Spell Sovereign

Siolad Andosana's page

564 posts. Alias of Dragoncat.


Race

Elf

Classes/Levels

Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

Gender

Telekinetic Fist: 8/8|Male

Strength 8
Dexterity 16
Constitution 12
Intelligence 21
Wisdom 10
Charisma 14

About Siolad Andosana

Statblock:
Siolad Andosana

Male elf transmuter 12
CG Medium humanoid (elf)
Init +5; Senses low-light vision, Perception +2

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp (12d6+12)
Fort +4, Ref +6, Will +7, +2 vs. enchantment spells and effects

OFFENSE
Speed 30 ft.
Melee ring of wizardry I/II quarterstaff +2;- (ghost touch;-) +6/+1 (1d6+1/-1)
Melee ring of wizardry I/II quarterstaff +2;- (ghost touch;-/head 1 only) (two handed) +5 ((two handed) 1d6+1)
Melee ring of wizardry I/II quarterstaff +2;- (ghost touch;-/head 2 only) (two handed) +3 ((two handed) 1d6-1)
Special Attacks Telekinetic Fist +8/+3 (1d4+5/x2)

STATISTICS
Str 8, Dex 16, Con 12, Int 21, Wis 10, Cha 14
Base Atk +6; CMB +5; CMD 18

Feats Combat Casting, Craft Magic Arms & Armour, Craft Wand, Craft Wondrous Item, Empower Spell, Extend Spell, Still Spell, Quicken Spell

Skills Acrobatics +0, Acrobatics (Jump) -4, Appraise +11, Bluff +2, Climb -4, Craft (Armor) +15, Craft (Untrained) +5, Craft (Weapons) +15, Diplomacy +2, Disguise +2, Escape Artist +0, Fly +13, Heal +0, Intimidate +2, Knowledge (Arcana) +21, Knowledge (Dungeoneering) +14, Knowledge (Engineering) +9, Knowledge (Geography) +9, Knowledge (History) +13, Knowledge (Local) +14, Knowledge (Nature) +15, Knowledge (Nobility) +9, Knowledge (Planes) +15, Knowledge (Religion) +13, Linguistics(Dwarven, Giant, Abyssal, Infernal, Sylvan) +13, Perception +2, Perform (Untrained) +2, Ride +0, Sense Motive +0, Spellcraft +20, Spellcraft (Identify magic item) +22, Stealth +0, Survival +0, Swim -4

Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Orc, Sylvan, Thassilonian

SQ arcane bond, bonded object, bonus feats, cantrips, change shape, elven immunities, elven magic, enchantment opposition school, keen senses, low-light vision, necromancy opposition school, physical enhancement, transmutation school, weapon and armor proficiency, weapon familiarity,

Gear quarterstaff +2;- (ghost touch;-); robe of scintillating colors; spellbook (wizard's/blank); Pouch (Belt) ; Pouch (Belt) ; Backpack [ Bedroll; Flint and Steel; Ink (1 oz. Vial); Inkpen; Mess Kit; Rope (Hemp/50 ft.); Soap (per lb.); Rations (Trail/Per Day) (x5); Waterskin; ]; Waterskin ; Spell Component Pouch ; Spellbook (Wizard's); 1911.5 GP; family amulet (arcane bonded object)

SPECIAL ABILITIES

Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Bonded Object (Amulet) 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. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

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.

Cantrips You 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. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Change Shape (Sp) You can change your shape for 9 rounds per day. These rounds do not need to be consecutive. This ability otherwise functions like Beast Shape II or Elemental Body I.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchanment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Physical Enhancement (Su) You gain a +2 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). You can change this bonus to a new ability score when you prepare spells.

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.

Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

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+4 points of bludgeoning damage. You can use this ability 8 times per day.

Transmutation School You have chosen to specialize in transmutation spells.

Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Spellbook:

Cantrips: ALL OF THEM.

1st Level: Color Spray, Comprehend Languages, Grease, Identify, Mage Armour, Magic Missile, Magic Weapon, Protection from Evil, Shield

2nd Level: Bull's Strength, Glitterdust, Knock, Web, Frigid Touch

3rd Level: Dispel Magic, Fireball, Fly, Haste, Magic Circle vs. Evil

4th Level: Dimensional Anchor, Ice Storm, Stoneskin

5th Level: Passwall, Teleport, Break Enchantment, Overland Flight

6th Level: Mass Cat's Grace, Summon Monster VI, Form of the Dragon I, Globe of Invulnerability

Spells Memorized:

Cantrips: Detect Magic, Light, Message, Read Magic

1st Level: Magic Missile, Magic Missile, Magic Missile, Identify, Comprehend Languages, Feather Fall (T), Magic Missile

2nd Level: Bull's Strength (T), Mage Armour (Extended), Glitterdust, Glitterdust, Bull's Strength, Shield (Extended), Magic Missile (Stilled)

3rd Level: Fly (T), Haste, Magic Circle vs. Evil, Haste, Fly

4th Level: Stoneskin (T), Stoneskin, Dimensional Anchor, Dispel Magic (Stilled), Dispel Magic (Stilled)

5th Level: Teleport, Magic Missile (Quickened), Stoneskin (Extended), Magic Missile (Quickened)

6th Level: Mass Cat's Grace (T), Summon Monster VI, Globe of Invulnerability