Jeggare Noble

Wolf - Martikio's page

190 posts. Alias of BloodWolven.


Race

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30

Classes/Levels

Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0

Strength 11
Dexterity 18
Constitution 14
Intelligence 22
Wisdom 10
Charisma 11

About Wolf - Martikio

Picture in his human form.

Picture in his panther form.

Prepared Spells:

DC* - lvl - spells prepared
16 - 0 - 4
Prestidigitation: Performs minor tricks.
Detect Magic: Detects all spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Acid Orb: 1d3 ranged touch
17 - 1 - 3+2
Shocking Grasp: Touch delivers 5d6 electricity damage.
Shocking Grasp: Touch delivers 5d6 electricity damage.
X Enlarge Person: Humanoid creature doubles in size.
Shield
Open
18 - 2 - 2+2
See Invisibility: Reveals invisible creatures or objects.
Spider Climb: Grants ability to walk on walls and ceilings.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, 2 rays.
Scorching ray
19 - 3 - 1+1
Lightning Bolt: Electricity deals 1d6/level damage. 5d6
Haste

*If the spell is illusion, Evoke, or conjuration +1 on DC

Belt 5/5 left

Can use another spell with ring (item familiar)

Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess.

8/9 left


wands:

Eternal wand of Shield, CL 3, 3/day
Eternal wand of Mage armor, CL 3, 3/day
Eternal wand of Invisibility, CL 5, 3/day
Eternal wand of Knock, CL 1, 2/day
Eternal wand of resist energy, CL 5, 3/day
Eternal wand of cure moderate, CL 5, 3/day

Character:

Wolf Martikio
Male, Elf, natural born Lycanthrope, Wizard 5
NG Medium Humanoid (shapechanger)
Init +4; Perception +2, darkvision 60 feet, low-light vision
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Defense
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AC 17, touch 15, flat-footed 13 (Prot. +1, +2 Natural, +4 Dex)
hp 33/33 (1d6+2); [5,5,3,5,5] DR 10/silver
Fort +4, Ref +6, Will +5 (+2 racial bonus on saving throws made against enchantment spells and effects.) Immune to sleep.
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Offense
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Speed 30 ft.
Melee Dagger +2 (1d4+1/19-20)
Two [Dice=Melee claw]1d20+2[dice] [dice=damage]1d6[dice] and
[Dice=Melee bite]1d20-3[dice] [dice=damage]1d6[dice]
Ranged Touch +6

Base Atk +2; CMB +2, CMD 16

Feats: (1w)Scribe Scroll, (1) spell penetration, (3r) endurance, (3) Craft Wondrous Item, (5) Craft wand, (5w) Spell Mastery, (Book) Spell focus +1 to DC of Evoke, Illusion, and Conjuration.

Special abilities: Bond item,

Traits:
Focused Mind: Your childhood was either dominated a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Regional (forest): Much of your time was in the trees, not climbing them, but jumping from one tree branch to another, through the grace of your race and the amount of branch hopping in your youth, you can classify acrobatics as a Class skill and gain a +1 trait bonus to the skill.

Skills: CS=class skill 7*5=35+5 23+13
Acrobatics +11 (3 rank, +3 CS, +4 Dex, +1 trait)
Appraise +10, (1 rank, +3 CS, +6 Int)
Climb +0, (0 rank) (0 ACP)
Craft (whittle) +12, (1 rank, +3 CS, +6 Int, +2 MW items)
Diplomacy +2, (2 rank)
Handle Animal +0, (0 rank, 0 Cha)
Heal +3, (1 ranks, 0 Wis, +2 Kit, +2 belt)
Intimidate +3, (0 rank, 0 Cha)
K (arcane) +19, (5 ranks, +3 CS, +6 Int, +5 tome of worldly memory)
K (dungeoneering) +15, (1 ranks, +3 CS, +6 Int, +5 tome)
K (Geography) +15, (1 ranks, +3 CS, +6 Int, +5 tome)
K (history) +15, (1 ranks, +3 CS, +6 Int, +5 tome)
K (local) +15, (1 ranks, +3 CS, +6 Int, +5 tome)
K (Nature) +15, (1 ranks, +3 CS, +6 Int, +5 tome)
K (Nobility) +15, (1 ranks, +3 CS, +6 Int, +5 tome)
K (planes) +19, (5 ranks, +3 CS, +6 Int, +5 tome)
K (religion) +13, (1 ranks, +3 CS, +6 Int, +5 tome)
Linguistics +12, (3 ranks, +3 CS, +6 Int, +5 tome)
Perception +2 (0 ranks, +2 racial)
Profession shop owner +4, (1 rank, +3 CS, +0 Wis)
Ride +5, (1 rank, +4 Dex)(0 ACP)
Sense Motive +8, (5 ranks, +3 CS, +0 Wis, +1 trait)
Stealth +4, (0 ranks, +4 Dex) (0 ACP)
Survival +0, (0 ranks,0 Wis)
Spellcraft +14, (5 ranks, +3 CS, +6 Int)
Swim +0, (0 ranks, +0 str) (0 ACP)

