Olvan

Sylus P's page

27 posts. Alias of Rostam.


Full Name

Sylus P

Race

Spells:
lvl 0 Dancing Lights Detect Magic Message lvl1 Enlarge Person Magic Missile Unprepared Spell HotA 3/4

Classes/Levels

Wizard 1 HP 4| AC 7, touch 7, flat-footed 7| Fort -2, Ref -3, Will +0| Init -3 Perc +2 Concentration +2 | Low Light Vision

About Sylus P

A wizard made for a 3d6 drop the lowest game.

Statistics:

EXPERIENCE POINTS 54/1300
Half Elf Wizard 1 (Universalist)
NG Medium humanoid (Half-Elf)
Init -3; 
Concentration +2 (+1 level +1 Int)
DEFENSE
AC 7, touch 7, flat-footed 7 (-3 Dex)
hp 4 Fort -2, Ref -3, Will +0
OFFENSE
Speed 30 ft.

Melee MWK Club +2[1d6+1 /x2] B

Ranged Hand of Apprentice(Club) +2[1d6+1 /x2] B 4/day

STATISTICS
Str 12, Dex 4, Con 6, Int 13, Wis 6, Cha 9
Base Atk +0; CMB +1; CMD 8

Feats and Traits:

Scribe Scroll (Bonus from Class)
Skill Focus(Spellcraft) (Bonus from race)
Eschew Materials

Skills and Languages:

Skills 4 (2 class, 1 int, 1 favoured class)

Appraise = 1 [int]
Knowledge(Arcana) = 5 [1 rank +3 class + 1 int]
Knowledge(Local) = 5 [1 rank +3 class + 1 int]
Perception = 2 [1 rank -1 wis +2 race]
Spell craft = 8 [1 rank +3 class + 1 int +3 Skill Focus]

Languages Elven, Common, Goblin

Racial Traits:

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.(Choosing Wizard and Fighter)
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Bonded Object:

Masterwork Club - A fine piece of nicely carved oak

Universalist School:

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Gear:

Money Gold: 10 Silver: 1 Copper:

Light Load: 43 Medium Load: 86 Heavy Load: 130 Overhead: 130 Pickup: 260 Push/Drag: 450

Equipment [Total Weight = 27 lbs]

MWK Club [3 lbs]

Backpack [2 lbs]
-- Bedroll [5 lbs] [tied underpackpack]
-- Ink
-- Ink pen
-- mess kit [1 lb]
-- waterskin [4 lbs]
-- trail rations x 10 [10 x 1 lbs]
-- Parchment x 50 [0 lbs]
-- Scroll Box [1 lb]
Bandolier [Left Shoulder to right hip]
-- Scroll Case [0.5 lb]
---- Scroll of Magic Weapon x 1
---- Scroll of Enlarge Person x 1
Beltpouch [0.5 lbz][On left hip]
-- flint and steel

Spellbook:

Spell Book

0 – level:

Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target

1 – level:

Enlarge Person: Humanoid creature doubles in size.
Grease: Makes 10-ft. square or one object slippery.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st
Magic Weapon: Weapon gains +1 bonus


Prepared Spells:

Concentration +6

Level 0: DC 11 [3 slots from class]

Dancing Lights
Detect Magic
Message

Level 1: DC 12 [1 slot from class, 1 slot from int, 1 slot from bonded object]

Enlarge Person [class slot]
Magic Missile
Unprepared Spell [Spontaneous Bonded Object Slot]