Nickold Starweather

Trawets Aarock's page

298 posts. Alias of trawets71.


Full Name

Trawets Aarock

Race

Human

Classes/Levels

Wizard 8| AC 17 T 13 FF 15| HP 64/64 | F +5 R +5 W +7 | Init +3 | Perc +9

Gender

Male

Size

Medium

Age

18

Alignment

Neutral Good

Deity

Mystra

Languages

Abyssal, Aklo, Celestial, Common, Draconic, Elven, Giant, Gnome, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon

Strength 10
Dexterity 16
Constitution 14
Intelligence 23
Wisdom 12
Charisma 12

About Trawets Aarock

Character Sheet:

Size Medium Humanoid (Human)
Init +3; Perception +9

DEFENSE
AC: 17 Touch: 13 Flat-footed: 14 (+4 armor, +7 dex)
HP: 64 (8d6+16)
Fortitude: +2 Reflex: +2 Will: +6

OFFENSE
Speed: 30
Ranged: Ray of frost +7 (1d3+4) Range: 30'
Melee: Quarterstaff +4 (1d6)
Melee: Dagger +4 (1d4/19-20/x2)

STATISTICS

Str 10, Dex 16, Con 14, Int 23, Wis 12, Cha 12
Languages: Abyssal, Aklo, Celestial, Common, Draconic, Elven, Giant, Gnome, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon

Base Atk +4; CMB +4; CMD 17

SKILLS

Skill Ranks: Appraise +10 (B1), Craft: Calligraphy +10 (B1), Intimidate +9 (8), Kn: Arcana +17 (8), Kn: Dungeoneering +14 (5), Kn: Engineering +9 (B2), Kn: Geography +11 (B2), Kn: History +11 (B2), Kn: Local +14 (5), Kn: Nature +13 (4), Kn: Planes +14 (5), Kn: Religion +14 (5), Linguistics +17 (B8), Perception +9 (8), Spellcraft +17 (8), Use Magic Device +12 (8). Total: 64 B:

Favored Class: Wizard ½ usage of Versatile Evocation per level. 4

Stat Increases:
4th: Con
8th: Int

Wizard: Admixture Evoker Abilities:

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 presented in Spell Lists. 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.

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

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 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. Rules for bonded items are given below, while rules for familiars are at the end of this section.

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.

School: Evocation (Admixture) Opposition: Enchantment and Necromancy

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon's frigid breath weapon (a supernatural ability), but not a fire elemental's fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.
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 a prohibited 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 feat, 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.

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 prohibited 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).

Feats and Traits:

FEATS
1- Spell Focus (Evocation)
1- Spell Specialization: Fireball (Racial bonus)
1- Scribe Scroll (class bonus)
1- Alertness (Familiar)
3 -Intensified Spell
5 -Greater Spell Focus (Evocation)
5 -Maximize Spell (Class Bonus)
7 - Improved Familiar: Faerie Dragon

RACIAL TRAITS

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Traits
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. Fireball

Artifact Hunter: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 (UMD) 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.

Gear:

Wizard Robes (1#), Dagger 2gp (1#), Quarterstaff (4#), Winter blanket 5sp (3#), Scroll Case 1gp (.5#), flint and steel 1gp, ink 8gp, inkpen 1sp, a mess kit 2sp (1#), soap 1cp (.5#), a spell component pouch 5gp (2#), 6 days trail rations 3gp (6#), waterskin 1gp (4#)
Total: 25#

Handy Haversack 2,000 gp (5#)
Headband of Vast Intelligence +2 4,000 gp (1#)
+1 Cloak of Resistance 1000 gp (1#)
Ring of Protection +1 2000 gp
Pearl of Power 1st 1000 gp
Rod of Selective Metamagic, Minor 3,000 gp (5#)
Rod of Empower Metamagic, Minor 9,000 gp (5#)

Scrolls: Comprehend Languages 25 gp, Mage Armor 12.5 gp, Read Magic 6.25gp.

