Alastir Wade

Radsworth's page

529 posts. Alias of Thunderfrog.


Full Name

Radsworth Pennington

Race

Human

Classes/Levels

Wizard 10/Envoy of Balance 9 (Mythic 9)

Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Gender

Male

Age

30

Strength 12
Dexterity 16
Constitution 12
Intelligence 19
Wisdom 12
Charisma 9

About Radsworth

Radsworth Pennington

Scholar; Arcanist; Survivor.

Male Human Wizard 10, Envoy of Balance 10
N Medium Humanoid
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Defense
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AC 20 touch 18, flat-footed 14 (+4 Dex, +2 Deflection, +4 Mage Armor)
hp 210 (1d6+4; 4+4 x20)(+10 Favored Class, +30 Mythic Path)
Fort +18, Ref +19, Will +24 (+5 Enhanced)
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Offense
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Melee: +12 Dagger +12 (1d4+3/19-20/x2)
Ranged: Revolver "Traveler +1" +15 (d8+1 20/x4)
Spells: Ranged Touch +15, Touch + 11
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Modified Statistics
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Str 12, Dex 18, Con 18, Int 34, Wis 18, Cha 16
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Feats
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Point Blank Shot (1)
Precise Shot (Human Bonus)
Scribe Scroll (3)
Reach Spell (5)
Intensified Spell (Wizard Bonus)
Spell Focus: Evocation (7)
Spell Penetration: (9)
Quicken Spell (Wizard Bonus)
Improved Counterspell (11)
Greater Spell Penetration (13)
Steward of the Great Beyond (15)
Iron Will (17)
Maximize Spell (19)

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Skills
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Appraisal +29 Knowledge Nature +29, Knowledge Arcana +29 Knowledge Dungeoneering +29, Knowledge Planes +29, Knowledge History +30, Knowledge Geography +29, Spellcraft +29, Use Magic Device +23, Linguistics +22, Acrobatics +18
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Languages
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Common, Abyssal, Infernal, Celestial, Draconic, Aboleth, Aklo, Auran, Aquan, Ignan, German, Japanese, Russian, Terran and a butt ton more.

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Gear
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Gunsmiths Kit, Backpack , Flashlight and batteries, Canteen and 4 days rations, Road maps of Florida, Louisiana, and Georgia.
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Amunition
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39x Alchemical Rounds (Increase reload speed, increase weapon fault range)
30x Revolver Rounds (4 loaded)
2x Phase Lock Rounds
3x Abberation Bane Rounds.(1 loaded)
50 +1 Holy Rounds
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Magic Items
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Pearl of Power (1st Level) (1,000)
Pearl of Power (4th Level) (25,000)
Wonderous Figurine: Sea Horse (Free)
Cloak of Resistance V (Shoulders) (25,000)
Ring of Counterspells: Greater Dispel Magic (Finger) x2 (4000)
Backpack
Belt of Mighty Constitution +6 (36000)
Mirror of Opposition (90,000)
Fancy Chest (500)
Soul Gem (100)
Expensive Spell Components (50k worth)
Scarab of Protection (38,000) (12 effects remain)
Candle of Invocation x1 (8400)

Total GP on Gear - 169,950
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Chesterfield
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Top Hat of Mental Superiority +6

Lawful Good; dedicated to defending the human race; Intelligence 20; Ego 30

Acts as any kind of greater Metamagic rod 3/day (3/3)
Acts as any bag of tricks 3/day (3/3)
Knowledge (arcana, history, local, nature, religion) +15

Allows the wearer to ignore the penalties of one prohibited school of arcane magic, chosen when spells are memorized each day
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Special Abilities
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Mage Bullets(Sp): Sacrifice a spell to add its level in enhancements to gun and to the DC of any spells fired out of the gun. Last 1 minute per spell level sacrificed.

Incisive Spells (Su): An envoy of balance gains a +1 bonus on caster level checks to overcome the spell resistance of creatures with an alignment subtype. This bonus increases to +2 at 9th level.

