Cave Wizard

Silgil's page

890 posts. Organized Play character for miteke.


Full Name

Silgil (Core 141936-5)

Race

| Appraise+8, KnArc+8, KnDun+8, KnEng+8, KnGeo+13, KnHis+8, KnPln+8, Lin+9, Perc+7, SpCft+13

Classes/Levels

| Active Conditions: Endure Elements, Mage Armor, Haste

Gender

Male L/G Dwarf Wizard(Transmuter)/6 | HP: 61/68 (+? false life) | AC/FF/T: 14/14/10 | CMB: +2, CMD: 12 | F:+9, R:+4, W:+8 (+2 Hardy) | Init: +6 | Speed 20 ft

Size

Medium

Age

Adult

Special Abilities

-

Alignment

L/G

Deity

Irori

Location

-

Languages

Dwarven, Common, Giant, Terran, Orc, Gnome, Undercommon

Occupation

-

Homepage URL

Google Docs for Silgil

Strength 10
Dexterity 10
Constitution 20
Intelligence 17
Wisdom 12
Charisma 8

About Silgil

Resource Tracking:

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Loot this chronicle: lesser good fortune talisman
Consumable uses this chronicle:
Wand of Magic Missile uses this chronicle:
Wand of Cure Light Wounds uses this chronicle:
Telekinetic Fist uses (7/day):
Arcane Bond uses (1/day):
Physical Enhancement: +2 Con
Pearls of Power, level 1 (2/day):
Level 1 Spell uses: endure elements, mage armor, magic missile
Level 2 Spell uses: false life bull's strength
Level 3 Spell uses: haste, haste, heroism
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Silgil has served his time in the militia and at the forges, but felt it his duty to plumb the depths of magic and explore less mundane ways of bolstering the might of the dwarven peoples. He is extremely duty bound and determined, to the point of risking his life, to discover new magics to fend off the underdeep incursions of drow, orcs and goblins and the overworld incursions of giants and yet more orcs and goblins. To that end he has studied the enemy and the magics that may serve restore the dwarves to their rightful place as masters of the mountains an the underworld. He loves Gnomish humor.

Silgil, though dressed more like a mage than a warrior, does carry a mean looking battle axe, a tribute to his days in the dwarven militia. He sports red unruly hair, almost gnome-like, but covering most of his face as well as head. He walks with the confidence natural to dwarves and a bit of a swagger.

Main Stats:

Silgil (Core 141936-5) L/G Male Dwarf Wizard (Transmuter)/6

Str 10, +0 {10[race] +0[0 points spent]}
Dex 10, +0 {10[race] +0[0 points spent]}
Con 20, +5 {12[race] +6[10 points spent] +2[transmuter]}
Int 19, +4 {10[race] +6[10 points spent] +1[lvl 4] +2[headband]}
Wis 12, +1 {12[race] +0[0 points spent]}
Cha 8, -1 {8[race] +0[0 points spent]}

HP 68 {+26[6d6] +30[con] +6[toughness] +6[favored class]}
Init +6 {+0[dex] +2[reactionary] +4[improved initiative]};
Senses Darkvision 60'
Perception +7
Speed 20 ft.
- Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Base Attack +3

  • - Stability - Dwarves receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
    Languages Dwarven, Common, Giant, Terran, Orc, Gnome, Undercommon

  • Defense:

    CMD 13 {10 +3[BAB] +0[str] +0[dex]}
    AC 14, flat-footed 14, touch 10 (14 vs. incorporeal) {10 +0[dex] +4[mage armor]}
  • - Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
    Fort +9 {+5[con] +2[wizard] +2[cloak]}
    Ref +4 {+0[dex] +2[wizard] +2[cloak]}
    Will +8 {+1[wis] +5[wizard] +2[cloak]}
    Special Saving Throw Bonuses:
  • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

  • Offense:

    CMB +3 {+3[BAB] +0[str]};
    Normal Attacks
  • +4/1d8+0 Battleaxe [crit x3; S) {+3[BAB] +1[mwork]/+0[str]}
    Ranged
  • +4/1d4+3 Telekinetic Fist (ranged touch) [rng: 30 ft;crit x2; B]
  • [dice=to hit ranged touch]1d20+4[/dice]
  • [dice=damage]1d4+3[/dice]
    Specials
  • Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

  • Spells:

