ROR:PC/Calum-Old
From Drinking and Dragons
Skills
- Armor Check Penalty: -0
Skill | Total | Class | Stat | Ranks | ACP | Misc |
---|---|---|---|---|---|---|
Acrobatics | +2 | ✘ | DEX 2 | ✔ | ||
Appraise | +11 | ✔ | INT 5 | 3 | ||
Bluff (lie) | +7 | ✘ | INT 5 | 2 | ||
Bluff (other) | +0 | ✘ | CHA -1 | 2 | ||
Climb | +5 | ✔ | STR 0 | 2 | ✔ | |
Diplomacy (persuade) | 5 | ✘ | INT 5 | |||
Diplomacy (other) | -1 | ✘ | CHA -1 | |||
Disguise | -1 | ✘ | CHA -1 | |||
Escape Artist | +2 | ✘ | DEX 2 | ✔ | ||
Fly | +7 | ✔ | DEX 2 | 2 | ✔ | |
Heal | +2 | ✘ | WIS 2 | |||
Intimidate | +7 | ✔ | CHA -1 | 5 | ||
Linguistics | +11 | ✔ | INT 5 | 3 | ||
Perception | +4 | ✘ | WIS 2 | 2 | ||
Ride | +7 | ✔ | DEX 2 | 2 | ✔ | |
Sense Motive | +4 | ✘ | WIS 2 | 2 | ||
Spellcraft | +12 | ✔ | INT 5 | 4 | +2 feat | |
Stealth | +2 | ✘ | DEX 2 | ✔ | Size | |
Survival | +7 | ✔ | WIS 2 | 2 | ||
Swim | 0 | ✔ | STR 0 | ✔ | ||
Use Magic Device | n/a | ✘ | CHA -1 | +2 feat | ||
Knowledge | ||||||
Arcana | +12 | ✔ | INT 5 | 3 | +1 trait | |
Dungeoneering | +11 | ✔ | INT 5 | 3 | ||
Engineering | +11 | ✔ | INT 5 | 3 | ||
Geography | +9 | ✔ | INT 5 | 1 | ||
History | +11 | ✔ | INT 5 | 2 | +1 trait | |
Local | +10 | ✔ | INT 5 | 2 | ||
Nature | +9 | ✔ | INT 5 | 1 | ||
Nobility | +10 | ✔ | INT 5 | 2 | ||
Planes | +10 | ✔ | INT 5 | 2 | ||
Religon | +10 | ✔ | INT 5 | 2 | ||
Trade | ||||||
Craft (Weapon) | +11 | ✔ | INT 5 | 3 | ||
Perform | -1 | ✘ | CHA -1 |
Overview
Calum Eighth Level Neutral Good Human Universalist Wizard (7) / Fighter (1)
- Senses: Normal
- Languages: Common, Elven, Dwarven, Sign, Draconic, Goblin, Gnomish, Abyssal, Thassilonian
- Movement: 30'
- Str: 10 (0), Dex: 14 (2), Con: 15 (2), Int: 18 (4), Wis: 15 (2), Cha: 9 (-1)
- Magically Enhanced: Str: 10 (0), Dex: 14 (2), Con: 15 (2), Int: 20 (5), Wis: 15 (2), Cha: 9 (-1)
Combat
- Space/Reach: 5/5 (Medium)
- Initiative: +2 (DEX 2)
- Hit Dice: 8 (7d6+1d10)
- Hit Points: 57+2d3
Defense
- Armor: 4, Shield: 0, DEX: 2, Natural: 0, Deflection: 1, Dodge: 0, Size: 0
- Armor Class: 17 (10, DEX 2, Size, Armor 4, Shield, Natural, Deflection 1, Dodge)
- Touch: 13 (10, DEX 2, Size, Deflection 1, Dodge)
- Flat-footed: 15 (10, Size, Armor 4, Shield, Natural, Deflection 1)
- Combat Maneuver Defense: 15 (10, BAB 4, STR 0, DEX 1, Size)
- 10% arcane casting failure (negated if spending swift action for feat)
- Saving Throws
- Thassilonian: roll twice, keep the worse.
- Fort: +7 (Base 2+2...4, CON 2, Resistance 1 )
- Refl: +5 (Base 2+0...2, DEX 2, Resistance 1 )
- Will: +8 (Base 5+0...5, WIS 2, Resistance 1 )
Offense
- Base Attack Bonus: +4 (3wiz+1ftr)
- Combat Maneuver Bonus: +4 (BAB 4, STR 0 , Size )
- Melee Attack: +4 (BAB 4, STR 0 , Size )
- Ranged Attack: +7 (BAB 4, DEX 2 , Size )
- Point-Blank Shot: +1 attack/damage within 30'
- Precise Shot: Ignore engaged in melee penalty.