1st Level Spells: 11
2nd Level Spells: 4

2 gp 4 sp 4cp.

22,022.8

33/66/100

Backstory:

Trawets was born to two powerful magic users. His father Andrew Aarock was a wizard who used metamagic constantly and created new spells. His mother Ruth Aarock was a sorceress who specialized in fortifications, both magical and mundane.

He absorbed magical knowledge from a young age from his parents and adept himself with languages and documents. He gained the greatest pleasure though from destroying things. His mothers knowledge of defense was used to figure out the best way to take them apart. He used his fathers metamagic knowledge to empower his own spells.

Trawets is a very devoted follower of Mystra as he knows his skill with magic wouldn’t exist without her.

Trawets was part of an adventuring party that had a successful trip into the Haunted Halls of Evenstar. His comrades retired on their treasure but Trawets continues on as he knows that in order to improve his magic it must be used.

Trawets is 6'10", weighing 210 pounds and proudly dresses in wizard robes as he is extremely proud of his profession. He keeps his brown hair cut short and has blue eyes.

Spellbook:

All Cantrips except Enchantment and Necromancy

First Level
Alarm
Burning Hands
Color Spray
Comprehend Languages
Ear Piercing Scream
Enlarge Person
Expeditious Retreat
Feather Fall
Floating Disk
Grease
Identify
Mage Armor
Magic Missile
Mount
Protection From Evil
Shield
True Strike
Unseen Servant

Second Level
Blur
Darkvision
Flaming Sphere
Glitterdust
Invisibility
Mirror Image
Resist Energy
Scorching Ray

Third Level
Displacement
Dispel Magic
Fireball
Haste

Fourth Level
Dimension Door
Greater Invisibility
Phantasmal Killer
Wall of Fire

Familiar: Werbakinadividraushum, “Widowmaker”:

Faerie Dragon
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8

Defense
AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size)
hp 32
Fort +4, Ref +6, Will +8

Offense
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +5 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
3/day—greater invisibility (self only)

Spells Known (CL 3rd; concentration +6)
1st (6/day)—grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will)—dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close

Statistics
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +4; CMB +5; CMD 15 (19 vs. trip)
Feats Acrobatic, Dodge
Skills Acrobatics +8(+0 when jumping) (3), Bluff +9 (3), Diplomacy +9 (3), Fly +23 (3), Perception +13 (8*), Sense Motive +8 (3), Stealth +14, Swim, UMD

Special Abilities
Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, DC 12 Fortitude negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.

Spells A faerie dragon casts spells as a 3rd-level sorcerer.

Daily Resources:

Force Missile (7/day) Used: 0

Spells Memorized:

Cantrips (4):
Detect Magic
Light
Ray of Frost

First Level DC: 16/18 Evocation (6+1):
Burning Hands (S)
Color Spray
Mage Armor

Second Level DC: 17/19 Evocation (5+1):

Third Level DC: 18/20 Evocation (5+1):

Fourth Level DC: 19/21 Evocation (4+1):

Fifth Level DC: 20/22 Evocation (3+1):

Dice:

[dice=Ray of frost]1d20+1[/dice] [dice=Damage]1d3+1[/dice]
[dice=Quarterstaff]1d20+1[/dice] [dice=Damage]1d6+1[/dice]
[dice=Dagger]1d20+1[/dice] [dice=Damage]1d4+1[/dice]
[dice=Perception]1d20+3[/dice]
[dice=Appraise]1d20+8[/dice]
[dice=Kn: Arcana]1d20+8[/dice]
[dice=Kn: Dungeoneering]1d20+8[/dice]
[dice=Kn: Geography]1d20+8[/dice]
[dice=Kn: Local]1d20+8[/dice]
[dice=Linguistics]1d20+8[/dice]
[dice=Spellcraft]1d20+8[/dice]
[dice=Fort Save]1d20+2[/dice]
[dice=Reflex Save]1d20+4[/dice]
[dice=Will Save]1d20+3[/dice]