    Special Modifiers
  • Spell Focus, conjuration, +1 DC conjuration spells
  • Greater Spell Focus, conjuration, +1 DC conjuration spells
  • Concentration +12 {+6[class], +4[int] +2[focused mind]]}

    Spells Available per day:

  • Level 0: 4
  • Level 1: 5 (3 +1[int] +1[school])
  • Level 2: 5 (3 +1[int] +1[school])
  • Level 3: 4 (2 +1[int] +1[school])

    Cantrips DC 14

  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Light
  • Prestidigitation
  • Read Magic: 1 page per minute. 10 min/lvl

    Level 1 DC 15

  • S-Enlarge Person
  • Endure elements
  • Grease +2 DC, short range
  • Magic Missile
  • Mage Armor

    Level 2 DC 16

  • S-Bull's Strength
  • Bull's Strength
  • S-Cat's Grace
  • Glitterdust, +2 DC, 10' radius, medium range
  • False Life, 1d10 + 1 per caster level (maximum +10)
  • Web, +2 DC, medium range, 20' radius, reflex or get stuck

    Level 3 DC 17

  • S-Haste
  • Haste
  • Heroism, touch, 10 min/lvl, +2 morale bonus on attack rolls, saves, and skill checks
  • Spiked Pit, medium range, +2 DC

  • Skills:

    Skill Ranks 36 {(2+4[int]) * 6[wizard level]}

    Acrobatics +0 {+0 ranks, +0[dex], -0[ACP]}
    Appraise +8 {+1 ranks, +4[int], +3[class], (+2)[greed]}
    Bluff -1 {+0 ranks, -1[cha]}
    Climb +0 {+0 ranks, +0[str], -0[ACP]}
    Craft(Jewelry) +13 {+6 ranks, +4[int], +3[class]}
    Diplomacy -1 {+0 ranks, -1[cha]}
    Disable Device N/A {+0 ranks, +0[dex], -0[ACP]}
    Disguise -1 {+0 ranks, -1[cha]}
    Escape Artist +0 {+0 ranks, +0[dex], -0[ACP]}
    Fly +5 {+1 ranks, +0[dex], +3[class], -0[ACP]}
    Handle Animal N/A {+0 ranks, -1[cha]}
    Heal +1 {+0 ranks, +1[wis]}
    Intimidate -1 {+0 ranks, -1[cha]}
    Knowledge
    - arcana +8 {+3 ranks, +4[int], +3[class]}
    - dungeoneering +8 {+1 ranks, +4[int], +3[class]}
    - engineering +8 {+1 ranks, +4[int], +3[class]}
    - geography +13 {+6 ranks/headband, +4[int], +3[class]}
    - history +8 {+1 ranks, +4[int], +3[class]}
    - local N/A {+0 ranks, +4[int], +3[class]}
    - nature N/A {+0 ranks, +4[int], +3[class]}
    - nobility N/A {+0 ranks, +4[int], +3[class]}
    - planes +8 {+1 ranks, +4[int], +3[class]}
    - religion N/A {+0 ranks, +4[int], +3[class]}
    Linguistics +8 {+2 ranks, +4[int], +3[class] - Terran, Orc}
    Perception +7 {+6 ranks, +1[wis]}
    Profession
    - XX N/A {+0 ranks, +1[wis], +3[class]}
    Ride +0 {+0 ranks, +0[dex], -0[ACP]}
    Sense Motive +1 {+0 ranks, +1[wis]}
    Sleight of Hand N/A {+0 ranks, +0[dex], -0[ACP]}
    Spellcraft +13 {+6 ranks, +4[int], +3[class]}
    Stealth +0 {+0 ranks, +0[dex], -0[ACP]}
    Survival +1 {+0 ranks, +1[wis]}
    Swim +0 {+0 ranks, +0[str], -0[ACP]}
    Use Magic Device +0 {+1 ranks, -1[cha]}

    Notes:

  • [Greed] +2 appraise precious metals or gems
  • [Stonecunning] Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

  • Gear:

