Wizard

Oran Everywhere's page

5 posts. Alias of fictionfan.


Full Name

Oran Everywhere

Race

humen

Classes/Levels

Wizard 5/Arcane Savant 5

Gender

Male

Size

mid

Strength 10
Dexterity 13
Constitution 10
Intelligence 22
Wisdom 10
Charisma 10

About Oran Everywhere

Oran Everywhere is from Numeria. He grew up hearing the tales of the faded Numeria civilization. He has worked hard to gain the knowledge and power to try and bring that civilization back. He heard of the PC's new Kingdom and decide that it was vibrant enough to chance of growing into a bacon of civilization yet still small enough that they would welcome his help. To that end Oran has traveled over to offer his services.
Would like to roleplay the application process

NAME:Oran Everywhere
Male, human, wizard(Foresight) 5,Arcane Savant 5
chaotic good
Init: 2forewarned+1dex+ 4 improved init (I always act in surprise round)=7
DEFENSES
AC: 11(17 mage armor), touch 11, flat-footed 10 (armor + dex +feat +magic)
HP: 39 (10d6 + Con +5favored)
Fort: 3=3class+0con, Reflex: 4=3class+1dex, Will:7 =7class+0will

OFFENSE
Speed: 30ft
Melee: +1 weapon (damage, crit range and amount)
Ranged: +2=1dex+1bab Crossbow, repeating heavy (1d10, 19-20/x2)
Special Attacks: from feats, traits, race, etc

STATISTICS
STR: 10 (0)
DEX: 13 (+1)
CON: 10 (+0)
INT: 21 (+5)
WIS: 10 (0)
CHA: 10 (0)
Base Attack: +4
traits:
Hedge Magician
Magical Knack
feat:
Alertness
Improved Initiative
False Focus
Dispel Synergy
Craft wondrous Items
Magical Aptitude
Improved familiar
Opposition Research(necromancy)

Familiar:
Sprite named Tinkerbell.

TinkerBell:

CN Diminutive fey
Init +3; Senses detect evil, detect good, low-light vision; Perception +6

DEFENSE

AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 3 (1d6)
Fort +0, Ref +5, Will +2
DR 2/cold iron

OFFENSE

Speed 15 ft., fly 60 ft. (perfect)
Melee shortsword +0 (1d2-4/19-20)
Ranged shortbow +7 (1d2-4)
Space 1 ft.; Reach 0 ft.
Spell-Like Abilities (CL 5th; concentration +5)

Constant—detect evil, detect good
At will—dancing lights, daze (DC 10)
1/day—color spray (DC 11)

STATISTICS

Str 3, Dex 17, Con 10, Int 6, Wis 11, Cha 10
Base Atk +0; CMB -1; CMD 5
Feats Alertness
Skills Escape Artist +15, Fly +21, Perception +6, Sense Motive +2, Stealth +19
Languages Common, Sylvan
SQ luminous

SPECIAL ABILITIES

Luminous (Su)

A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.

forewarned +1/2 lv to init and always act in surprise round

Prescience (Su):

At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Adept Activation (Ex):

An Arcane savant can always take 10 on Use Magic Device checks, except when activating an item blindly.

Master Scholar (Ex):

An Arcane savant adds 1/2 his class level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.

Esoteric Magic (Ex):

At each class level beyond 1st, the Arcane savant chooses a spell from any class’s spell list and thereafter treats it as if it were on the spell list of his base spellcasting classes; if his base class could not normally cast that spell, it is treated as 1 level higher. The spell’s type (arcane or divine) and save DCs function as normal for his base spellcasting class. All other restrictions of his normal spellcasting class apply. This ability does not allow other spellcasters to prepare, cast, or use spell trigger or spell completion items of esoteric spells (such as a sorcerer using a cure light wounds scroll).

I have so far picked Simulacrum,Maze,Teleportation Circle and Greater Planar Binding and Litany of Righteousness.


specials:

Equipment:
I plan on getting a bunch of scrolls.

Skills:
Fly:
Appraise: 5int+1r+3class=9
SpellCraft: 6int+10r+3class+4MA+2Master Scholar=25
senseMotive: 0wis+0rank=0
Craft
Alchemy 6int+10rank+3class=19
Knowleges:
Arcane 6int+9ranks+3class+2Master Scholar=20
Geography 6int+1r+3class+2Master Scholar=12
Nature 6int+9ranks+3class+2Master Scholar=20
Religion 6int+1ranks+3class+2Master Scholar=12
The Planes 5int+10ranks+3class+2Master Scholar=21
Local 6int+5rank+3class+2Master Scholar=16
Engineering 6int+5rank+3class+2Master Scholar=14
Perception 0wis+10r=10
Escape Artist:
Use magic devise 0cha+10ranks+4Magical Ap+3class=21

Focus school (divination, foresight) Prohibited schools enchantment and necromancy(bought off with opposition research)

Languages: Common, Elven, Sylvan, Orc, Draconic, goblin
spells
0th

1st
Abjuration:
Shield
endure elements
protection from evil

Conjuration:
Mage Armor
grease
Mount

Divination:
Comprehend Langages

Evocation:
Tenser's Floating Disk hr/lv

Illusion:
Color Spray:
disguise self min/lv

Transmutation:
Enlarge Person min/lv

2nd
Acid Arrow
Knock
Glitterdust
continual flame

div
Detect thoughts
Create Treasure Map

3rd
Litany of Righteousness (from paladin list)
dispel magic
div
Arcane Sight
Seek Thoughts

4th
Dimensional Door:
Animate Dead
Div
Arcane Eye
Scrying

5th
Teleport
Simulacrum (from the summoner spell list)
Div
Telepathic Link
Prying Eyes