Drinking & Dragons

IK:Caitlyn Viscario

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Wizard [Illusionist] 5/Master Specialist 3
Race:Human (Ryn)
Alignment: NG (?) | Size: M
Patron Deity: Morrow (ascedant Corbin)
Abilities Str 10 +0 | Dex 14 +2 | Con 12 +1 | Int 17 +3 | Wis 10 +0 | Cha 14 +2

Defense

AC: 13 Touch: 12, Flatfooted: 11 (+2 dex; +1 deflection)

HP: 32 / HD: 8d4+8

Initiative: +2 / Speed: 30'; Fly 40' (broom)

Fort: 3 / Reflex: 4 / Will: 7

Attacks

  • Touch +3 / per spell / 20x2
  • Ray +5 / per spell / 20x2
  • Short Sword +0 / 1d6-1 / 19x2 / s
    Silver
  • Shortbow +0 / 1d6 / 20x3 / p / 60'

Space/Reach: 5 ft./5 ft.
Base Attack +3 / Grapple +3 (+3 bab; +0 str)


Magical/Special

Wizard (Caster Level 8) DC 13+lvl (+2 Illusion)

Close: 45 | Medium: 180 | Long: 720
Spellbook One Two
Spells per day:

  • 4th: 2 + Illusion
  1. Sensory Deprivation
  2. Flame Whips
  3. Wall of Ice
  • 3rd: 3 + Illusion + 1 Bonus
  1. Major Image
  2. Lightning Bolt
  3. Suggestion
  4. Lightning Bolt
  5. Empty
  • 2nd: 3 + Illusion + 1 Bonus
  1. Mirror Image
  2. Rainbow Beam
  3. Bear's Endurance
  4. See Invisibility
  5. Phantasmal Assalaints
  • 1st: 4 + Illusion + 2 Bonus
  1. Disguise Self
  2. Distract
  3. Nerveskitter
  4. MM
  5. MM
  6. Prot Evil
  7. Thunderhead
  • 0th: 4

Truenaming

Truenaming +10 (+14 personal) (7 ranks)
Personal Truename: DC 31
Target Utterance: DC = 15+(2xCR)

Inertia Surge

Duration: 1 round
Save: None
Normal: Target may act normally regardless of magical effects that impede movement, per Freedom of Movement.
Reverse: Black tangle of force roots target in place and cannot move from that square, though it may act normally.


Scroll Organizer (holds 15)

  1. Disguise Self (1st)
  2. Magic Missile (1st)
  3. Magic Missile (1st)
  4. Magic Missile (1st)
  5. Magic Weapon (1st)
  6. Ray of Clumsiness (1st)
  7. Delusions of Grandeur (2nd)
  8. See Invisibility (2nd)
  9. Prot Arrows (2nd)
  10. Slide, Greater (2nd)
  11. Haste (3rd)
  12. Haste (3rd)
  13. Wall of Ice (4th)
  14. Forceward (4th)

Scrollcase (move action)

  • Erase (1st)
  • Friendly Face (1st)
  • Endure Elements (1st)
  • True Strike
  • Shieldbearer
  • Magic Missile (1st)

Potions

  1. Veil of Shadows
  2. Hide from Undead
  3. Holy Water
  4. Darkvision
  5. Darkvision
  6. Cat's Grace

Feats

  • Hu: Collegiate Wizard (CA)
    +2 K-Arc; As a 1st level Wizard, you gain six 1st level spells (instead of 4); At each level after 1st, you gain 4 new spell (instead of 2).
  • 1st: Spell Focus (Illusion)
    Prereq for Master Specialist
  • Daryl2: Spell Thematics (Magic of Faerun, p22)
  • Hu3: Alacritous Cogitation (CMage)
    If you leave an arcane spell slot open when preparing spells, you can use that open slot to cast any arcane spell you know of the same level or lower. Casting the spell requires a full-round action.You can use this feat only once per day, regardless of the number of slots you leave open.
  • Daryl5: Spell Mastery
    Major Image, Inv, and Lightning Bolt can be memorized without a spellbook.
  • W5: Signature Spell (Inv)
  • 6: Storm Bolt (CM)
    As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals ld6 points of electricity damage per level of the highest-level electricity spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells.
  • MSpec1: Skill Focus (Spellcraft)
  • MSpec3: Spell Focus, Greater (Illusion)
  • Familiar: Alertness
    Only active when familiar is within 5'. You get a +2 bonus on all Listen checks and Spot checks.
  • Teglesh Feat: Sudden Empower

