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About RognakRognak
Languges:Abyssal, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Draconic, Giant, Gnoll, Goblin, Ignan, Infernal, Orc, Polyglot, Shoanti, Skald, Terran, Thassilonian, Varisian, Girtablilu Feats: Additional Traits, Amateur Investigator (9/day),Discovery (Fast Study), Ectoplasmic Spell, Endurance, Improved Initiative, Minor Spell Expertise (Shield), Spell Focus (Evocation), Spell Specialization (Chain Lightning), Varisian Tattoo Traits:Magic is life (+2 vs death/Auto stabilize if magic is active), Reactionary (+2 init), Focused Mind (+2 Concentration), Arcane Archivist (+1 UMD/Class Skill) Region: Varisia Vanity: Wizard's Tower. Possessions: Headband of Vast Intelligence +6 (Bonus to Craft:Alchemy, Fly, Perception); Outfit (Explorer's); Cloak of Resistance +4; Heavyload Belt; Handy Haversack; Rod of Lesser Extended Metamagic; Robe of Components; Spell Component Pouch; Spell Component Pouch; Spellbook (Wizard's/Blank); Vermin Repellent; Rope (Silk/50 ft.); Noble's Outfit; Hot Weather Outfit; Grappling Hook, Common; Antiplague; Antitoxin (Vial); Wayfinder; Ioun Stone, Clear Spindle; Belt Pouch; Wand of Cure Light Wounds; Signal Whistle; Candle; Chalk (1 Piece); Glue Paper; Bandolier; Acid (Flask); Alchemist's Fire (Flask); Alkali (Flask); Holy Water (Flask); Masterwork Longsword (Cold Iron); Dagger; Cheat Sheath Wizard - Spells per Day: (4/7/6/6/5/4/2/0/0/ DC:19 + spell level);
Innate Spell-like Abilities: Dancing Lights (3x/day), Shield (2x/day)
Acute Darkvision Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. Ambitious You exude confidence in the presence of those more powerful than you-sometimes unreasonably so. You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess. Bonus Wizard Spell (4x) Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast. Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each 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 an opposed school, but it uses up two of his available slots. City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. Darkvision (Ex) Range 90 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. Focused Spells (Su) At 1st level, once per day the spell sage's understanding of spells allows him to increase his caster level by 4 for a single spell cast. He can do this twice per day at 8th level, and three times per day at 16th level. This ability replaces arcane bond. Headband of Intellect Skill Selection (Craft (Alchemy), Fly, Perception) Language Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. Magic is Life (Nethys) Your faith in magic allows you to ref lexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding. Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race. Ragario You cast spells from the evocation school at +1 caster level. Additionally, you gain dancing lights as a spell-like ability usable 3/day. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. Spells
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Spell Study (Su) At 2nd level, the sage's understanding of the spells of bards, clerics, and druids is so great that he can use his own magic in an inefficient, roundabout way to duplicate those classes' spells. Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell's casting time is normally 1 full round or longer, this is added to the spell sage's casting time. For example, if a spell sage wants to use spell study to cast cure light wounds (cleric spell level 1st), he must spend 2 full rounds casting and expend two prepared wizard spells of 1st level or higher. At 6th level and every 5 levels thereafter, a spell sage can use this ability an additional time per day (to a maximum of four times per day at 16th level). This ability replaces arcane school. Spellbook:
1st level:Burning hands, Color Spray, Comprehend Languages, Disguise self, Ear-Piercing Scream, Enlarge Person, Expeditious Retreat, Feather Fall, Flare Burst, Floating Disk, Glue Seal, Grease, Heightened Awareness, Hold Portal, Hydraulic Push, Identify, Mage Armor, Magic Missile, Mount, Obscuring mist, Protection from Evil, Ray of Enfeeblement, Reduce Person, Shield, Shock Shield, Shocking Grasp, Summon Monster I, Touch of Gracelessness, Touch of the Sea, True Strike, Unprepared Combatant, Vanish 2nd level: Acid Arrow, Alter Self, Aram Zey's Focus, Burning Gaze, Command Undead, Continual Flame, Create Pit, Elemental Touch, False Life, Fire Breath, Flaming Sphere, Frigid Touch, Frost Fall, Ghoul Touch, Glitterdust, Gust of Wind, Invisibility, Levitate, Lipstitch, Mirror Image, Pyrotechnics, Scare, Scorching Ray, See Invisibility, Spectral Hand, Spontaneous Immolation, Stone Call, Summon Monster II, Touch of Idiocy 3rd level: Animate Dead (lesser), Aqueous Orb, Arcane Sight, Daylight, Dispel Magic, Elemental Aura, Fireball, Fly, Force Punch, Haste, Hold Person, Lightning Bolt, Magic Circle against Evil, Ray of Exaustion, Slow, Summon Monster III, Tongues, Vampiric Touch, Versatile Weapon 4th level: Animate Dead, Arcane Eye, Bestow Curse, Black Tentacles, Confusion, Deathkneel Aura, Dimension Door, Dimensional Anchor, Dragon's Breath, Emergency Force sphere, Enervation, Flesh Worm, Ice Storm, Infestation, Invisibility (Greater), Shout, Wall of Blindness/Deafness 5th level: Baleful Polymorph, Cloudkill, Cone of Cold, Dismissal, Hungry Pit, Icy Prison, Overland Flight, Possession, Suffocation, Teleport, Wall of stone, Waves of fatigue 6th Level:Disintegrate, Chain Lightning |