Stage Magician

Wilhaim Butcherson's page

80 posts. Alias of Roycilo.


Race

| HP: 267/267 AC: AC 34 (Touch 20, Flat Footed 30)| CMB: +8, CMD: 41 | F: +18, R: +16, W: +16| Init: +4 | Perc:+33, SM:+24

Classes/Levels

| Speed 30ft | Orc Ferocity 1/1|Spells: | Active conditions: None

Gender

Male NG Half-Orc Abjurer 18

About Wilhaim Butcherson

Character Sheet

Spoiler:

Male Half-Orc Wizard (Abjurer) 18
NG Medium humanoid (human, orc)
Init +4; Senses Darkvision 60ft, Perception +33, Sense Motive +25
--------------------
Defense
--------------------
AC 34, touch 20, flat-footed 30
HP 267+GFL, 252 Base (18d6+18 [Toughness]+18 (Favored Class Bonus) +108 [Con Modifier]+15 Temp[2 Emerald Ellipsoid Ioun Stone, One in a Wayfinder]+ Greater False Life)
Fort +18, Ref +16, Will +18;
Resist Fire 10
--------------------
Spells Active: Contingent Protection from Evil (Contingent to first Will Save vs. Spell of the Day) Endure Elements, Hide from Undead, Mage Armor, Overland Flight, Greater False Life, Feather Step, Comprehend Languages, Moment of Prescience

Offense
--------------------
Speed Land 30ft, Fly 40ft
Melee + 8
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 22, Int 30, Wis 12, Cha 7

Base Atk +9/+4

CMB +8; CMD 41 (10+18 -1 Str +4 Dex +10 Int)

Feats: Endurance (Racial), Alertness (From Ioun Stone), Extend Spell, Scribe Scroll, Defensive Combat Training, Spell Penetration, Improved Counterspell, Fire God's Blessing, Heighten Spell, Toughness, Parry Spell, Quicken Spell, Spell Perfection

Skills:
Acrobatics: +25 (18 Ranks, +4 Dex, +3 Class Skill)
Climb: +11 (9 Ranks, +2 Str)
Escape Artist: +22 (18 Ranks, +4 Dex)
Fly: +15 (8 Ranks, +4 Dex, +3 Class Skill)
Knowledge (Arcana): +31 (18 Ranks, +3 Class Skill, +10 Int)
Knowledge (Engineering): +18(5 Ranks, +3 Class Skill, +10 Int
Knowledge (History): +18(5 Ranks, +3 Class Skill, +10 Int)
Knowledge (Nature): +31 (18 Ranks, +3 Class Skill, +10 Int)
Knowledge (Religion):+ 31 (18 Ranks, +3 Class Skill, +10 Int)
Knowledge (The Planes): +31 (18 Ranks, +3 Class Skill, +10 Int)
Perception: +33 (18 Ranks, +1 Wis, +5 Item, +3 Class Skill, +6 Alertness)
Sense Motive: +25 (18 Ranks, +1 Wis, +6 Alertness)
Spellcraft: +31 (18 Ranks, +3 Class Skill, +10 Int)
Stealth: +22 (18 Ranks, +4 Dex)
Swim: +11 (9 Ranks, +2 Str)

Languages: Common, Orcish, Elven, Dwarven, Draconic, Gnomish, Halfling
--------------------
Special Abilities
--------------------
You gain resistance 10 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 20th level, this resistance changes to immunity to the chosen energy type.
Disruption (Su): You gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for 9 Rounds. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Arcane Bond: +1 Dueling Dagger with Impervious Enchantment.
Counterspell Mastery (Su): At 6th level, you gain Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent’s spell once per day as an immediate action (instead of a readied action). You must use a spell at least one level higher than the spell being countered to use this ability. You can use this ability 4 times per day.

Arcane Discoveries:
Creative Destruction:
When you cast an evocation spell that deals damage, you gain a number of temporary hit points equal to the total number of dice used to determine the damage caused by the spell. Temporary hit points gained from this discovery do not stack and disappear after 1 hour.

Knowledge is Power:
Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects.

