Kwava

Tannivh Purtham's page

152 posts. Organized Play character for Chainmail.


Full Name

Tannivh Purtham

Race

14/14 HP; AC:13, T:13, FF:10, CMD:12, F:+5, R:+3, W:+5, Init +5, Perception +4 (+6 w/ Familiar +9 shadows/darkness), NG Male Elf

Classes/Levels

Wizard-CORE (Conjurer) 2

About Tannivh Purtham

44914-4

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)
+12 CMD (+1 BAB, -2Str, +3 Dex, +10)

Defense:

____________________________________________________________
Current hp: 14/14

Max hp: 14 (+6;+4 +2 Con; +2FC)
AC 13 [+3 Dex, +10]
Flatfoot AC 10 [ +10]
Touch AC 13 [+3 Dex, +10]

+1 Fort (+0 base, +1 Con)
+3 Ref (+0 base, +1 Dex)
+5 Will (+3 base, +2 Wis)

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
•Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
•Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits
•Elven Magic: 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.

Offense Racial Traits
•Weapon Familiarity: 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.

Senses Racial Traits
•Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

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

Can I dismiss my familiar so I may select a new familiar?
This isn't addressed in the rules anywhere, but yes, you should be able to dismiss a familiar if you want to select a new one. However, you must still wait 1 week and pay 200 gp for the 8-hour ritual. Dismissing a familiar is ending a link between your soul and it, so it should probably take about an hour. The exception to the above is if you take the Improved Familiar feat, which allows you to immediately replace your familiar with the new familiar, at no cost or time required (it is assumed this occurs during whatever preparations you make while leveling up). Once dismissed, an animal familiar is just a normal animal of its type (a special familiar from the Improved Familiar feat reverts to a normal creature of its type). Whether or not it wants to remain with you is up to your GM and probably based on how you treated the creature while it was your familiar.

Arcane Bond (Ex or Sp)
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar (chosen) 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.

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
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 Spell Focus 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.

Adding Spells to a Wizard's Spellbook:
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (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.

Spells Copied from Another Spellbook or Scroll:
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.

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)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp)
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid 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. This attack ignores spell resistance.

Dimensional Steps (Sp)
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

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
Prestidigitation
Message
Detect Magic
Daze (Will DC14)

1st-Level
Summon Monster I
Summon Monster I
Sleep (DC 15 Will)
Grease (DC 16 Ref)

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
AC 17, touch 15, flat-footed 13 (+3 Dex, +2 size, +2 Natural Armor)
hp 7 (1/2 of master's hp)
Fort +2 (Base +2)
Ref +5 (Base +2, Dex +3)
Will +6 (Master +4, Wis +2)

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 7, Wis 15, Cha 6
Base Atk +3 (+0 Master BAB, +3 Dex); CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

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.
Medium Load: 23 < x < 46 lbs.
Heavy Load: 46< x < 69 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.
Melee bite +4 [1d4+3]
Special Attack smite evil/good

STATISTICS

Str 17, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +2; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

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: