Eligos

Paul H.'s page

140 posts. Alias of trawets71.


Full Name

Paul Hopkins

Race

Human HP (52)

Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7

Classes/Levels

Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Gender

Male

Size

Medium

Age

28

Alignment

Neutral Good

Location

Charlotte, NC

Languages

English, French, German, Polish, Spanish, Celestial, Terran, Auran, Raptor

Occupation

Mechical Engineer

Strength 17
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 11
Charisma 8

About Paul H.

Character Sheet:

DEFENSE
AC: 18 Touch AC: 13 Flat AC: 15 (+4 armor, +3 dex, +1 nat, +2 shield)
Initiative: +7
HP: 52 (5d10+18)
Fortitude: +6 Reflex: +5 Will: +6
CMD: 20

OFFENSE
Speed: 30
BAB: +5 CMB: +8
Ranged: Acid Splash +9 (1d3+1) Range: 30'
Melee: +1/+1 Quarterstaff +9 (1d6+5)
Melee: MW Dagger +9 (1d4+3)(19-20/x2)

Wizard SPELLS (CL 4, Concentration: +8)
Cantrips: 4/day)
1st: 4+1/day
2nd: 3+1/day
3rd: 2+1/day

SKILLS & PROFICIENCIES
Armor: all types of armor and shields
Weapons: all simple and martial weapons

Skill Ranks:

STR Bonus : +2
DEX Bonus : +3
INT Bonus : +4
WIS Bonus : +0
CHA Bonus : +0
Class : Wizard +2 + 4 (Int) + 1 (Human) (5 Levels)
Class Total : +35

Climb +7 (3 (Stat) + 1 (Ranks - 1 Str) + 3 (Class))
Craft (Bows) +8 (4 (Stat) + 1 (Ranks - 1 Int) + 3 (Class))
Craft (Carpentry) +8 (4 (Stat) + 1 (Ranks - 1 Int) + 3 (Class))
Craft (Mechinical) +8 (4 (Stat) + 1 (Ranks - 1 Int) + 3 (Class))
Craft (Stonemasonry) +8 (4 (Stat) + 1 (Ranks - 1 Wiz) + 3 (Class))
Kn: Arcana +13 (4 (Stat) + 5 (Ranks - 5 Wiz) + 3 (Class) + 1 (Trait))
Kn: Dungeoneering +10 (4 (Stat) + 3 (Ranks - 3 Wiz) + 3 (Class))
Kn: Engineering +11 (4 (Stat) + 3 (Ranks - 3 Wiz) + 3 (Class) + 1 (Trait))
Kn: Geography +8 (4 (Stat) + 1 (Ranks - 1 Int) + 3 (Class))
Kn: History +8 (4 (Stat) + 1 (Ranks - 1 Wiz) + 3 (Class))
Kn: Planes +8 (4 (Stat) + 1 (Ranks - 1 Wiz) + 3 (Class))
Linguistics +11 (4 (Stat) + 4 (Ranks - 4 Wiz) + 3 (Class))
Perception +8 (0 (Stat) + 5 (Ranks - 5 Wiz) + 3 (Class))
Spellcraft +12 (4 (Stat) + 5 (Ranks - 5 Wiz) + 3 (Class))
Stealth +11 (3 (Stat) + 5 (Ranks - 3 Dex, 2 Wiz) + 3 (Class))
Survival +8 (0 (Stat) + 5 (Ranks - 5 Wiz) + 3 (Class) + 1 (Trait))
Swim +7 (3 (Stat) + 1 (Ranks - 1 Str) + 3 (Class))

Warrior Class Skills: Climb (Str), Craft (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex) and Swim (Str)

Favored Class: Wizard +1 hp per level.

Wizard Abilities:

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.

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).

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 the Craft Magic Arms and Armor feat in Feats). 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: 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: Transmutation Opposition: Enchantment and Necromancy

Transmutation School

Transmuters use magic to change the world around them.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

+1 to Strength.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning 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.

Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.

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).

Mythic:

Path: Archmage
Hit Points: 3/tier
Hard to kill
Mythic power
Surge +1d6

Archmage Arcana:
Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Path Abilities:
1-Enduring Armor: You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.

