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About Tannivh Purtham44914-4
PFS Fame/XP:
Fame=5 Prestige=3 XP=3 Adventures Completed: Crypt of the Everflame Total Wealth Acquired: 150+1398gp=1548 crunch:
Neutral Good Wizard (Conjurer) 2 Worships: No God Chosen Young Elf Languages: Common, Elvish, Celestial, Sylvan, Draconic, Goblin, Dwarvish STR=07 INT=19 DEX=16 CON=12 WIS=14 CHA=07 Offense:
___________________________________________________________ +5 Initiative (+3 Dex +2 trait) +0 BAB -1 CMB (1 BAB, -2 Str)
Defense:
____________________________________________________________ Current hp: 14/14 Max hp: 14 (+6;+4 +2 Con; +2FC)
+1 Fort (+0 base, +1 Con)
Racial traits/abilities:
Standard Racial Traits •Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. •Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. •Type: Elves are Humanoids with the elf subtype. •Base Speed: Elves have a base speed of 30 feet. •Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages. Defense Racial Traits
Feat and Skill Racial Traits
Magical Racial Traits
Offense Racial Traits
Senses Racial Traits
wizard abilities:
The following are the class features of the wizard. 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
Can I dismiss my familiar so I may select a new familiar?
Arcane Bond (Ex or Sp)
A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar. A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level. If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete. 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. Cantrips
Scribe Scroll At 1st level, a wizard gains Spell Focus as a bonus feat. Bonus 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 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. Adding Spells to a Wizard's Spellbook:
Spells Gained at a New Level:
Spells Copied from Another Spellbook or Scroll:
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will. Opposition Schools=Necromancy, Abjuration Summoner's Charm (Su)
Acid Dart (Sp)
Dimensional Steps (Sp)
Spells:
Spellbook 0-level all Level 1: Monster Summoning I, Grease, Mage Armor, Charm Person, Enlarge Person, Color Spray, Comprehend Languages, Sleep, Magic Missile 0-Level - unlimited
1st-Level
Skills:
6+FC/lvl (6)/lvl +3 Acrobatics (Dex +3), +4 Appraise (Int +4), -2 Bluff (Cha -2) -2 Climb (Str -2) +8 Craft (Alchemy) (+4 Int, Ranks 1, +3 CS) -2 Diplomacy (Cha -2) N/A Disable Device (Dex +3, Ranks 0) -2 Disguise (Cha -2, Ranks 0) +3 Escape Artist (Dex +3, Ranks 0) +3 Fly (Dex +3, Ranks 0, Class Skill +3) -2 Handle Animal (Cha -2, Ranks 0) +2 Heal (Wis +2, Ranks 0) -2 Intimidate (Cha -2) +9 Knowledge, Arcana (Int +4, Ranks 2, Class Skill +3) +8 Knowledge, Dungeoneering (Int +4, Ranks 1, Class Skill +3) +8 Knowledge, Nature (Int +4, Ranks 1, Class Skill +3) +8 Knowledge, Planes (Int +4, Ranks 1, Class Skill +3) +8 Knowledge, Nobility (Int +4, Ranks 1, Class Skill +3) +8 Knowledge, Local (Int +4, Ranks 1, Class Skill +3) +9 Linguistics (Int +4, Ranks 2, Class Skill +3)) +4 Perception (Wis +2, Ranks 0, +2 race) +6 Perception +9 Perception in Shadows/Low light with familiar nearby +2 Sense Motive (Wis +2, Ranks 0) N/A Sleight of Hand (Dex +3, Ranks 0) +9 Spellcraft (Int +4, Ranks 2, Class Skill +3) +3 Stealth (Dex +3, Ranks 0) +2 Survival (Wis +2, Ranks 0) -2 Swim (Str -2, Ranks 0) N/A Use Magic Device (Cha -2, Ranks 0) Traits:
Magical Lineage: Fireball (treated as one level less for metamagic) Reactionary: +2 to initiative Feats:
Spell focus (conjuration) Augmented Summoning Alertness (with familiar nearby) Familiar:
Panthilium - Owl N Tiny animal Init +3; Senses low-light vision; Perception +10 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES Familiar The master of an Owl gains a +3 on Perception in shadows or darkness. Natural Armor Bonus: - +1 @ Level 1-2 --> increases thereafter Alertness (Ex) - While a familiar is within arm's reach, the master gains the Alertness feat. Empathic Link (Su) Improved Evasion (Ex) - no damage on reflex save, 1/2 damage if save failed Share Spells - The wizard may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Equipment:
Dagger Basic Essentials Kit CLW wand (50 charges) Mage armor wand (8 charges) 150/- Magic missile wand (3 charges) 150/- •backpack 2 gp 2 lbs* •bedroll 1 sp 5 lbs* •1-pint flask 3 cp 1.5 lbs •3 days' trail rations 1.5 gp 3 lbs* •3x chalk 3 cp •caltrops 1 gp 2 lbs •flint and steel •4 candles •Case, Scroll, (1/.5) •10 pieces of parchment(2/0) •inkpen(.1/0) •.5 ounces of ink(4/0) Current cost Remaining Wealth: 1328.64 gp Current Weight: 13.5 lbs Light Load: x < 23 lbs.
Appearance:
The tall, skinny elf has fine white hair and appears to be looking down his nose at the world with a continual scowl. He is commonly dressed, and their is nothing particularly noteworthy about him. summoned dog stats:
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size) hp 8 (1d8+2) Fort +6, Ref +3, Will +1 SR 5 Celestial – Resist acid, cold, and electricity 5; Fiendish – Resist cold and fire 5 OFFENSE Speed 40 ft.
STATISTICS Str 17, Dex 13, Con 19, Int 2, Wis 12, Cha 6
SPECIAL ABILITIES Smite evil/good 1/day as a swift action (adds Cha bonus (0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests). Background:
Tannivh traveled the world extensively, living the high life. If anyone has a story about doing anything, visiting anywhere, or knowing anyone--Tanivh will top that story in a condescending manner. He did what you did better, went somewhere else more exciting, and knew someone else more important.- Accumulated PFS abilities and items for purchase:
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