About Vladius Soluzar
Vladius Soluzar
Male Elf Wizard 11
CN Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +13
Aura elemental manipulation
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 68 (11d6+22)
Fort +9, Ref +10, Will +11; +2 vs. enchantments
Immune sleep; Resist fire 5
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4-1/19-20) and
masterwork spiked gauntlet +5 (1d4-1)
Spell-Like Abilities (CL 11th; concentration +10)
3/day—dancing lights
Wizard Spells Prepared (CL 11th; concentration +18):
6th—sirocco{super}S,APG{/super} (DC 25), sirocco{super}APG{/super} (DC 25), true seeing
5th—break enchantment, overland flight, teleport, wall of force{super}S{/super}
4th—ball lightning{super}APG{/super} (DC 23), black tentacles, dimension door, emergency force sphere{super}S{/super}, volcanic storm{super}UM{/super}
3rd—communal resist energy{super}UC{/super}, dispel magic, dispel magic, fly, force punch{super}S,UM{/super} (DC 22), haste, haste
2nd—burning arc{super}S{/super} (DC 21), burning arc (DC 21), glitterdust (DC 19), resist energy, scorching ray (2), see invisibility
1st—grease, liberating command{super}UC{/super}, magic missile{super}S{/super}, magic missile (3), vanish{super}APG{/super} (DC 18)
0 (at will)—detect magic, mage hand, prestidigitation, ray of frost
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Statistics
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Str 9, Dex 16, Con 12, Int 25, Wis 10, Cha 8
Base Atk +5; CMB +4; CMD 17
Feats Additional Traits, Empower Spell, Greater Spell Focus (evocation), Greater Spell Specialization[UM], Intensified Spell[APG], Spell Focus (evocation), Spell Penetration, Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits bruising intellect, forlorn, magical lineage, reactionary
Skills Appraise +10, Climb +0, Craft (alchemy) +21, Fly +9, Intimidate +21, Knowledge (arcana) +21, Knowledge (dungeoneering) +13, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +12, Knowledge (nobility) +11, Knowledge (planes) +16, Knowledge (religion) +13, Linguistics +15, Perception +13, Spellcraft +21 (+23 to determine the properties of a magic item), Survival +0 (+2 to avoid becoming lost), Swim +0, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Azlanti, Common, Draconic, Dwarven, Elven, Hallit, Osiriani, Osiriani, Ancient, Sylvan, Thassilonian, Tien, Undercommon
SQ arcane bonds (arcane bond [familiar]), arcane focus, blazing robe, elven magic, intense spells, opposition schools (enchantment, necromancy), specialized schools (admixture), versatile evocation
Combat Gear blazing robe, oil of daylight (2), selective metamagic rod (lesser), wand of infernal healing (17 charges), wand of mage armor (30 charges), wand of ray of enfeeblement (16 charges), wand of sure casting (48 charges), acid (2), alchemist's fire (5); Other Gear dagger, masterwork spiked gauntlet, cloak of resistance +4, handy haversack, headband of vast intelligence +4, clear spindle ioun stone, necklace of adaptation, wayfinder, belt pouch, canteen, flint and steel, inkpen, mess kit, soap, spell component pouch, spellbook, compact, spellbook, compact, spellbook, compact, trail rations (5), wrist sheath, spring loaded (2), 16,418 gp, 6 sp, 5 cp
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Special Abilities
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Admixture Associated School: Evocation
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Blazing robe (1/day, DC 16) Burst of fire deals 2d6 fire dam in 20 ft radius (Ref half).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Manipulation (11 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Greater Spell Specialization Sacrifice a spell to cast your specialized spell
Intense Spells +5 (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Ioun stone (clear spindle) Sustains bearer without food or water.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necklace of adaptation Immune to all harmful vapors and gases and can breathe anywhere.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Selective metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (10/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wand of infernal healing (17 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (30 charges) Add this item to create a wand of a chosen spell.
Wand of ray of enfeeblement (16 charges) Add this item to create a wand of a chosen spell.
Wand of sure casting (48 charges) Add this item to create a wand of a chosen spell.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).