Suit of Keys

Ozella Whizzlefizz's page

60 posts. Alias of Knight of Rust.


Classes/Levels

Resources: Arcane Reservoir 5/10; Spells: 1st 4/6, 2nd 6/6, 3rd 4/4| Active Effects: Ant Haul (14h), Mage Armor (7h), Heightened Awareness (70m), Tears to Wine (70m)

Gender

Female Gnome Arcanist 7 | HP: 50/50 | AC: 17, Touch: 13, Flat-Footed: 16 | CMB: +0, CMD: 12 | F: +6, R: +5, W: +7 | Init: +5 | Perc: +19 [Low-Light Vision]|

About Ozella Whizzlefizz

Most rolled
[dice=Perception]1d20+17[/dice] or [dice=HA Perception]1d20+17+2[/dice]
[dice=Initiative]1d20+5[/dice] or [dice=HA Initiative]1d20+5+4[/dice]

More dice rolls:

Skills
[dice=Knowledge (Arcana)]10+18[/dice] Take 10 with Avid Reader
[dice=Knowledge (Dungeoneering)]1d20+10[/dice]
[dice=Knowledge (Engineering)]1d20+10[/dice]
[dice=Knowledge (Geography)]1d20+10[/dice]
[dice=Knowledge (History)]1d20+11[/dice]
[dice=Knowledge (Local)]1d20+13[/dice]
[dice=Knowledge (Nature)]1d20+12[/dice]
[dice=Knowledge (Nobility)]1d20+10[/dice]
[dice=Knowledge (Planes)]1d20+13[/dice]
[dice=Knowledge (Religion)]1d20+12[/dice]
Heightened Awareness
[dice=Knowledge (Arcana)]10+18+2[/dice] Take 10 with Avid Reader
[dice=Knowledge (Dungeoneering)]1d20+10+2[/dice]
[dice=Knowledge (Engineering)]1d20+10+2[/dice]
[dice=Knowledge (Geography)]1d20+10+2[/dice]
[dice=Knowledge (History)]1d20+11+2[/dice]
[dice=Knowledge (Local)]1d20+13+2[/dice]
[dice=Knowledge (Nature)]1d20+12+2[/dice]
[dice=Knowledge (Nobility)]1d20+10+2[/dice]
[dice=Knowledge (Planes)]1d20+13+2[/dice]
[dice=Knowledge (Religion)]1d20+12+2[/dice]
[dice=Linguistics]1d20+10[/dice]
[dice=Sense Motive]1d20[/dice]
[dice=Spellcraft]1d20+15[/dice]
[dice=Stealth]1d20+5[/dice]

Attacks
[dice=Heavy Crossbow]1d20+6;1d8[/dice]
[dice=Ranged spell attack]1d20+5[/dice]
[dice=Melee spell attack]1d20+1[/dice]
[dice=Flame Arc (DC 16 Reflex)]3d6+3[/dice]
Counterspell
[dice=Spellcraft]1d20+15[/dice]
[Dice=Dispel]1d20+7[/dice] vs 11+Caster’s level
[dice=Dispel (spell prepared)]1d20+7+5[/dice] vs 11+Caster’s level

Spells
[dice=Spell Resistance]1d20+7[/dice]
[dice=Fireball (DC 20 Reflex)]8d6[/dice]
[dice=Burning Arc (DC 19 Reflex)]8d6;4d6;2d6[/dice]
[dice=Burning Hands (DC 16 Reflex)]5d4[/dice]
[dice=Magic Missile]1d4+1;1d4+1;1d4+1;1d4+1[/dice]
[dice=Thunderstomp]1d20+7+6[/dice]
[dice=Acid Splash]1d20+5;1d3[/dice]

Appearance & Personality
Asides from the pink hair, Ozella Whizzlefizz might just be the plainest Gnome a non-gnome have ever come across. Thick glasses, baggy robes, hair tied in a high ponytail. With the short stature native to her race, coming across Ozella in her natural habitat, generally the library or bookstore, it’s easy to mistake her for a human child surrounding by books too large for her.

Prone to spacing out, she can often be seen staring off into the distance. Quite the opposite of that, when Ozella begins talking about a subject she’s passionate about, she can become quite animated and will often go on for as long as the other party is interested in listening. She doesn’t understand much in the way of social cues and can continue giving knowledge even when it’s obvious that the other side doesn’t care about it anymore. Despite any social shortcomings, she isn’t afraid of conversation or discourse; she’s just awkward.

