Isai Odighuzua

Um'bala's page

339 posts. Alias of Misroi.


Full Name

Um'bala

Race

Human

Classes/Levels

Wizard (Transmuter) 3 | AC 16 T 12 FF 16 | HP 23/23 | F +1 R +2 W +4 | Init +2 | Perc +1 |

Gender

Male

Age

21

Alignment

Neutral Good

Deity

Shamanism

Languages

Aquan, Celestial, Common, Draconic, Elven, Polyglot, Thassilonian, Varisian

Occupation

Pathfinder, archaeologist, arcane researcher

Strength 11
Dexterity 14
Constitution 14
Intelligence 19
Wisdom 12
Charisma 12

About Um'bala

Um'bala
Male Human Wizard (Transmuter) 3
Neutral Good Medium Humanoid (human)
Init +2; Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 23 (3d6+9)
Fort +2, Ref +3, Will +4
(+2 insight bonus vs. illusions due to Shard of Pride)
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Offense
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Base Atk +1; CMB +1; CMD 13
Speed 30 ft.
Melee
Quarterstaff +2 (1d6, 20/x2)

Ranged
Light crossbow +3 (1d8, 19-20/x2)

Spell-Like Abilities
Telekinetic Fist (7/day): standard action, ranged touch attack +3, 1d4 + (1 damage per two wizard levels, current=1) bludgeoning damage

Spells Known:

Cantrips:
acid splash, arcane mark, breeze, dancing lights, detect magic, detect poison, drench, flare, ghost sound, jolt, light, mage hand, mending, message, open/close, penumbra, prestidigitation, ray of frost, read magic, resistance, root, scoop, spark

1st Level Spells:
break, burning hands, color spray, comprehend languages, ear-piercing scream, enlarge person, expeditious retreat, feather fall, grease, identify, mage armor, magic weapon, protection from evil, shield, vanish

2nd Level Spells:
glitterdust, invisibility, knock, molten orb, rope trick, scorching ray, see invisibility, web

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Statistics
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Abilities: Str 11 (+0), Dex 14 (+2), Con 14 (+2), Int 17+2 (+4), Wis 12 (+1), Cha 12 (+1)

Feats: Scribe Scroll (bonus, make scrolls), Fast Learner (at level up, may either take both a bonus hit point and a bonus skill point or make take an alternate favored class bonus), Spell Focus (transmutation) (+1 to DCs to resist transmutation effects), Scholar (+2 to Knowledge (history) and Knowledge (arcana) checks)

Drawback: Spooked (Whenever you perceive a fey, outsider, or undead from within 60 feet, you become shaken for 1d4 rounds unless you succeed at a Will save with a DC equal to 15 + the creature's Charisma modifier. Immunity to fear effects does not allow you to forgo this saving throw; even if you are immune to fear, you must roll the Will saving throw for this drawback when applicable, albeit with a +4 bonus.)

Traits: Exchange Agent: Mwangi Expanse (Survival is a class skill, +1 to Survival checks), Havoc of the Society (when casting spells that deal combat damage, deal an additional point of force damage), Student of Philosophy (may use Intelligence in place of Charisma when using Diplomacy to persuade and Bluff to lie)

Skills: (21 SP+bonus) Appraise (1) +10, Diplomacy (2) +3/+5, Knowledge (arcana) (3) +14, Knowledge (history) (1+2) +14, Knowledge (local) (2) +11, Knowledge (nature) (3) +12, Knowledge (planes) (1) +10, Knowledge (religion) (1) +10, Linguistics (3) +12, Spellcraft (3) +12, Survival (1) +5
(+2 insight bonus to all skill checks due to Shard of Pride)

Languages: Celestial, Common, Draconic, Elven, Polyglot, Thassilonian

Equipment: Light crossbow, 20 bolts, masterwork quarterstaff, wizard's kit (backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin), 3 alchemist's fires, scrolls (burning hands, magic weapon (3), shield), scarlet and blue ioun stone (skill=Knowledge (history)), Shard of Pride, 617.85 gp

The Shard of Pride:

The Shard of Pride is made of coppery horacalcum. As long as the Shard of Pride is carried, its owner can use major image as a spell-like ability once per day (CL equals character level of bearer), gains a +2 insight bonus on saves versus illusion spells, and gains a +2 insight bonus on all skill checks.

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TRACKED RESOURCES
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Spells Prepared (CL 3, DC 14+SL, +1 if transmutation, concentration +7):
0: detect magic, jolt, light, read magic
1: burning hands, enlarge person, mage armor, vanish
2: glitterdust, knock, molten orb

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Special Abilities
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Favored Class: Wizard (HP: 3, SP: 3)

Arcane Bond:

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.

Arcane School: Transmutation:

Opposing Schools: Enchantment, Necromancy
Physical Enhancement: +1 enhancement bonus to either Strength, Dexterity or Constitution per five wizard levels (minimum 1, current=1, currently applied to Con).
Telekinetic Fist: see above

Spellbook:

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