50ft.), 1 gp, 10 lbs 68 Waterskin, 1gp, 4 lbs Explorer's Outfit, 8 lbs Belt Pouch, 1gp, 1/2 lbs Spell component pouch, 5gp, 2 lbs 5x Trail Rations, 0.15gp, 3 lbs Oil x3 Spellbook, 15 gp, 3lbs Ink, 8gp, - lbs Inkpen, 0.01gp, - lbs Wayfinder Wand of Cure Light Wounds - 50/50 charges. Money left:$1213
Wizard Abilities:
Arcane Bond (Ex or Sp) Object: Ring. At 1st level, wizards form a powerful bond with an 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 located here: Familiars. 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 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 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: Conjuration, opposition schools: Necromancy and Divination.
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.
Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school's spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal. Cantrips
Spell Focus
Conjuration Arcane School Summoner's Charm (Su)
Shift (Su):
Druid Abilities:
Druid Weapon and Armor Proficiency
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. Spontaneous Casting
Chaotic, Evil, Good, and Lawful Spells
Orisons (Sp)
Bonus Languages
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. Nature Bond (Ex)
Menhir Savant Archetype
This ability replaces nature sense and wild empathy. Place Magic (Su)
This ability replaces woodland stride and trackless step.
Monkey Domain:
Granted Powers: Familiar: You gain a monkey familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar. Monkey Athletics (Su): As a free action, you may add a competence bonus equal to half your druid level (minimum of +1) on one Acrobatics, Climb, Disable Device, or Sleight of Hand check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Domain Spells:
Mystic Theurge:
Combined Spells (Su):
Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day.
Racial Abilities:
Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 CON, +2 WIS, and –2 CHA. Type: Tieflings are outsiders with the native subtype. Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size. Speed: Tieflings have a base speed of 30 feet. Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages. Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance. Skilled: Tieflings gain a +2 racial bonus on Diplomacy and Sense Motive checks. Spell-like ability: Tieflings can use pyrotechnics once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level. Darkvision: Tieflings can see perfectly in the dark for up to 60 feet. Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Backstory:
Born and raised in Cheliax Mollok was a little more than a slave for most of his life. Working for that country's nobles he climbed the social ladder from servant to kitchen staff and finally buttler. But fate would not have him settle down on a quiet life, despite his wishes. After taking employment under an accomplished conjurer his boss noticed Mollok's sharp mind and decided to train him as his assistant. That was a promotion of sorts and the tiefling was happy with his good fortune. He was less thrilled when the wizard took him to an expedition to Sargava to studied some ruins and even less amused when their ship got sunk by pirates and he got sold into actual slavery in Katapesh. Bought by a gnoll shaman that used his demonic blood in his profane rituals Mollok started to secretly study the gnoll's witchcraft while working as the his's servant. But luck was not done with him yet and eventually he was able to escape to the desert where he lived for a couple of years using his new found divine powers before making his way to Absalon. There he joined the PFS.
Notes:
Possible future feat: Superior Summoning. |
