Wizard

MOURN TARNRUTH

 

Male moon elf, Elf Paragon 2/Wizard 5

NG Medium humanoid (elf)

Init +2

DEFENSE

AC 13/19, 12/10 touch, 11/19 flat-footed (+8 Half-Plate, +1 Buckler)

HP 54/54 (2d8+2 plus 5d6+5 plus +7 Toughness)

SV Fort +3 (1), Ref +7 (4), Will +10 (4+2+2) (+1 Cloak)

OFFENSE

Spd 30 ft. (2m)

Melee: +1 shock longsword +4 (1d8 plus 1d6 electricity, 19+)

Ranged: +1 shock longsword +8 (1d8 plus 1d6 electricity, 19+), Hand of the Apprentice (7/day)

Ranged: light crossbow* +6 (1d8, 19+, 24m)

Spells: 5/4/4/3

STATISTICS

Str 9, Dex 15, Con 12, Int 18, Wis 12, Cha 10

Base Attack: +3, grapple +2

Skills: Concentration +7 (4+2) Craft (alchemy) +10 (6), Craft (books) +6 (2), Diplomacy +6 (6), Fly +6 (4), Hide +6 (4), Knowledge (arcana) +12 (8), Knowledge (history) +8 (4), Knowledge (planes) +10 (6), Listen +11 (4+4+2), Move Silently +6 (4), Search +8 (+4), Sense Motive +5 (2+2), Spellcraft +12 (6+2), Spot +14 (4+4+2[+3]), Survival +5 (4)

Feats: Alertness, Combat Casting, Discipline, Extend Spell, Iron Will, Scribe Scroll, Toughness, Weapon Focus (longsword)

Talents (Elf Paragon): Elfsight, Resist Enchantments

Talents (Wizard, Universalist): Arcane bond (familiar), Arcane School (universalist), Arcane Spells, Cantrips, Scribe Scroll, Bonus Feat.

Racial Traits (Moon Elf): Low-light vision, elven immunities, elven magic, keen senses, weapon familiarity, +2 Dex, +2 Int, -2 Con

Spellbook: 0. Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue. 1. Animate Rope, Burning Hands, Charm Person, Cause Fear, Disguise Self, Expeditious Retreat, Feather Fall, Mage Armor, Magic Missile, Magic Weapon, Mount, Obscuring Mist, Shield, Sleep, Summon Monster I. 2. Darkness, Protection from Arrows, Rope Trick, Scorching Ray, Summon Monster II, Summon Swarm. 3. Fly, Summon Monster III

Combat Gear: Retractable half-plate, +1 shock longsword, buckler, light crossbow

Other Gear: Cloak of resistance (+1), elixir of truth, potion of cure light wounds (9), potion of cure moderate wounds (1), potion of remove disease (1)

DETAILS

Languages: Elven, Human (chondathan), Draconic

Region: Cormyr

Patron Deity: Sehanine Moonbow

Player: PEDRO (aka Colmarr)

Elfsight (Ex): An elf paragon has exceptional visual acuity and ear senses. Your racial bonus on Listen, Search and Spot checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing you to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Resist Enchantments (Ex): An elf paragon's racial bonus on saves against enchantment spells or effects increases by 2.

Racial Adjustments: +2 Dexterity, +2 Intelligence, -2 Constitution. Elves are nimble, both in body and mind, but their form is frail.

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

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Listen, Search and Spot 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.

Arcane Bond (Ex): Wizards form a powerful bond with a creature. This is an animal chosen by the 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. If a familiar is 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.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher". The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Speak With Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

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.

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Arcane Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Feat: At 5th, and each 5 levels, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots.

Scribe Scroll: A wizard gains Scribe Scroll as a bonus feat.

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 prohibited schools, if any) 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. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own.

Abjuration

0. Resistance: Subject gains +1 on saving throws.

1. Shield: Invisible disc gives +4 to AC, blocks magic missiles.

2: Protection from Arrows: Subject gains DR 10/magic against ranged attacks.

