Full Name |
''Vitro'' Wizjietroczenon |
Race |
HP 26/26 | Spells Active: Mage Armor, Shield | Conditions: none | |
Classes/Levels |
Spells remaining: {1:0/5, 2:4/4 } | Arcane Reservoir 5/8 |
Gender |
Init +3 | Perception +5; Sense Motive -2 | AC 17; Touch 13; FF 14 | CMD 15 18 ES | F +2; R +4; W +2 | Speed: 30 | |
Size |
6'2", 130 lbs |
Age |
120 |
Alignment |
Chaotic Good |
Deity |
Yuelral |
Languages |
Elven, Common, Draconic, Varisian, Sylvan, Orc, Thassilonian, Celestial, Undercommon, Abyssal, Aklo |
Occupation |
Jeweler |
Strength |
12 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
19 |
Wisdom |
7 |
Charisma |
12 |
About ''Vitro'' Wizjietroczenon
Male Elf Arcanist (school savant) [Earth, ~Air] 5
Attacks
Rapier BAB +2, Str +1, Earth Superiority +1; base 1d6, Str +1, Earth Superiority +1 +3 (1d6+1/18-20 x2) +4 (1d6+2/18-20 x2)
Acid Splash BAB +2, Dex +3, PBS +1; base 1d3, PBS +1, alchemical power component +1 +6 touch (1d3+1 acid) 1d3+2 acid [range: 30ft.]
Acid Cloud 5ft. radius, persists 1 round; 1d6+2 acid damage and sickened; DC 15 Fort halves damage and negates sickened. 7 uses per day.
Longsword BAB+2, Strength +1, enhancement +1, Earth Superiority +1 +4 (1d8+2/19-20 x2) +5 (1d8+3/19-20 x2)
MWK Composite Longbow [12] BAB+2, Dex +3, MWK +1, PBS +1 +6 (1d8+1) +7 (1d6+2)
Spells per day
1: 5, 2: 4
Spells Prepared{0:6, 1:4+1, 2:2+1}
0 acid splash
0 detect magic
0 open/close
0 prestidigitation
0 light
1 mage armor We use the page of spell knowledge instead
1 intensified snowball
1 magic missile
1 shield
1 vanish
1 Grease
2 acid arrow
2 create pit
2 glitterdust
Arcanist Exploits
Potent Magic
Skills
Acrobatics 3 ranks, +3 Dex +6
Appraise 3 ranks +4 int +3 class +10 background skill
Craft (alchemy) 2 rank +4 int +3 class +9 background skill
Craft (jewelry) 5 ranks +4 int +3 class +12 background skill
K:Arcana 1 rank +4 int +3 class +1 trait +9
K:Dungeoneering 1 rank +4 int +3 class +8
K:Engineering 1 rank +4 int +3 class +8
K:Geography 1 rank +4 int +3 class +8
K:History 1 rank +4 int +3 class +8
K:Local 1 rank +4 int +3 class +8
K:Nature 1 rank +4 int +3 class +8
K:Nobility 1 rank +4 int +3 class +8
K:Planes 1 rank +4 int +3 class +8
K:Religion 1 rank +4 int +3 class +8
Linguistics 5 rank +4 int +3 class +12
Perception 5 ranks +-2 wis +2 keen senses +2 +5
Spellcraft 2 ranks +4 int +3 class +9
Stealth 5 ranks +3 dex +8
Feats
Point-Blank Shot
Precise Shot
Intensify Spell
Race: Elf
* +2 Dexterity, +2 Intelligence, –2 Constitution
* Medium, Normal Speed
* Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
* Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
* 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.
* Keen Senses: Elves receive a +2 racial bonus on Perception checks.
* 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.
School Powers
Earth Supremacy (Su): You gain a +2 enhancement bonus to your CMD to resist bull rush, reposition, trip, and overrun attempts as long as you are touching the ground. This bonus increases by +1 for every five wizard levels you possess. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight.
Acid Cloud (Su): As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Earth Elementalist spells
Earth Elementalist Wizard Spells:
0—acid splash
1st—expeditious excavation, grease, stone fist
2nd—acid arrow, create pit, elemental speech, elemental touch, glitterdust, resist energy, shatter, stone call, summon monster II
3rd—draconic reservoir, elemental aura, protection from energy, shifting sand, spiked pit, stinking cloud
4th—acid pit, calcific touch, detonate, dragon's breath, elemental body I, stone shape, stoneskin, summon monster IV
5th—elemental body II, hungry pit, passwall, planar adaptation, planar binding, lesser, summon monster V, transmute mud to rock, transmute rock to mud, wall of stone
6th—acid fog, elemental body III, flesh to stone, move earth, planar binding, stone to flesh, summon monster VI, wall of iron
7th—elemental body IV, planar adaptation, mass, rampart, reverse gravity, statue, summon monster VII
8th—iron body, planar binding, greater, summon monster VIII, wall of lava
9th—clashing rocks, gate, world wave.
Air Elementalist (opposed) spells
0—message
1st—alter winds, feather fall, shocking grasp
2nd—elemental speech, elemental touch, glide, gust of wind, levitate, resist energy, summon monster II, whispering wind
3rd—cloak of winds, draconic reservoir, elemental aura, fly, gaseous form, lightning bolt, protection from energy, wind wall
4th—ball lightning, detonate, dragon's breath, elemental body I, river of wind, shout, summon monster IV
5th—elemental body II, overland flight, planar adaptation, planar binding, lesser, suffocation, summon monster V
6th—chain lightning, elemental body III, planar binding, sirocco, summon monster VI
7th—control weather, elemental body IV, fly, mass, planar adaptation, mass, summon monster VII
8th—planar binding, greater, shout, greater, stormbolts, summon monster VIII
9th—gate, suffocation, mass, winds of vengeance.
Trait
Lore Seeker (APG > Campaign > RotRL > Outlander): The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You’ve studied magic intensely, and hope to increase that knowledge by adding ancient lore. You’ve come to the region to pursue that study, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
* Glitterdust
* Snowball
* Disintegrate
Magical Lineage (Snowball)
Spellbook
All 0th level common spells except Message (air)
1 Grease
1 Color Spray
1 Crafter's Fortune
1 Liberating Command
1 Mage Armor
1 Magic Weapon
1 Obscuring Mist
1 Protection from Evil
1 Shield
1 Silent Image
1 Snowball
1 Vanish
1 Ear-Piercing Scream
1 Endure Elements
1 Unseen servant
1 Comprehend Languages
2 Glitterdust
2 Acid Arrow
2 See Invisibility
2 Minor Image
2 Create Pit
2 Blindness/Deafness
Equipment]
rapier
flask of acid
spellbook
silk ceremonial armor
mwk composite longbow [str 12]
potion of cure light wounds
2 flasks of holy water
+1 longsword
wand of shocking grasp (28)