Master Astrologer

Thom Boxdell's page

No posts. Alias of The.Squirrel.Ninja.


Full Name

Thom Boxdell

Race

Human Wizard 1 l 8/8 HP l AC:10 T:10 FF:10 l Init +X l Fort 2 Ref 2 Will 2

Gender

Male

Age

58

Alignment

NG

Languages

Common, Elven, Draconic, (2 more)

Strength 10
Dexterity 15
Constitution 14
Intelligence 19
Wisdom 10
Charisma 10

About Thom Boxdell

Portrait of Thom Boxdel

120 Gold

Skills:

8 = 2 +4 Int +1 Human +1 Favorite Class

Fly (Dex):
K-Arcana (Int): 8= 1 Rank +4 Int +3 Class
K-Dungeoneering (Int): 8= 1 Rank +4 Int +3 Class
K-Engineering (Int):
K-Geography (Int):
K-History (Int): 8= 1 Rank +4 Int +3 Class
K-Local (Int): 8= 1 Rank +4 Int +3 Class
K-Nature (Int): 8= 1 Rank +4 Int +3 Class
K-Nobility (Int):
K-Planes (Int): 8= 1 Rank +4 Int +3 Class
K-Religion (Int): 8= 1 Rank +4 Int +3 Class
Linguistics (Int):
Spellcraft (Int): 8= 1 Rank +4 Int +3 Class

Feats:

Point Blank Shot (Human): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (1st Lvl): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Scribe Scroll (Class): 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.

Traits:

Reactionary: +2 Initiative
Desperate Resolve: You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled.

Class Features

Arcane Bonded Item:

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.

Elemental Arcane School:

Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

Wood Elementalist:

Wood represents flexibility, warmth, wind, generosity, cooperation, and idealism. Practitioners of this elemental magic often resemble druids in character and in the use of their magic.

Wood Magic
At 1st level, add the following spells to your Wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants.

Flexible Enhancement (Su) Dex
A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five Wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.

Splintered Spear (Su)
As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Cooperative Defense (Su)
At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must make this choice individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four wizard levels beyond 8th.

Wood Elementalist Wizard Spells
0—light
1st—alter winds, animate rope, charm person
2nd—cat’s grace, entangle, protection from arrows, web, whispering wind
3rd—cloak of winds, tongues, tree shape, wind wall
4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind, secure shelter, sirocco
5th—command plants, fabricate, fickle winds, mirage arcana, sending, telepathic bond
6th—battlemind link, cat’s grace (mass), tree stride
7th—control weather, liveoak, scouring winds
8th—charm monster (mass), euphoric tranquility, transmute metal to wood
9th—control plants, refuge, winds of vengeance

Some philosophers claim that the four-element structure of reality—air, earth, fire, water—is an erroneous belief. These scholars insist there are not four elements, but five: fire, earth, metal, water, and wood. Wizards who subscribe to these beliefs have developed the ability to tap into elemental sources of metal and wood, gaining magical powers normally limited to other kinds of spellcasters.

In some lands, scholars of magic insist that material things consist of five elements, not four: fire, earth, metal, water, and wood. Rather than directly opposing each other, these five elements counter and generate each other in a wheel-like formation: wood overcomes earth, earth overcomes water, water overcomes fire, fire overcomes metal, and metal overcomes wood.
Similar to the four types of elemental wizard schools, some wizards specialize in the schools of magic based on metal or wood. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school—in the case of the five-element system, he must choose the element that overcomes his element as his opposition element (so a metal elementalist must select fire as his opposition school because fire overcomes metal). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.