Utterly Inscrutable(Su): The envoy of balance gains the benefits of a mind blank spell whose caster level is equal to her character level. She can suppress this ability as a swift action and resume it as an immediate action. An envoy of balance must be 8th level to choose this endowment.

Contravening Armament (Su): At 3rd level, an envoy of balance's natural and manufactured weapons bypass alignment-based damage reduction. As a standard action, she can touch an ally to transfer this ability to him for 1 minute, during which time the envoy of balance can't benefit from the ability. The envoy of balance can transfer this ability a number of times per day equal to 1/2 her class level.

Planar Parity (Su): Protection from chaos/evil/good/law and similar effects no longer prevent bodily contact from creatures summoned by the envoy of balance. Neutral creatures summoned by the envoy of balance also gain the counterpoised simple creature template.

Ethical Paradox (Su): At 5th level, an envoy of balance remains unaffected by effects from spells and magical abilities based on her alignment or faith. She doesn't trigger glyphs, symbols, magical traps, or magical sensors set to activate based on a creature's alignment or religion.

She counts as the most favorable alignment or faith for the purposes of any harmful effects these alignment- or faith-based spells or abilities may have, but doesn't gain benefits these effects might grant those of a particular alignment or faith unless she is actually of that alignment or faith.

Retributive Symmetry (Su)

At 7th level, once per day as an immediate action, an envoy of balance can cause a spell targeting her to affect both herself and the spell's caster at full effect, as if both creatures had spell turning cast on them and then rolled the appropriate result on that spell's table.

Aligned Annulment: As a standard action, the envoy of balance can expend a spell with an alignment descriptor to automatically (without requiring a caster level check) dispel a spell with the opposite descriptor. The spell she expends must be of the same level or higher than the spell being dispelled. An envoy of balance must have the aligned counter endowment to choose this endowment.

Aligned Counter: The envoy of balance can counterspell a spell with an alignment descriptor using a spell with the opposite alignment descriptor. The spell used to counterspell must be higher level than the spell being countered, unless the envoy of balance has the Improved Counterspell feat, in which case it can be the same level or higher. An envoy of balance with the Improved Counterspell feat can use the aligned counter ability as an immediate action instead of a readied action, but must expend an appropriate spell at least 2 levels higher than the spell to be countered.

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Traits
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Artifact Hunter: +1 History/Geography checks
Dangerously Curious: Use Magic Device is a Class Skill. Gain +1 on UMD checks.

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Spells Acquired
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0pposition Schools: Abjuration, Divination, Enchantment, Illusion

1 - Read Magic, Detect Magic, Mage Armor, Burning Hands, Touch of Gracelessness, Ray of Enfeeblement, Jury Rig, Shield, Summon Monster I, Obscuring Mist, Shocking Grasp*, Hydraulic Push, Infernal Healing, Magic Weapon, Comprehend Languages, Identify, Detect Charms, See Alignment, True Strike, Magic Missile*

2 - Acid Arrow, Summon Monster II, Web, Scorching Ray, False Life, Blindness/Deafness, Levitate, Spider Climb, Mirror Image, Protection from Evil (Communal), Energy Resistance, Life Pact

3 - Aqueous Orb, Beast Shape III, Haste, Summon Monster III, Heroism, Fireball, Fly, Slow, Diamond Spray, Spiked Pit, Stinking Cloud, Lightning Bolt, Dispel Magic, Water Breathing

4 - Dragons Breath, Greater Invisibility, Mnemonic Enhancer, Named Bullet, Force Sphere, Deathless*, Mythic Severance*

5 - Teleport, Telekinesis, Overland Flight, Maximized False Life, True Seeing,

6 - Contingency, Battlemind Link, Unwilling Shield, Borrowed Time, Globe of Invulnerability, Chain Lightening

7 - Ethereal Jaunt, Prismatic Spray,Arcane Cannon*, Arcane Cannon*, Dimensional Bounce, Quickened Dispel Magic

