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About Wizard of the CoastWizard of the Coast
[/spoiler] spell book:
lvl 1 alarm, burning hands, crafter's fortune, shield, mage armor, adhesive spittle, floating disk, infernal healing, comprehend languages, identify, windy escape, magic aura, magic missile, ray of enfeeblement, summon monster I, color spray, unseen servant lvl 2 false life, glitterdust, locate object, mirror image, levitate, invisibility, summon monster II, resist energy, mud buddy, scorching ray, unnatural lust, whispering wind, strong wings, stinking cloud lvl 3 dispel magic, displacement, lightning bolt, non-detection, protection from energy, slow, summon monster III, haste, fireball, spiked pit, phantom steed, diamond spray lvl 4 black tentacles, confusion, dimension door, lesser simulacrum, scrying, stoneskin lvl 5 cone of cold, dominate person, feeblemend, teleport spells memorized:
lvl 0, dc 15 4/day acid splash, det magic, message, prestidigitation lvl 1, dc 16 6/day mage armor , windy escape , shield , magic missile , magic missile lvl 2, dc 17 4/day glitterdust , mirror image , levitate, summon monster II lvl 3, dc 18 3/day summon monster III , fireball , haste , lvl 4, dc 19 2/day traits:
Magical Knack You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. (Wizard) Student of Philosophy You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). feats:
Skill focus: craft: alchemy (bonus feat) Acadamae Graduate Prerequisites: Specialist wizard level 1st, cannot have conjuration as a forbidden school. Benefit: Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued. Believer's Boon: Prerequisite(s): Wis 13, alignment must be within one step of your deity's. Benefit: When you take this feat, choose one domain granted by your deity. You can use the 1st-level domain ability that clerics of that domain can use a number of times or rounds per day, but you can use it only once per day or 1 round per day, whichever is appropriate. Your effective cleric level in regard to this ability is 1st level. If the domain has a 1st-level ability that does not meet this specification, you cannot use it.
Eschew Materials You can cast many spells without needing to utilize minor material components. Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. (bonus feat, pfs wizard) Spell Focus, Conjuration Choose a school of magic. Any spells you cast of that school are more difficult to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Augment Summoning Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. Magical Aptitude Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Improved Familiar This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). You can find the full list of available Improved Familiars here. Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate). investigator class features:
Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae. Inspiration (Ex) An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Trapfinding An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps. extracts known:
Adhesive Spittle
extracts for the day:
shield
wizard class features:
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. Arcane Bond (Ex or Sp) At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar. A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level. If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete. Familiar Basics Use the basic statistics for a creature of the familiar’s kind, but with the following changes. Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher. Hit Points: The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to calculate the familiar’s melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar’s kind. Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves. Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. Familiar Ability Descriptions All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative. Master Class Level Natural Armor Adj. Intelligence Special
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. 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. CONJURATION/TELEPORTATION Summoner's Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. Teleportation Associated School: Conjuration.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (7) Dimensional Steps (Sp) At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. Spellbooks A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. Adding Spells to a Wizard's Spellbook: Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic). Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. Spells Copied from Another Spellbook or Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty. familiar, Riddywipple:
A pair of brightly colored butterfly wings sprouts from the back of this miniature dragon.
XP 600
DEFENSE AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size)
OFFENSE Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
3/day greater invisibility (self only) Spells Known (CL 3rd; concentration +6) 1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14)
STATISTICS Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
SPECIAL ABILITIES
5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
A faerie dragon casts spells as a 3rd-level sorcerer. equipment:
clothing
Ring of Maniacal Devices This elaborately decorated ring is crafted with the design of a fierce dragon wrapped greedily around a shining gemstone. It grants the wearer a +5 competence bonus on all Craft (traps) and Disable Device checks. Even if he has no ranks in these skills, the wearer may make Craft (traps) and Disable Device checks as if he were trained in them. Brass Spider This diminutive, shiny brass construct looks like a spider made of gears and cogs. It’s roughly the size of an adult human’s hand, and its legs are all picks, chisels, pliers, and other tools of fine manipulation. Its body contains reservoirs of powders and oils it can spray 2 inches out of its nozzle-spinnerets. A fine chain can be played out of a winch on the brass spider’s back, connecting it to a small disk with studs and levers that control the construct’s actions, enabling it to walk and crawl like a spider. It has no autonomous motivation. Once per day, a character holding the brass spider’s chain can use the Disable Device skill from 15 feet away without penalty, though he must have line of sight to the device he is attempting to disable. In most cases, this means any mishap caused by the skill affects the brass spider (which has hardness 5 and 25 hit points) rather than the spider’s controller. Additionally, the brass spider can be used without limit as masterwork thieves’ tools, without the advantage of any additional range. Acrimony Veil Rare ancient magic devices created by Alaznist, the Runelord of Wrath. Normally composed of several types of interconnected metal and human bones, each etched with complex designs. The device covers the wearer's entire face (forehead, cheeks and jaw) but provices no benefit to AC. This mask functions as a lesser empower metamagic rod, but only affecting spells of the evocation school. Additionally, the wearer may cast rage on himself once per day. background:
Celidrian, known as Kel to his friends, was born deep in the underdark, a shameful secret to his family as the secret lovechild of his drow mother and his half-elf slave father. His mother, Carizel, was the daughter of the head of her House, and so the birth of the unwanted child had to be kept secret from prying eyes outside the household. He was given to underlings to raise, a low level drow priestess and her mate, a wizard of some skill. His grandmother had his father executed as soon as she was sure who he was. Still his mother loved him and visited him often, and he grew up knowing he was not the son of those who were raising him. He learned magic from his foster father and religion from his mother, but he had an affinity only for the magic, and studied hard. He knew he would become a wizard when he grew up even as a young lad. But his studies branched out as he aged, and he became a voracious reader. He consumed everything he could learn on every subject he encountered, and this merely fueled a thirst for more knowledge. His true mother indulged him by bringing him volumes from her House library and he read them all avidly. When he reached his early 20s, he was already itching to expand his knowledge with firsthand experience. This wanderlust was enough to inspire him to pack his few belongings and leave the only home he'd ever known. He wandered in the underdark for some time, until he finally found a path to the surface world, which he yearned to visit, both to escape the xenophobic drow culture and to learn more about his father's people. He didn't have any more than his father's first name, Alaric, and the general knowledge that Alaric had claimed that his father was the lord of a storm-tossed domain on the edge of the sea. It wasn't much, but it was enough for the adventurous and optomistic young half-elf. When he finally reached the surface, and had acclimated to the light and the day-night cycle of life there, he began to seek his father's folk. He traveled and searched for some time, stopping in each place only long enough to research, and then to earn enough money for passage to the next city. While his futile search continued, he learned of the Pathfinder Society, and decided that life as a Pathfinder would take him many places and he could learn more about surface folk while he traveled and he'd still get to search for his father's people. His search continues... plans:
pathfinder savant prestige class? mage's tattoo? to pay for at end of this scenario:
spells copied between levels:
From The Spellbook of Chrysalis Black (npc, Golemworks Incident): 5th—cone of cold, dominate person, feeblemind, teleport
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