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About Vosk LazavStatistics:
Male Human Wizard 7
N Medium Age 34 Init +9; SensesPerception +1 ------------------------------ DEFENSE ------------------------------ AC 12, touch 12, flat-footed 10 hp 51 Fort +7, Ref +7, Will +9 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee None Ranged None
Languages Common, Varisian, Draconic, Dwarven, Elven, Giant, Goblin, Abyssal, Infernal, Celestial, Sylvan, Skald, Hallit, Polyglot, Orc Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Arcane Bond: Spoiler:
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: 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 wielded. 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). 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 the Craft Magic Arms and Armor feat in Feats). 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: Spoiler:
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. (Enchantment. Opposed to Necromancy and Evocation)
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning. Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day as noted on Table 1–2. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Spells:
------------------------------ Spells Prepared ------------------------------ 0th (4) Detect Magic, Prestidigitation, Message, Light 1st (6+1) 2nd (4+1) 3rd (3+1) 4th (2+1) Spellbook
Spoiler:
0 - All 1 - 9 by level: Alarm, Charm Person, Sleep, Color Spray, Disguise Self, Feather Fall, True Strike, Identify, Heightened Awareness, Endure Elements, Hold Portal, Protection from Evil, Protection from Chaos, Protection from Law, Shield, Grease, Mage Armor, Obscuring Mist, Unseen Servant, Charm Fey 2 - 4 by level, 2 FCB: Levitate, Hideous Laughter, Resist Energy, Glitterdust, Invisibility, Mirror Image, Darkvision, Communal Protection from Evil, See Invisibility, Communal Protection from Law, Communal Protection from Chaos, Investigative Mind 3 - 4 by level, 1 FCB: Suggestion, Heroism, Haste, Fly, Hold Fey, Displacement 4 - 2 by level: Confusion, Charm Monster, Dimension Door, Greater Invisibility
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Wand of... Spoiler:
Silent Image 44 Vanish 40 Infernal Healing 40 Gaseous Form 8 Fireball (CL 7) 4 Haste 1 Scroll of...
Spoiler:
1 Instant Portrait x2 Obscuring Mist 2
3
4
Sailing Ship, the Luscious Eclair
Spoiler:
Backpack, Bedroll, Belt Pouch, Flint/Steel, Ink, Inkpen, Iron Pot, Mess Kit, Soap, Spell Component Pouch, Torches (10), Trail Rations (5 days), Waterskin) Book of Letters (Falcon's Hollow) Book of Letters (Magnimar) Antiplague 2 Antitoxin 2 Skeleton Key Sleeves of Many Garments Proposed Build/Notes:
Accounting
Spoiler:
1266gp 7 PP, 28 Fame 0 Disrepute, 10 Infamy 14/20 Rising Star Purchases:
Need to buy rod of reach (3k), Amulet of Spell Mastery (arcane bond, 36 fame, 11000 to craft + 200xlvl) ring of counterspells (feeblemind) Evocation spells to pick up @ 10th level
Feats
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