Champion of Magic

Tamxander Glenfarrow's page

667 posts. Alias of Jesse Heinig.


Full Name

Tamxander Glenfarrow

Classes/Levels

INACTIVE - GAME DIED

Size

Small

Age

55

Alignment

Neutral Good

Location

Trunau

Languages

Common (Taldane), Gnome; Draconic, Dwarven, Elven, Halfling, Giant, Gnoll, Goblin, Orc, Sylvan, Terran, Varisian

Occupation

Alchemist, busybody

Strength 11
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 13
Charisma 14

About Tamxander Glenfarrow

Tamxander Glenfarrow
Gnome Wizard (Illusionist) 8
NG Small humanoid (gnome)
Initiative +1; Perception +14, low-light vision

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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 size)
HP 50 (8d6, +16 Con)
Fort +4 (+2 base, +2 Con), Ref +4 (+2 base, +2 Dex), Will +7 (+6 base, +1 Wis)

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Offense
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Speed 20 ft.
Ranged Small light crossbow +7 (1d6/19-20/x2)
Melee Small dagger +5 (1d3/19-20/x2)
Spells Prepared (CL 8th, concentration +12)
• 4th (3/day + s)—greater invisibility (s), greater invisibility, phantasmal killer, rainbow pattern
• 3rd (4/day + s)—communal protection from arrows, displacement, gloomblind bolts, gloomblind bolts, invisibility sphere (s)
• 2nd (4/day + s)—blur, glitterdust, hypnotic pattern (s), invisibility, see invisibility
• 1st (6/day + s)—color spray, color spray, shadow trap, unseen servant, vanish, vanish, ventriloquism
• 0 (at will)—acid splash, dancing lights, message, prestidigitation

(s) = specialty bonus spell

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Statistics
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Str 11, Dex 14, Con 14, Int 18, Wis 13, Cha 14
Base Atk +4; CMB +3; CMD 16
Languages: Common (Taldane), Gnome; Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Halfling, Orc, Skald, Sylvan, Terran, Varisian

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Feats
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Level 1
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Wizard 1
Scribe Scroll (Item Creation): You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
See magic item creation rules for more information.

Level 3
Craft Wondrous Item (Item Creation): You can create wondrous items, a type of magic item.
Prerequisite: Caster level 3rd.
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
See magic item creation rules for more information.

Level 5
Spell Focus: Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Chosen school: Illusion

Wizard 5 bonus feat
Craft Magic Arms and Armor (Item Creation): You can create magic armor, shields, and weapons.
Prerequisite: Caster level 5th.
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Level 7
Greater Spell Focus: Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.
Prerequisite: Spell Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.
Chosen school: Illusion

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Traits
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Artifact Hunter (Campaign): You’ve always had an interest in magic, but you’re fascinated with those legendary magic items known as artifacts. You’ve spent years researching these mythical relics and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.
Chosen Skill: Use Magic Device

Trickster (Magic): You are particularly adept with your racial spell-like abilities, and as child you quickly learned how dancing lights and ghost sound could be used to amuse your friends and fool your elders. This natural talent for illusion continued as you grew older, and before long you were being offered training in more advanced figments and glamers.
Benefit: You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the illusion school.

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Adventuring Skills
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Total skill ranks: 42/14 (16 wizard, +32 Int, +8 favored class; 16 background)

Knowledge (arcana) +15 (8 ranks, +4 Int, +3 class skill)
Knowledge (planes) +15 (8 ranks, +4 Int, +3 class skill)
Knowledge (local) +15 (8 ranks, +4 Int, +3 class skill)
Perception +14 (8 ranks, +1 Wis, +3 class skill, +2 race)
Spellcraft +15 (8 ranks, +4 Int, +3 class skill)
Stealth +17 (8 ranks, +2 Dex, +3 class skill, +4 size)
Use Magic Device +14 (8 ranks, +2 Cha, +3 class skill, +1 trait)

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Background Skills
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Craft (alchemy) +17 (8 ranks, +4 Int, +3 class skill, +2 race)
Linguistics +15 (8 ranks, +4 Int, +3 class skill)

