Full Name |
Turner Bout |
Race |
Human |
Classes/Levels |
Wizard/11 |
Gender |
Male |
Size |
Medium |
Age |
40 |
Special Abilities |
Physical Enhancement, Augment, Perfection of Self, Bonded Object |
Alignment |
NG |
Location |
Absalom |
Languages |
Common, Dwarven, Elven, Draconic, Azlanti, Tien, Osirian |
Occupation |
Landscaping |
Strength |
12 |
Dexterity |
10 |
Constitution |
13 |
Intelligence |
28 |
Wisdom |
10 |
Charisma |
10 |
About Turner Bout
HP: 68 Init +6
Fort +4 Ref +3 Will +7
AC 10 Touch 10 Flat Footed 10
BAB 5
CMB 6 CMD 16
Born of the best wizard ever to be expelled from the university (turns out you can make a golem out of oozes), Turner was raised to believe that everything in the world could be changed if he only knew how. Years of personal training from his father have given him quite an interesting spell assortment, and his own adventures have left their own mark on his character and judgement.
He has traveled across half the world, most of the time only a step or two ahead of serious danger, and worked out three rules that may be his only chance of making the big time.
Rule 1: Work with the team. Too much attention on yourself results in trouble.
Rule 2: If the enemy has been turned into something small and easily squishable, the fight is over.
Rule 3: Turn the enemy back to normal if he has minions. Being chased across the world by people who have sworn revenge is not a good learning environment.
It remains to be seen whether Turner has a long future ahead of him, but it is certainly going to be an interesting one!
Turner neither carries weapons nor armor, secure in the knowledge that he can transform himself into either. His sole concession to the realities of combat is his ring of freedom of movement.
Tactics: Turner will act as a buff/debuff caster in any group situation untill/unless it looks as if the party is going to be overrun. That being the case, he will change himself into an elemental and attempt to turn major enemies into either statues or frogs, occasionally both.
In single combat, Turner will try to stay out of the opponents area of effect and talk him down. If this is not possible, the opponent will be transformed.
Skills:
+23 to all knowledges
+24 to spellcraft
+23 to appraise
Spell List (treat as standard)
Cantrips: Detect Magic, Detect Poison, Read Magic, Mage Hand
1st: Feather Fall, Forced Quiet, Enlarge Person, Reduce Person, Vocal Alteration, Youthful Appearance, Alter Winds, Blood Money
2nd: Glide, Darkvision, Bull’s Strength, Cat’s Grace, Alter Self, Bear’s Endurance, Knock
3rd: Armor Lock, Fly, Countless Eyes, Haste, Water Breathing, Darkvision Communal, Hostile Levitation
4th: Earth Glide, Stone Shape, Enlarge Person Mass, Darkvision Greater, Reduce Person Mass, Elemental Body I
5th: Baleful Polymorph, Echolocation, Elemental Body II, Fabricate, Polymorph
6th: Flesh to Stone, Stone to Flesh, Elemental Body III
Traveling spellbook contains all above and Dispel Magic
Magic Gear: Headband of Vast Int +6, Ring of Freedom of Movement (Bonded Object), Scrolls of Dispel Magic (3)
Normal Gear: Wizards Kit
Feats: Spell Focus Transmutation, Greater Spell Focus Transmutation, Varisian Tattoo Transmutation, Spell Penetration, Greater Spell Penetration, Spell Specialization (Baleful Polymorph), Greater Spell Specialization (Baleful Polymorph), Arcane Blast, Improved Initiative
Traits: Reactionary, Classically Schooled