Ozella Whizzlefizz
CG Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +17
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Defense
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AC 17, touch 13, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, +1 size)
hp 50
Fort +6, Ref +5, Will +7; +2 racial vs Fear & Despair, Warded Against Witchery
Defensive Abilities Warded Against Witchery (+1 trait vs spells, SLA, SUs of evil arcane spellcasters)
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Offense
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Speed 20 ft.
Melee
Ranged Mwk Heavy Crossbow +6 (1d8/19-20x2)

Spell-Like Abilities (CL 7th; concentration +10)
1/day—dancing lights, flare, prestidigitation, produce flame

Spells Prepared (CL 7th; concentration +13)
3rd [2+1] (4/day)—Fly, Fireball (DC 20), Tongues
2nd [3+1] (6/day)—Burning Arc (DC 19), Glitterdust (DC 18), Resist Energy, Page-Bound Epiphany
1st [5+1] (6/day)—Ant Haul, Burning Hands (DC 18), Heightened Awareness, Mage Armor, Magic Missile, Thunderstomp
0 [7+1] (at will)—Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Message, Open/Close, Prestidigitation, Spark

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Tactics
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Before Combat Ozella casts Mage Armor and Ant Haul at the outset of an adventure (beginning of the day in the wilderness, leaving town after resting for the night, etc.) When entering a place known for danger, she'll cast Heightened Awareness, and use the bonus to Initiative only if there are multiple enemies or a boss-tier enemy.
During Combat Ozella starts with identifying whatever creatures the party is fighting, asking for resistances, immunities, and weaknesses first. Unless something is resistant or immune to Fire based spells, Ozella will use a mix of Flame Arc and fire-based spells to bring enemy HP down. If the foe is strong against fire attacks, she casts Magic Missile or Thunderstomp instead. Alternatively, if battlefield control spells are needed, she'll use Quick Study to prepare spells to alter the battlefield. When moving around, if it's not safe she'll use Fly and Dimensional Slide. If the enemy is a spellcaster, Ozella will use her Counterspell exploit often, using Quick Study if the enemy has a preferred spell and she knows it in her Spellbook to get an edge.
Base Statistics Without Mage Armor, Ozella’s statistics are AC 13, touch 13, flat-footed 11. Without ant haul, Ozella’s carrying capacity is Light: 15lbs, Medium: 30lbs, Heavy: 45lbs.
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Statistics
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Str 6 (-2) Dex 12 (+1) Con 14 (+2) Int 22 (+6) Wis 10 (0) Cha 16 (+3)
Base Atk +3; CMB +0; CMD 11

Feats Cunning, Elemental Focus (Fire), Improved Initiative, Extra Arcanist Exploit

Traits Warded Against Witchery, Avid Reader (Knowledge: Arcana)

Skills Appraise +9 (1), Bluff +3, Climb -2, Craft (Book) +11 (2) Diplomacy +13 (7), Fly +8 (4), Knowledge (Arcana) +18 (7), Knowledge (Dungeoneering) +10 (1), Knowledge (Engineering) +10 (1), Knowledge (Geography) +10 (1), Knowledge (History) +11 (2), Knowledge (Local) +13 (4), Knowledge (Nature) +12 (3), Knowledge (Nobility) +10 (1), Knowledge (Planes) +13 (4), Knowledge (Religion) +12 (3), Linguistics +10 (1), Perception +17 (7), Sense Motive +0, Spellcraft +16 (7), Stealth +5, Swim -2, Use Magic Device +13 (7) Modifiers +1 Spellcraft vs spells cast by evil arcane spellcasters

Languages Common, Gnome, Sylvan, Draconic, Dwarven, Elven, Skald

SQ Arcane Reservoir, Consume Spells, Elemental Focus, Exploits (Flame Arc, Counterspell, Quick Study, Dimensional Slide)

Combat Gear Masterwork Heavy Crossbow (350gp) [4lbs], Spell Component Pouch (5gp) [2lbs], Headband of Vast Intelligence +2 {Diplomacy} (4000gp) [1lb], Bag of Holding I (2500gp) [15lb], Eyes of the Eagle (2500gp) [-], Bookplate of Recall (1000gp) [-], Ring of Protection +1 (2000gp) [-], Cloak of Resistance +2 (4000gp) [1lb] , Lesser Selective Rod (3000gp) [5lbs]; Other Gear Gnome Trail Rations x14 (2gp each) [1 lb], 20 bolts (1gp) [.5 lbs.], Acid x3 (10gp) [- lbs.], 2x Anti-toxin (50gp), 2x Anti-plague (50gp), Alchemist's Fire x3 (20gp) [1 lb], Holy Water x2 (25gp) [1 lb], Wand of Endure Elements 50/50 (750gp) [1 lb], Wand of Silent Image (12 charges), Wand of Ice Spears (10 charges), Air Elemental Gem, (Spellbook, 1,992gp, 9sp, 8 cp
Adventuring Kit: This kit includes basic adventuring equipment that might be carried on your person. The kit includes the following items (and their quantity): backpack (1), bell (4), bedroll (1), winter blanket (1), candle (10), chalk (10), fish hook (10), flint and steel (1), bullseye lantern (1), small steel mirror (1), pint of oil (1), signal whistle (1), soap (1), torch (2), waterskin (1), whetstone (1). Cost: 22 gp, 2 cp; Weight: 15 lb

Special Abilities:
Small: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Academician (Arcana): Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Fey Thoughts: Diplomacy & Perception are always class skills for the character.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Arcane Reservoir: An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Elemental Focus (Su): At 1st level, the elemental master must select one element: air, earth, fire, or water. The arcanist can prepare one additional spell per day of each level she can cast, but it must have the elemental descriptor of her chosen element. In addition, any spell she prepares from the opposite elemental school (air opposes earth, fire opposes water) takes up two of her prepared spell slots.