    Masterwork Battleaxe
    Bonded ring
    2 Spell Component Pouches
    2 Pearl of Power, Level 1
    Headband of Vast Intelligence (+2 int, Skill: Knowledge Geography)
    Cloak of Resistance, +2
    Wand of Magic Missile (Old Faithful) (12/50)
    Wand of Cure Light Wounds (44/50)
    Lesser metamagic rod of extend
    Potion of Cure Light Wounds
    Scroll Case
  • 2 Scroll of Command Undead
  • 2 Scroll of Comprehend Languages
    Scroll of Endure elements
  • Scroll of Expeditious Retreat
  • Scroll of Floating Disk
  • Scroll of Levitate
  • Scroll of 5 lesser restoration
  • Scroll of Protection from Arrows
  • Scroll of Resist energy
    Scroll of Shield
    Scroll of Sleep
    Antitoxin
    2 Holy Water
    Wayfinder
    Masterwork Backpack
    Bag of Holding, Type 1
  • Explorer's Outfit
  • Small Tent
  • Wizard's Kit
  • Climber's Kit
  • Chronicler's Kit
  • Survival Kit, Masterwork
  • 4 Caltrops
    5,566 gp or equivalent
  • Wanted: Bonded staff of fire (CL 8, 9,475 gp)

  • Spellbook:

    Cantrips
  • - Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • - Light
  • - Read Magic
  • - Prestidigitation

    Level 1

  • - Air Bubble (copied - Jarlsblood)
  • - Alarm (copied - Jarlsblood)
  • - Animate Rope (copied - Jarlsblood)
  • - Blurred Movement (copied - Jarlsblood)
  • - Cause Fear (copied)
  • - Charm Person
  • - Color Spray (copied, opposition school)
  • - Comprehend Languages (copied - Jarlsblood)
  • - Crafter's Fortune not allowed in core, dummy.
  • - Detect Secret Doors (copied - Jarlsblood)
  • - Detect Undead (copied - Jarlsblood)
  • - Disguise Self (copied - Jarlsblood)
  • - Endure Elements (copied - Jarlsblood)
  • - Enlarge Person (Transmutation)
  • - Erase (copied - Jarlsblood)
  • - Expeditious Retreat (copied - Jarlsblood)
  • - Feather Fall (copied - Jarlsblood)
  • - Floating Disc (copied - Jarlsblood)
  • - Grease
  • - Hold Portal (copied - Jarlsblood)
  • - Identify (copied - Jarlsblood)
  • - Mage Armor
  • - Magic Missile
  • - Monkey Fish (copied - Jarlsblood)
  • - Mount (copied - Jarlsblood)
  • - Polypurpose Panacea (copied - Jarlsblood)
  • - Protection From Evil (copied - Jarlsblood)
  • - Ray of Enfeeblement
  • - Reduce Person
  • - Shield (copied, opposition school)
  • - Silent Image (copied - Jarlsblood)
  • - Sleep (copied)
  • - Summon Monster I
  • - Unseen Servant
  • - Vanish (copied - Jarlsblood)

    Level 2

  • - Acid Arrow (copied - Jarlsblood)
  • - Alter Self (copied - Jarlsblood)
  • - Bear's Endurance (copied - Jarlsblood)
  • - Blindness/Deafness (copied - Jarlsblood)
  • - Bull's Strength (Transmutation)
  • - Burst of Radiance not allowed in core, dummy.
  • - Cat's Grace (Transmutation)
  • - Command Undead (copied - Jarlsblood)
  • - Continual Flame (copied - Jarlsblood)
  • - Darkness (copied - Jarlsblood)
  • - Darkvision (copied - Jarlsblood)
  • - False Life
  • - Fire Breath (copied - Jarlsblood)
  • - Flaming Sphere (copied - Jarlsblood)
  • - Fox's Cunning (copied - Jarlsblood)
  • - Ghoul Touch (copied - Jarlsblood)
  • - Glitterdust
  • - Gust of Wind (copied - Jarlsblood)
  • - Haunting Mists (copied - Jarlsblood)
  • - Hideous Laughter (copied - Jarlsblood)
  • - Invisibility (copied - Jarlsblood)
  • - Knock (copied - Jarlsblood)
  • - Levitate (copied - Jarlsblood)
  • - Minor Image (copied - Jarlsblood)
  • - Mirror Image (copied - Jarlsblood)
  • - Pyrotechnics (copied - Jarlsblood)
  • - Resist Energy (copied - Jarlsblood)
  • - Rope Trick (copied - Jarlsblood)
  • - Scorching Ray (copied - Jarlsblood)
  • - See Invisibility (copied - Jarlsblood)
  • - Shatter (copied - Jarlsblood)
  • - Spectral Hand (copied - Jarlsblood)
  • - Spider Climb (copied - Jarlsblood)
  • - Summon Monster II (copied - Jarlsblood)
  • - Web (Purchased for 150+40)