Skills

  • Concentration +11 (11 ranks)
    10 + dmg
  • Craft (Alchemy) +4 (1 rank)
  • Craft (Meal) +2 (2 rank)
  • Diplomacy +11 (9 ranks)
  • Disguise +9 (5 ranks[11cc], +2 Disguise kit)
  • Knowledge Arcana +13 (8 ranks, +2 ColWiz)
    (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
  • Knowledge Arch+Engr +5 (1 ranks)
    (buildings, aqueducts, bridges, fortifications)
  • Knowledge Local [Cygnar] +4 (1 ranks)
    (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
  • Knowledge Nature +6 (3 ranks)
    (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
  • Knowledge Nobility +4 (1 ranks)
    (lineages, heraldry, family trees, mottoes, personalities)
  • Knowledge Planes +8 (5 ranks)
    (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
  • Knowledge Religion +6 (3 ranks)
    (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
  • Knowledge Tactics +4 (1 ranks)
  • Speak Language [Khadoran]
  • Spellcraft +18 (11 ranks; +2 synergy with K [arcana], +2 with Illusions, +3 SF -5 with Nec/Conj)
    Roll +3 = spell level | Nec: Roll -1 = spell level

Languages: Cygnarian (spoken and written), Llaelese, Shyr (spoken-elven), Khadoran

Possessions

  • Ring of Protection +1
    This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
  • Scroll Organizer, see Spells above for contents, .5#
  • Potion Belt, 1# (Holds 6), see Spells above for contents
  • Scrollcase; 1/2#; 1 gp, see Spells above for contents
  • Thunderstone @30gp 1lb
    You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
  • Tanglefoot Bag 2@50gp 4lb
    Ranged touch attack 10'. An entangled creature takes a -2 penalty on attack rolls; -4 penalty to Dex; and DC 15 Reflex save or be unable to move. On a successful save, move only at half speed. Huge+ are unaffected. A flying creature must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. Does not function underwater. Break free (DC 17 Str chk or by dealing 15 dmg to the goo with a slashing weapon). Hitting is automatic. Once free, the creature can move (including flying) at half speed. Spellcasters who are bound must make a DC 15 Conc chk to cast a spell. The goo becomes fragile after 2d4 rounds, losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
  • Rainbow Ink Quill and Erasing paper with a silver scrollcase
  • Broom of Flying
    This broom is able to fly through the air as if affected by an overland flight spell (average maneuverability) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
  • Backpack; 2# (32# with contents); 2 gp
    • Makeup (Disguise kit); 1#; 50 gp
    • Winter Blanket; 3#; .5 gp
    • Candles (10) and Chalk (10)
    • Flint+Steel; 0#; 1 gp
    • Ink; 0#; 8 gp
    • Mirror, small; 2#; 10 gp
    • Paper (4); 0#; 1.6 gp
    • Torch (5); 1#@; .01 gp
    • Waterskin; 4#; 1 gp
    • Rations, trail (4); 4#; 2 gp
    • Artisan's tools; 5#; 5 gp
    • Couriers outfit; 6#; 30 gp
    • Recipe for Pendrake's Incredible Invisibility Imbibement
  • Dagger; 1#; 2gp
  • Sling; 0#
    • Bullets, sling (4); 3#; .1gp
  • Spell Component Pouch; 2#; 5 gp
  • Spellbook, 3#
  • Signal Whistle (on strap around neck); 0#; .8 gp
  • 20 free drinks
  • Gold Earrings 20gp
  • Gold bracelet (20gp)
  • Fine Dress (20gp)

Caitlyn: 2193.455 gp
Slush: 3531.295 gp

Total Load: 11#/43# | Load: 33 | 66 | 100

Tolmek, the hawk

Notes

Selected Diplomacy as constant class skill
Cross-class skill point spent on Disguise
Article on Illusions over at WotC part 1 part 2 part 3 part 4

IK:Caitlyn Viscario/Notes