Mythic Feats:
1 - Mythic Spell Lore

Mythic Spell Lore:
Magic Missile

Feats and Traits:

FEATS
1- Scribe Scroll (class bonus)
1- Point-Blank Shot
1- Precise Shot (Racial bonus)
3- Improved Initiative
5- Iron Will
5- Extend Spell (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

Poverty-Stricken: Your childhood was spent in the woods with your father and your parents always ate what you killed. You often lived off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Mathematical Prodigy: Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

Meticulous: You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a —2 penalty on skill checks for skills with which you're untrained.

Gear:

+1 Padded Robes (10#), +1/+1 Quarterstaff (4#), 2x MW Dagger (2#), Backpack 2gp (2#), Winter blanket (3#), Bedroll (5#), Scroll Case (.5#), flint and steel, ink, 3 inkpen, a mess kit (1#), soap (.5#), a spell component pouch (2#), 10 days trail rations (10#), waterskin (4#), spellbook (3#), Amulet of Natural Armor +1
Total: 47#
67/134

Backstory:

Paul was raised in the hills of western Pennsylvania. His family wasn't rich and he and his father spent alot of their weekends hunting as it helped put food on the table. Paul grew up to be a very good bowman and always came home with food to put on the table. While his home life was meager he excelled at school especially in math and the sciences. He receive a Navy ROTC scholarship and attended the University of Florida, graduating with a degree in mechanical engineering. As an engineer he learned everything should be planned out and accounted for, even the disasters.

Paul went to nuclear school and then served on boomers pretending to be a hole in the water. After four years he was discharged due to the downsizing of the Navy.

Paul found a job working for Duke Energy in Charlotte, NC. It was a place he could start to enjoy the outdoors again after four years of being on a base or a sub. He was really looking forward to spending the weekend in the Pisgah National forest hunting and fishing, but there were reports of a big storm brewing.

Spellbook:

All Cantrips except Enchantment and Necromancy

First Level
Burning Hands
Color Spray
Detect Secret Doors
Enlarge Person
Erase
Expeditious Retreat
Floating Disk
Feather Fall
Grease
Mage Armor
Magic Missile
Protection from Evil
Shield
Shocking Grasp
True Strike

Second Level
Alter Self
Acid Arrow
Blur
Bull's Strength
Glitterdust
Invisibility
Knock
Mirror Image
Scorching Ray
See Invisibility

Third Level
Fireball
Haste

Daily Resources:

Mythic Power: 5/day Used: 3

Telekinetic Fist: 7x/day Used:

Spells Memorized:

Cantrips (4):
Acid Splash
Detect Magic
Light
Prestidigitation

First Level (4+1):
Burning Hands
Enlarge Person (S)
Magic Missile
Shield
Shocking Grasp

Second Level (3+1):
Acid Arrow
Bull's Strength (S)
Glitterdust
Mirror Image

Third Level (2+1)
Fireball
Haste
Haste (S)

Dice:

[dice=Acid Splash]1d20+9[/dice] [dice=Damage]1d3+1[/dice]
[dice=Telekinetic Fist]1d20+9[/dice] [dice=Damage]1d4+3[/dice]
[dice=+1/+1 Quarterstaff]1d20+9[/dice] [dice=Damage]1d6+5[/dice]
[dice=MW Dagger]1d20+9[/dice] [dice=Damage]1d4+3[/dice]
[dice=Perception]1d20+8[/dice]
[dice=Climb]1d20+7[/dice]
[dice=Craft (Bows)]1d20+8[/dice]
[dice=Craft (Carpentry)]1d20+8[/dice]
[dice=Craft (Mechinical)]1d20+8[/dice]
[dice=Craft (Stonemasonry)]1d20+8[/dice]
[dice=Kn: Arcana]1d20+13[/dice]
[dice=Kn: Dungeoneering]1d20+10[/dice]
[dice=Kn: Engineering]1d20+11[/dice]
[dice=Kn: Geography]1d20+8[/dice]
[dice=Kn: History]1d20+8[/dice]
[dice=Kn: Planes]1d20+8[/dice]
[dice=Linguistics]1d20+11[/dice]
[dice=Spellcraft]1d20+12[/dice]
[dice=Stealth]1d20+11[/dice]
[dice=Survival]1d20+8[/dice]
[dice=Swim]1d20+7[/dice]
[dice=Fort Save]1d20+6[/dice]
[dice=Reflex Save]1d20+5[/dice]
[dice=Will Save]1d20+6[/dice]