Mage Sniper

Varn Sophas's page

96 posts. Alias of Walter Lindie.


Full Name

Varn Sophas

Race

Elf

Classes/Levels

Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

Size

acid splash, light, Read and detect magic

Age

Lvl 1 Enlarge person, Grease, entangle, 1 open slot

About Varn Sophas

Crunch

Spoiler:
Male Elf Wizard 2
N Medium Humanoid (Elf)
Init +3; Senses darkvision 60; Perception +6
Dazzeled in bright light
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Defense
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AC 14, touch 13, flat-footed 11
hp 12
Fort +5, Ref +3, Will +6

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Offense
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Speed 30 ft.
Melee Dagger 3 (1d4/19-20 2x)
Ranged long bow +4 (1d8 20 x3)
Ranged Alchemists fire +4 (1d6) + DC 15 Reflex of catch on fire none
Bab 1
Spells a day
4 lvl 0
4 lvl 1


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Statistics
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Spoiler:

Str 15, Dex 17, Con 13(+1 wood), Int 18, Wis 14, Cha 8
Base Atk +0; CMB 2; CMD 15
Feats
Class
Scribe scroll

Level
Academe Graduate Curse of the Crimsion thrown feat
here
Traits
Forlorn + 1 Fort saves
Hedge Magician -5% crafting costs


Skills
Spoiler:

Acrobatics +3 (+3 Dex)
Appraise +4 (+4 Int)
Bluff -1 (-1 Cha)
Climb +2 (+2 Str)
Craft +4 (+4 Int)
Diplomacy -1 (-1 Cha)
Disguise -1 (-1 Cha)
Escape Artist +1 (+3 Dex)
Fly +1 (+3 Dex)
heal +2 (+2 Wis)
intimidate -1 (-1 Cha)
Knowledge Arcans +9 (2 rank, +3 CS, +4 Int)
Knowledge (history/local/noblity/Nature/planes/Religion)+8 (1 rank, +3 CS, +4 Int)
Linguistics +8 (1 rank, +3 CS, +4 Int)
Perception +6 (2 rank, +2 race, +2 Wis)
Perform -1 (-1 Cha)
Ride +3 (+3 Dex)
sense motive +2 (+2 Wis)
Spellcraft +9 (2 rank, +3 CS, +4 Int)+2 identify items trait
Stealth +3 (+3 Dex)
Survival +2 ( +2 Wis)
Swim 2 (+2 Str)
Use Magic Device -1 -1 Cha)

Languages: Common, Elven, Celestial, Draconic, Orc, Terran and Sylvan.


Gear
Spoiler:

Longbow 3, 20 Blunt arrows 3, 20 arrows 3, Explorers Outfit 8, a backpack, a bedroll, a belt pouch, spellbook, Rope hemp, a spell component pouch, trail rations (6 days), and a waterskin 12, Dagger 1, Harimaki 3,dwarf spellbook 3, spare spell component pouch 3, scale-.
Scrolls
-shocking grasp
-resist energy
total 39

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Special Abilities
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Spells
Spoiler:
All lvl 0 but mending
Lvl 1 Enlarge person, Charm person, summon monster 1, Color spray, Grease, snapdragon fireworks, Entangle, alter winds burning hands

Second spell book
1magic missile, shocking grasp, mage armor, ray of enfeeblement, chill touch, cause fear
2blur, levitate


Race
Spoiler:

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

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

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.

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.

Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.

Class

Spoiler:

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)
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. Wood oposed Metal
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)

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


Familiar
Spoiler:
Rat Familiar + 2 fortitude saves
Valet familiar archetype
A valet treats Craft, Perform, and Profession as class skills.
A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.
A valet can use prestidigitation once per hour.
A valet is considered to have all the teamwork feats its master has.
improved evasion
share spells
empathic link.

Backstory
Spoiler:
Varn was born in the elven city of Kyonin. He was from a family of wizards and much of his youth was average for an elven child. Unfortunately for Varn while exploring with his friends they stumbled onto a sinkhole. The hole dropped them into a cave none the worst for wear. But Varn learned that he could see clearly in the deepest dark and used that ability to guide the others out of the cave. Having the other elves learn about this trait they began shunned Varn and his family. They moved away and eventually ended up in Riddleport. Varn eventually left Riddleport to study at the Acadamae in near by Korvosa. He wants to place his mark on history itself so he is finishing up his studies against his teachers in Avistan trying to find out what proximity to the World Wound has on summoning both fiendish and celestial creatures.