Languages: Common, Elven, Draconic, Shae, Abyssal, Auran, Celestial, Infernal, Sylvan, and Terran


Wizard:

Bonded item: Ring of sustenance and protection +1. He can cast one more spell he knows per day, no metamagic feats can be used.

RESTRICTED SCHOOLS: ENCHANTMENT, NECROMANCY

Spell Mastery
You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all. Lightning bolt, Haste, Detect thoughts, Scorching ray, Invisibility
Prerequisite: 1st-level wizard
Benefit: Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.

background:

Wolf has had a very troubled background, he was born to a mother who was soon destroyed. Wolf was a natural born Lycanthrope, his mother had contracted it a few weeks before giving birth.

He was raised in an orphanage until a wizard came through checking for aptitude with magic. Wolf already was casting orisons and transmutation spells. He learned quickly how to become a wizard.

He would make the world a safer place to live. He grew strong under the tutelage of the human wizard. Though Wolf out lived his mentor, he loved him as if he was his father.

Appearance:

Tall and lean Wolf the elf holds his posture slightly hunched, all 5' 10”. 118 lbs. His frame is about average for most elves; though you can tell that he is very fit and there is no extra weight on his frame, not strong just lean. He appears to be ageless, with not a single grey hair in the pure stark black hair. His hair is unkept and unruly it points in all sorts of angles, it looks to be cut short. His eyes are a hazel it will take quite a bit of time until he lets another be called friend. His tanned skin looks like it has seen much sun with several scars on every part of his visible body, one scar runs from his chin to his dimple.

Gear:

On person: Headband of Intellect +2(1), belt of healing [5 charges] and many pockets (3), wands (1/2), belt pouch (chalk)(1/2), belt pouch x2 (1), signal whistle, Healer’s kit (1), MW silver dagger(1), MW cold iron dagger (1), MW adamantine dagger(1), cold weather outfit/vest of resist +1 (7), silver holy symbol, tome of worldly memory(3), small steel mirror (1/2), coins (1) and an everburning torch (1), HHH (5). Total weight: 28

HHH - Backpack (5): Bedroll(5), 5 bells, winter blanket(3), 5 candles, fish hook, 5 fishing line, 5 rations (5), 2 sacks(1), four tindertwigs, a survival Kit (5), collapsible grappling hook (3), silk rope 50 ft.(5), spade (8), bottle of wine(1), 1/2 lb. of soap, fishing kit(3), gear maintenance kit(2), Chronicler’s Kit(4 ½), Spell book(3), lots of spell components.
Total weight: 63

Chronicler’s Kit: This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration. (4 ½ lbs.)

Fishing kit: This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).(3 lbs.)

Gear maintenance kit: This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.(2 lbs.)

MW Survival Kit: This kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife. A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.

Mess kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Enhancement School:

Associated School: Transmutation.
Replacement Powers: The following school powers replace the telekinetic fist and change shape powers of the transmutation school.
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.

Racial:

Keeping: 11 , 14, 9, 16, 13, 15

Well that will work. Also another homebrew rule of mine, you may take away from one ability score and give it to another. No score higher than 18 or lower than 8.

Thus I will take away 3 from my 11, giving it to my 15, making the 15 into an 18. You could take away any number from one and give it to another with the limits in mind.

New Stats: 8, 14, 9, 16, 13, 18
In order: Str-9 Dex-16 Con-14 Int-18 Wis-8 Cha-13

Elf +2 Dexterity, +2 Intelligence, –2 Constitution:
Lycantrope +2 Wis, –2 Cha in all forms; +2 Str, +2 Con in hybrid or wolf form.

Final: Str-9 Dex-18 Con-12 Int-20 Wis-10 Cha-11
In wolf: Str-11 Dex-18 Con-14 Int-20 Wis-10 Cha-11