Conjuration

0. Acid Splash: Orb deals 1d3 acid damage.

1. Mage Armor: Gives subject +4 armor bonus.

1. Mount: Summons riding horse for 2 hours/level.

1. Obscuring Mist: Fog surrounds you.

1. Summon Monster I: Summons extraplanar creature to fight for you.

2. Summon Monster II: Summons extraplanar creature to fight for you.

2. Summon Swarm: Summons swarm of bats, rats, or spiders.

3. Summon Monster III: Summons extraplanar creature to fight for you.

Divination

0. Detect Magic: Detects all spells and magic items within 60 ft.

0. Detect Poison: Detects poison in one creature or small object.

0. Read Magic: Read scrolls and spellbooks.

Enchantment

0. Daze: A single humanoid creature with 4 HD or less loses its next action.

1. Charm Person: Makes one person your friend.

1. Sleep: Puts 4 HD of creatures into magical slumber.

Evocation

0. Dancing Lights: Creates torches or other lights.

0. Flare: Dazzles one creature (-1 on attack rolls).

0. Light: Object shines like a torch.

0. Ray of Frost: Ray reals 1d3 cold damage.

1. Burning Hands: 1d4/level fire damage (max 5d4).

1. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

2. Darkness: 20-ft. radius of supernatural shadow.

2. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

Illusion

0. Ghost Sound: Figment sounds.

1. Disguise Self: Changes your appearance.

Necromancy

0. Bleed: Cause a stabilized creature to resume dying.

0. Disrupt Undead: Deals 1d6 damage to one undead.

0. Touch of Fatigue: Touch attack fatigues target.

1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Transmutation

0. Mage Hand: 5-pound telekinesis.

0. Mending: Makes minor repairs on an object.

0. Message: Whisper conversation at distance.

0. Open/Close: Opens or closes small or light things.

1. Animate Rope: Makes a rope move at your command.

1. Expeditious Retreat: Your base speed increases by 30 ft.

1. Feather Fall: Objects or creatures fall slowly.

1. Magic Weapon: Weapon gains +1 bonus.

2. Rope Trick: As many as eight creatures hide in extradimensional space.

3. Fly: Subject flies at speed of 60 ft.

Universal

0. Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).

0. Prestidigitation: Performs minor tricks.

Alertness: Whenever at arm's reach of your familiar, you get a +2 bonus on Listen, Spot and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Combat Casting: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Discipline: You gain a +2 bonus on Will saves and a +2 bonus on Concentration checks.

Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.

Iron Will: You get a +2 bonus on all Will saving throws.

Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point (everytime you level up).

HAWK

N Tiny animal

Init +3; Senses low-light vision

Defense

AC 18, touch 15, flatfooted 13 (+3 Dex, +2 size, +3 natural armor)

hp 4 (1d8)

Fort +2, Ref +5,

Will +2

Offense

Speed 10 ft., fly 60 ft. (average)

Melee 2 talons +5 (1d4–2)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 6, Dex 17, Con 11, Int 8, Wis 14, Cha 7

Base Atk +0

Feats Weapon Finesse

Skills Fly +7, Spot +14; Racial Modifier +8 Spot

Details

SA Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Deliver Touch Spells (Su): A familiar can deliver touch spells for the master. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher". The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Speak With Master (Ex): A familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

MOURN TARNRUTH

Combat Gear

Buckler This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so.
This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler’s AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler’s AC bonus until your next turn. You can’t make a shield bash with a buckler. [+1 to AC, when not using your armor.]

Light Crossbow You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing. [1d8, 19-20/×2, 80 ft., Piercing]

Retractable Half-plate is the somewhat unconventional name for a magic belt. When the belt is worn over a suit of armor and the command word is spoken, the armor vanishes into an extradimensional space. The belt can hold only one suit of armor at a time. At any time after the armor is thus stowed in the extradimensional space, a creature wearing the belt can speak the command word, causing the armor to instantaneously appear on its body as though donned. Obviously, Retractable armor can provide great benefit to an arcane spellcaster, allowing her to move about in her protective armor all day, shuntiing it away when she is about to cast some important spells she wants to ensure don't fail. Optionally, the character might prefer going unarmored for most of the day, activating the retractable armor only once her spell repertoire has been depleted and spell failure is no longer a concern.

+1 Shock Longsword This sword is about 3-1/2 feet in length. [1d8 plus 1d6 electric damage, 19-20/×2, Slashing] (+1 to attack, +1 to damage)

Other Gear

Cloak of Resistance (+1) These garments offer magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Elixir of Truth This elixir forces the drinker it to say nothing but the truth for 10 minutes (Will DC 13 negates). She must answer any questions put to her in that time, but with each question she can make a separate DC 13 Will save. If one of these secondary saves is successful, she doesn’t break free of the truth-compelling enchantment but also doesn’t have to answer that particular question (if she does answer, she must tell the truth). No more than one question can be asked each round. This is a mind-affecting compulsion enchantment.

Potion of Cure Light Wounds (9) This potion cures 1d8+2 points of damage.

Potion of Cure Moderate Wounds (1) This potion cures 2d8+4 points of damage.

Potion of Remove Disease (1) Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others. Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Weapon Focus (longsword): You gain a +1 on all attack rolls you make with longswords.

+1 Level of Wizardry: An elf paragon gains new spells per day as if she had also gained a level in wizard. This essentially means that she adds the level of the elf paragon to her level in wizard, then determines spells per day and caster level accordingly.