    Level 3

  • - Beast Shape I
  • - Blood Biography (copied - Jarlsblood)
  • - Daylight (copied - Jarlsblood)
  • - Deep Slumber (copied - Jarlsblood)
  • - Dispel Magic (copied - Jarlsblood)
  • - Fireball (copied - Jarlsblood)
  • - Fly (Transmutation)
  • - Gaseous Form (copied - Jarlsblood)
  • - Haste (Transmutation)
  • - Heroism
  • - Lightning Bolt (copied - Jarlsblood)
  • - Phantom Steed (copied - Jarlsblood)
  • - Protection from Energy (copied - Jarlsblood)
  • - Seek thoughts (copied - Jarlsblood)
  • - Spiked Pit
  • - Stinking Cloud (copied - Jarlsblood)
  • - Suggestion (copied - Jarlsblood)
  • - Summon Monster III (copied - Jarlsblood)
  • - Tongues (copied - Jarlsblood)

  • Level 4
  • - Dimension Door (copied - Jarlsblood)
  • - Greater Invisibility (copied - Jarlsblood)
  • - Summon Monster IV (copied - Jarlsblood)

  • Racial Traits, Traits, Class Abilities, and Feats:

    Race Specials
  • Darkvision: Dwarves can see in the dark up to 60 feet.
  • Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
  • Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
  • Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
  • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Stability: Dwarves receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
  • Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

    Starting Traits

  • Reactionary
  • Focused Mind

    Class Abilities

  • Transutation School
  • - Opposition schools: Abjuration and Illusion
  • - May prepare 1 additional transmutation spell/spell level
  • - 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.
  • - 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.
  • Arcane bond: Ring, may cast one spell/day from spellbook
  • May prepare read magic from memory
  • Bonus Feat: Scribe Scroll Spell Focus (Conjuration)

    Feats

  • Scribe Scroll
  • 1 - Spell Focus (Conjuration). Substitution for Scribe Scroll by society rules.
  • 1 - Toughness
  • 3 - Greater Spell Focus (Conjuration)
  • 5 - Improved Initiative
  • 5W - Extend Spell (metamagic)

  • Chronicles:

  • The Prince of Austana
  • Black Waters
  • School of Spirits
  • - New Recruit: Cast a spiritualist spell
  • Mists of Mwangi
  • Scions of the Sky Key, Part I: On Sharrowsmith's Trail
  • Destiny of the Sands, Part I: A Bitter bargain
  • Destiny of the Sands, Part II: Race to Seeker's folly
  • Destiny of the Sands, Part III: Sanctum of Sages
  • - Mythic Legacy: Cross off and free action to gain mythic version of feat.
  • City of Strangers, Part I: The Shadow Gambit
  • City of Strangers, Part II: The Twofold Demise
  • The Sanos Abduction
  • - Faerie dragon improved familiar
  • Solstice Scar Part A
  • - Belkzen Veteran:
  • - 1) You may spend 2 Prestige Points to learn Orc as a bonus language.
  • - 2) Check box to gain the benefits of the orc ferocity half-orc racial trait for 1 round.
  • - Martyrs shard 1: enhance weapon (+1, the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.
  • - Scarred Champion: Check to add 1d6 to ST vs. undead.
    Chhronicle Images
  • Solstice Scar Part B
  • - Frozen Fortitude: check box and swift action for cold resistance 5
  • - Martyr's Shard 2: check box to cast dispel magic
  • - Triumph Over Scales: Spend 2 Prestige Points to learn Draconic
  • Solstice Scar Part C
  • - Blight Bane: Cross off and swift action to challenge animal, plant, or vermin to get attack/spell (+1d6) bonuses. More if fiendish. Move action to give to ally.
  • - Fangwood Purifier: 2 PP to learn Sylvan. Check box to do Wild Empathy check
  • - Martyr's Shard 3: Gain bonus to spell resistance check
    *]Solstice Scar Part D
  • - Blood and Courage: If at < 1/2 HP, gain +2 intimidate vs. evil, +2 vs. fear. If benefitting, may cross off box (three boxes left) to demoralize all evil in 15 foot cone as a standard action.
  • - Empyreal Revenent: May revive if dead with lots of wierd effects including dying at the end of the adventure.
  • - Martyr's Shard 4: Check box to gain bonus to weapon if paladin or L/G. Bonus grants +1/damage penetration or spell penetration. May purchase avenging dagger at reduced cost.