8 - Stormbolts, Quickened Named Bullet x5

9 - Time Stop, Wish, Heroic Invocation, Meteor Storm*

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Spells Memorized:

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Spells Memorized
1st: Mage Armor 1(x), Shield x2(x), Obscuring Mist, Jury Rig, Magic Missile* x2
2nd: False Life x1(x), Scorching Ray x2, , Mirror Image x2(x), Intensified Shocking Grasp, Energy Resistance(x)
3rd: Intense Reach Shock Grasp x2, Slow x2, Spiked Pit x2
4th: Force Sphere, Force Sphere, Dimension Door, Dimension Door, Deathless*, Mythic Severance*
5th: Telekinesis, Telekinesis, Overland Flight, Teleport,
6th: Contingency, Battlemind Link, Unwilling Shield, Borrowed Time, Globe of Invulnerability, Chain Lightening
7th: Ethereal Jaunt, Prismatic Spray, Arcane Cannon*, Arcane Cannon*, Dimensional Bounce, Quickened Dispel Magic
8th: Quickened Deathless, Quickened Named Bullet x5
9th: Time Stop, Meteor Storm, Heroic Intervention, Wish, Maximized Disintegrate

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Mythic Powers - Path of the Archmage
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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.

Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you're a magus or wizard) or a familiar (if you're a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.

Extra Mythic Power: You can store more mythic power than your tier would normally allow. Gain two extra uses of mythic power each day.

Eldritch Breach (Su): You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.

Spell Penetration: Mythic: Your mythic power breaches defenses. Add half your tier to caster level checks to overcome spell resistance. If you have Greater Spell Penetration, add your full tier instead.

Mythic Paragon: Your mythic power is even more potent than that of most other mythic beings. Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.

Extra Mythic Feat (Ex): You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat.

Mirror Dodge (Su): When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the square into which you teleport.

Mythic Spellcasting (Ex): You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.

Speedy Summons (Su): When you cast a summon monster spell, the casting time is 1 standard action instead of 1 round. If you expend one use of mythic power, the casting time becomes 1 swift action. If you're a summoner, as a full-round action you can expend one use of mythic power to summon your eidolon. You must be at least 3rd tier to select this ability.

Flash of Omniscience (Ex): Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using divination. The base chance for a correct answer is 70% + your highest arcane caster level + your tier (maximum 100%). The answer doesn't come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you don't get a correct answer, it's like failing a Knowledge check, and you can't use this ability on this question again.

Channel Power (Su): You gain the ability to channel raw arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.

Sanctum (Su): You gain access to your own personal extradimensional sanctum. By concentrating for 1 minute without interruption, you conjure the door to your own personal sanctum, similar to mage's magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per tier, shapeable when you first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so you can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per tier. When you conjure the sanctum's door, you decide which creatures can see and use it (to all other creatures it's invisible and impermeable). The door remains until you dismiss it—a standard action with unlimited range as long as you are on the same plane as the door. If you dismiss the door while you are outside the sanctum, all creatures other than your familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, your familiar can enter or leave the sanctum from any square adjacent to you, without using the conjured door.

Coupled Arcana (Ex): Whenever you spend a standard action, move action, or swift action to activate an arcane school power, bardic performance, bloodline power, hex, or magus arcana, you can also activate an ability that uses mythic power as a free action. The mythic ability you activate must require the same action type as the other ability you activated or faster (a swift action is faster than a move action, and a move action is faster than a standard action).

Longevity(Su): Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores.

*Mythic Spells 1st Group - Magic Missile, Shocking Grasp, Deathless, Mythic Severance, Steal Power, Arcane Cannon and Borrowed Time

*Mythic Spells 2nd Group - Elemental Bombardment, Globe of Invulnerability, Gaseous Form, Meteor Swarm
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Temporary Loot - Bag of Holding
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Spoiler:

2 scrolls of lightning bolt (CL 8th);

2 wands of cure light wounds CL 1(30 and 17);

1 wand of Fireball (CL 10) 41 Charges

1 +1 silver daggers;