This ability replaces the arcanist exploit gained at 1st level.

Elemental Attack (Su): At 3rd level, the elemental master gains an arcanist exploit tied to her element. If she selected air, she gains the lightning lance arcanist exploit. If she selected earth, she gains the acid jet arcanist exploit. If she selected fire, she gains the flame arc arcanist exploit. If she selected water, she gains the ice missile arcanist exploit.

This ability replaces the arcanist exploit gained at 3rd level.

Exploits (DC 16 = 10 + 1/2 Arcanist level + Cha):

Flame Arc (Su): The arcanist can unleash an arc of flame by expending 1 point from her arcane reservoir. This creates a 30-foot line of flame that deals 1d6 points of fire damage + the arcanist’s Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage.
Counterspell (Su): By expending 1 point from her arcane reservoir, the arcanist can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the arcanist can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.
Quick Study (Su): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

FCB
1st-6th) +1 to Arcane Reservoir regained every morning
7th) +1/6th to Arcane Reservoir regained every morning

Ozella's Spellbook of Great Importance:

Spellbook (98/100 pages used)
0th level spells: Acid Splash, Arcane Mark, Bleed, Breeze, Chameleon Scales, Dancing Lights, Detect Fiendish Presence, Detect Magic, Detect Poison, Disrupt Undead, Drench, Ghost Sound, Grasp, Jolt, Light, Mage Hand, Mending, Message, Open/Close, Penumbra, Prestidigitation, Ray of Frost, Read Magic, Root, Scoop, Spark*, Touch of Fatigue.

1st level spells: Ant Haul, Mage Armor, Burning Disarm*, Burning Hands*, Grease, Enlarge Person, Reduce Person, Heightened Awareness, Liberating Command, Magic Missile, Shield, Thunderstomp

2nd level spells:: Burning Arc*, Create Pit, Glitterdust, Make Whole, Mirror Image, Page-Bound Epiphany, Blindness/Deafness, Pyrotechnics*, Resist Energy, Scorching Ray*, Spontaneous Immolation*, Web, Communal Mount

3rd level spells:: Fireball*, Haste, Chain of Perdition, Dispel Magic, Explosive Runes, Fly, Hold Person, Communal Spider Climb, Stinking Cloud, Tiny Hut, Tongues

Spells bought
2 First level spells (10gp)
9 Second level spells (40gp)
7 Third level spells (90gp)

Background
Ozella Whizzlefizz was heralded as a great boon to the Whizzlefizz family. Smart, savvy, and full of interest in the world, she was expected to do well in the family business: running the family business, the Tipsy Ladder Alehouse.
As Ozella got older, it became more and more apparent that she was not interested in running the family business. No, she was interested in something a bit bigger than that. She was interested in everything. History? Interested. Herbology? Interested. Fencing? Not good at it but interested. Magic was of especially great interest to her. And thus, she began to learn.
She started off small, learning cantrips from the local drunk wizard in exchange for a few free drinks every night. Her local library had plenty of thesis and treaties on various types of magic, and the wizard’s Spellbook was ripe for looking over even though he was still seemed to have a low understanding of magic. The more she learned, the more she knew how little her knowledge amounted to. It consumed her.
Once Ozella learned everything from the local wizard, she began speaking to robed students in the library. In exchange for short lessons, notes from famous lecturers, and other juicy tidbits of knowledge, the Gnome would help write papers, offer insights to books she had already read, and offer a sounding board for any ideas that came to the student’s mind. Despite this small woman coming out of seemingly nowhere, she gained a good rapport with the students due to how much knowledge she was willing to dispense, as long as it was a fair trade.
Using this knowledge, Ozella began to create a magic system that was more intuitive to her as a self-taught “wizard.” Her method of magic rubbed off on those who studied with her. Just as the faculty at the school started catching wind of the “random Gnome girl,” she disappeared just as suddenly as she showed up.
Despite being smart as a whip, Ozella took the words of her family a little too close to her heart. Growing up, she would always look forward to her family visiting. In particular, she was very fond of her uncle Fongledoytch Whizzlefizz. Fongledoytch was an avid storyteller and natural liar. Most people took his outrageous tales with a grain of salt, chalking it up to another bout of an overactive Gnome imagination. Ozella absorbed his stories every time he would tell them, not bothering to question him unless something turned out to be impossible.
One day, Fongledoytch returned to the homestead her family was based out of after a particularly long stint away, even by Gnome time standards. His hair was partially bleached, his skin losing its color. However, as Fongledoytch started spinning his tale, some of his colors began showing more vibrantly, and then something particularly powerful entered Ozella’s ears.
"While I was traveling the far north, I was cursed by Baba Yaga herself! That's why I'm Bleaching!"
To everyone else, it was a tall tale. Ozella, however, took it as truth. Not long after, she steeled herself, gathered her books and things, and left a note.
"Heading to Irrisen to save Uncle Fongledoytch from Baba Yaga's curse. Be back soon."
Ozella pulled out all the stops as she prepared for her adventure, purchasing items recommended by adventuring wizards she had read about and preparing for a journey to the far north to find Baba Yaga.