Spells Prepared
Cantrips: Detect Magic, Mage Hand, Open/Close, Read Magic,
1st Level: Alarm, Endure Elements (Cast), Expeditious Retreat, Feather Fall, Jump, Mage Armor (Cast), Protection from Evil (Cast)
2nd Level: Communal Protection from Evil, Extended Alarm, Gust of Wind, Heightened Feather Fall, Invisibility, Mirror Image, Spider Climb
3rd Level: Communal Darkvision, Dispel Magic , Fireball, Fly, Haste, Daylight
4th Level: Communal Nondetection, Communal Protection from Energy, Fire Shield, Greater False Life (Cast), Greater Invisibility, Heightened Dispel Magic
5th Level: Communal Stoneskin, Cone of Cold, Overland Flight (Cast), Passwall, Teleport, Wall of Stone
6th Level: Contingency, Disintegration, Greater Dispel Magic x3, True Seeing
7th Level: Banishment, Greater Polymorph, Limited Wish, Spell Turning
8th Level: Greater Spell Absorption, Mind Blank, Moment of Prescience (Cast), Protection from Spells
9th Level: Prismatic Sphere, Shades, Time Stop

Spells in Spellbook
Cantrips: All from all schools, except those from Conjuration and Necromancy.
1st Level: Alarm, Ant Haul, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Jump, Magic Mouth, Protection from Evil, Reduce Person, Shield
2nd Level: Gust of Wind, Invisibility, Mirror Image, Spider Climb - Scribed Communal Protection from Evil
3rd Level: Dispel Magic, Fireball, Fly, Haste – Scribed Communal Darkvision, Daylight
4th Level: Communal Nondetection, Communal Protection from Energy, Greater False Life, Greater Invisibility - Scribed Fire Shield
5th Level: Communal Stoneskin, Overland Flight, Teleport, Wall of Stone – Scribed Cone of Cold, Passwall
6th Level: Contingency, Disintegration, Greater Dispel Magic, True Seeing
7th Level: Banishment, Greater Polymorph, Limited Wish, Spell Turning
8th Level: Greater Spell Absorption, Mind Blank, Moment of Prescience, Protection from Spells
9th Level: Prismatic Sphere, Shades, Time Stop, Wish

+ All Core Conjuration, to be added soon.

Racial Traits:
Darkvision: Half-orcs can see in the dark up to 60 feet.

Fey Thoughts: Select two skills: (Acrobatics + Perception). The selected skills are always class skills for the character.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Shaman's Apprentice: Half-orcs with this trait gain Endurance as a bonus feat.

Character Notes:
Opposed Schools are Conjuration and Necromancy.

Equipment: Headband of Vast Intelligence +6 (Comes with Max in Perception, Stealth, and Sense Motive, 36,000) Ring of Sustenance (2,500) Belt of Physical Might +6 (Dex and Con, 90,000) Cloak of Resistance +5 (25,000) Dusty Rose Prism Ioun Stone (+1 Insight to AC, 5,000), Amethyst Pyramid Ioun Stone (Hide from Undead, 8000), Dark Blue Rhomboid Ioun Stone (Alertness Feat, 10,000), Emerald Ellipsoid Ioun Stone x2 (5 Temp Hit Points Every Day, 20,000x2), Orange Prism Ioun Stone (+1 Caster Level, 30,000), Pale Green Prism Ioun Stone (30,000), Pearly White Spindle Ioun Stone (20,000), Amulet of Natural Armor +5 (50,000), Bracers of armor +8 (64,000), Ring of Protection +5 (50,000), Robe of Components (5,000), Quick Runner’s Shirt (1,000), Eyes of the Eagle (2,500), Feather Step Slippers (2,000), Jingasa of the Fortunate Soldier (5,000), Eastern Star Ioun Stone (Comprehend Languages, 4,000) Wayfinder of Revelation (8,000) 5 Potions of Cure Light Wounds (250), Potion of Lesser Restoration(300), 2 Scrolls of Shield, 3,000 GP of Granite and Diamond Dust for Stoneskin, 2 Scrolls of Glitterdust (300), 1 Scroll of Remove Curse (Wizard, 700), Potion of Neutralize Poison(750),