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Untrained Skills
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Acrobatics +2
Bluff +2
Climb +0
Diplomacy +2
Intimidate +2
Sense Motive +1
Swim +0

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Gear
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Total starting wealth: 150 gp

Traveler's outfit, small (free)
Bonded ring (free)
Headband of vast intelligence +2 (Knowledge: dungeoneering) (1 lb.)
Dagger, small (2 gp, ½ lb.)
Light crossbow, small (35 gp, 2 lbs.)
Crossbow bolts, small, 20 6 (2 gp, 1 lb.)
Backpack, masterwork, small (50 gp, 2 lbs.)
[
• Spellbook (free, wizard; 3 lbs., 76/100 pages used)
• 4th (4)—complex hallucination, greater invisibility, phantasmal killer, rainbow pattern
• 3rd (4)—communal protection from arrows, displacement, gloomblind bolts, invisibility sphere
• 2nd (9)—acid arrow, blur, glitterdust, hypnotic pattern, invisibility, locate object, make whole, mirror image, see invisibility
• 1st (13)—color spray, detect secret doors, disguise self, erase, grease, hypnotism, mage armor, shadow trap, shield, silent image, unseen servant, vanish, ventriloquism
• 0 (17)—acid splash, arcane mark, daze, detect magic, detect poison, drench, ghost sound, haunted fey aspect, jolt, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, root

• Bedroll, small (1 sp, 2½ lbs.)
• Flint and steel (1 gp)
• Ink (8 gp)
• Inkpen (1 sp)
• Journal (10 gp, 1 lb.)
Pearl of power (1st level)
• Pipe
• Small grooming kit (1 gp, 1 lbs.)
• Tobacco (1 gp, 2 lbs.)
• 479 gp, 8 sp
]

Savings: 13,000 gp

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Special Abilities
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Gnome

Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
Selected Skills: Perception, Stealth
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Wizard (Illusionist) 8

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 interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
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: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
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.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond: At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Wizards who select a bonded object begin play with one at no cost. 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. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Bonded Item: Ring

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Illusion Arcane School
Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.

Opposition schools: Evocation, Necromancy

Extended Illusions (Su)
Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Blinding Ray (Sp)
As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Invisibility Field (Sp)
At 8th level, you can make yourself Invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per 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 opposition school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

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, 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.
A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

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Backstory
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Description: Though still young by gnomish standards, Tamxander is prematurely gray and weathered, like many of his kind. He has a neatly-kept beard and moustache, and slightly disheveled hair and long eyebrows that are all gray-silver in color. He has a light brown complexion and a bulbous nose. When amused, which is often, he has a very rounded, jolly laugh.

Hair: Gray, short, disheveled
Eyes: Green
Height: 3' 5"
Weight: 60 lbs.

Background: Originally from Lastwall, Tamxander was part of a small gnome community in that otherwise somber locale. Like many gnomes he had a boundless sense of humor, though (thankfully) his tastes never ran to practical jokes. As an outgrowth of that sense of humor and his desire to help other people see what he saw in the world -- and perhaps a reflection of the old gnomish formlessness of the Fey, when anything was possible -- he studied the illusion magics often inherent to the gnomish people.
Tamxander is part of a large, extended family, and he struck out on his own in order to support himself. The Glenfarrows are, by and large, farmers and stone-carvers, with an artistic bent, though the talent for illusions and magic is also common in the family. He still intends to stop by home once every fifty years or so.
The business of giants and orcs besieging Trunau has brought him to the city as an employee of a clanless dwarf, and with his familiarity with somber lands and cities under siege he hopes to brighten matters up a bit (and perhaps earn a little money in the process).

Personality Traits: Tamxander is good-natured and full of humor. He is a cheerful traveler who loves seeing what the road has to offer and who enjoys the outdoors, though he also likes the comforts of the occasional ale-tankard and tobacco pipe. He loves small animals and has a fondness for others who share his interests in magic. Though he can be subtle, he also likes occasionally making big, splashy displays with magic or alchemy.