Zeustaria's page

No posts. Organized Play character for Leper.


About Zeustaria

Elf Wizard (Diviner[Foresight Subschool]) 1
Favored class: Wizard

Primary Stats (20 pt buy)
Str 10 (0 points)
Dex 18 (10 points, +2 racial)
Con 10 (2 points, -2 racial)
Int 18 (10 points, +2 racial)
Wis 12 (2 points)
Cha 7 (-4 points)

Size: medium
Speed: 30
Initiative: +5

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DEFENSE
AC: 14, touch 14, flat-footed 10 (+4 dex)
HP: 8
CMB: -2 CMD:10
Saves: Will +3/Fort +0/Ref +4

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OFFENSE
BAB: +0
Dagger: +0 (1d4)
Longbow: +4(1d8)
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Traits:

Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.) - Snapdragon Fireworks

Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. - Snapdragon Fireworks

Feats: Disruptive Spell, Alertness (with familiar)

Prohibited Schools: Necromancy and Enchantment

Skills:

Knowledge(arcana) +7
Knowledge(engineering)+7
Knowledge(nature)+7
Knowledge(religion)+7
Profession (architect) +7
Spellcraft +7

Languages: Common, Celestial, Goblin, Elvish, Sylvan, Draconic

Racial traits:

Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.

Class abilities:

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Spells:
0:Ray of Frost, Detect Magic, Light (racial), Read Magic, Resistance
1:Color Spray [DC Will 15], Identify, Snapdragon Fireworks [DC Reflex 15]

Spellbook:
1st: Color Spray, Feather Fall, Grease, Identify, Snapdragon Fireworks, Silent Image, True Strike

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Equipment:
Dagger (2gp)
Longbow (??? gp)
20 arrows

Mundane Equipment:

Backpack (2 gp)
Bedroll (1 sp)
Traveler's Outfit (1 gp)
Hunk of cheese (1 sp)
Trail Rations, 20 days (10 gp)
Waterskin (1 gp)
Empty Sack (1 sp)

Money:

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