Routines
- Arcane Strike
- Swift action: Weapons +2 damage and overcome DR/magic 1+CL 7/5
- Hand of the Apprentice (7/day) (3+INT 4)
- Ranged (thrown): +8 (Weapon+STR 0+1) 30'/Attack is Int based; includes point-blank bonus
- Single Attack
- Full Attack
- Artificer's Touch
- 5/day (3 + WIS 2)
- Damage to objects/constructs -- a melee touch attack. 1d6 + 3 (CL 7/2 = 3). Ignore CL 7 hardness and DR
Spellcasting
- Caster Level: 7
- Concentration: +10 (CL 7 + INT 5)
- Save Modifier: +5 (INT 5)
- 0th: (DC 10+SM=15) Slots: 4
- 1st: (DC 11+SM=16) Slots: 3+1
- 2nd: (DC 12+SM=17) Slots: 3+1
- 3rd: (DC 13+SM=18) Slots: 2+1
- 4th: (DC 14+SM=19) Slots: 1+1
- 5th: (DC 15+SM=) Slots:
- 6th: (DC 16+SM=) Slots:
- 7th: (DC 17+SM=) Slots:
- 8th: (DC 18+SM=) Slots:
- 9th: (DC 19+SM=) Slots:
- Bonded Object
- See class feature. Bonded object can be used to cast an extra spell per day from spellbook.
- Ranges
- Close (25 + 5*[CL 7/2]): 40
- Medium (100 + 10*CL 7): 170
- Far (400 + 40*CL 7): 680
- Base Camp
- 1/day "Tiny Hut", but as a Conjuration (Creation) instead of an evocation. [Compare to Secure Shelter.] That is, it's an obvious, conspicuous actual tent from the outside, with perfect conditions inside. This hut comes with small quantities of expedition and excavation gear -- panning sieves, mattocks, saws, machetes, shovels, etc. No food or luxury provided!
- Mending
- Cast at will, always prepared.
Traits
- Scholar of the Ancients (Campaign, Rise of the Runelords)
- Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire.
- Benefit: You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
- Student of Philosophy (Social, Quests & Campaigns)
- 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: 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).
Race - Human
- +2 to One Ability Score
- Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium
- Humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed
- Humans have a base speed of 30 feet.
- Bonus Feat
- Humans select one extra feat at 1st level.
- Skilled
- Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
- Languages
- Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Class - Wizard
- Class Skills
- The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
- Skill Ranks per Level: 2 + Int modifier.
- 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.
- Spells
- A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. 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. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
- 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 Languages
- A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
- 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. Rules for bonded items are given below, while rules for familiars are at the end of this section.
- Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
- A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
- A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
- If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
- Bonded Item
- This is the arcane bond chosen. Amulet.
- 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.
- Cantrips
- Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per 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 (see below).
- Scribe Scroll
- At 1st level, a wizard gains Scribe Scroll as a bonus feat.
- Bonus Feats
- At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.
- 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; 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. 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 (see Magic).
School - Universalist
- 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.
Class - Fighter
- Class Skills
- The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
- Skill Ranks per Level: 2 + Int modifier.
- Weapon and Armor Proficiency
- A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
- Bonus Feats
- At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
- Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Feats
- Magical Aptitude
- 1st level
- You are skilled at spellcasting and using magic items.
- 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.
- Arcane Strike (Combat)
- Human Bonus Feat
- You draw upon your arcane power to enhance your weapons with magical energy.
- Prerequisite: Ability to cast arcane spells.
- Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
- Scribe Scroll (Item Creation)
- You can create magic scrolls.
- Prerequisite: Caster level 1st.
- Benefit: 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. See the magic item creation rules in Magic Items for more information.
- Brew Potion (Item Creation)
- 3rd level
- You can create magic potions.
- Prerequisite: Caster level 3rd.
- Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.
- When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
- Craft Magic Arms and Armor (Item Creation)
- Wizard 5
- You can create magic armor, shields, and weapons.
- Prerequisite: Caster level 5th.
- Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Magic Items for more information.
- The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
- You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
- Point-Blank Shot (Combat)
- 5th Level
- You are especially accurate when making ranged attacks against close targets.
- Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
- Precise Shot (Combat)
- Fighter Bonus Feat 1
- You are adept at firing ranged attacks into melee.
- Prerequisite: Point-Blank Shot.
- Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
- Duck and Cover (Teamwork)
- Misgivings Bonus Feat 🎲 DM Shared with Isra'a
- Your allies assist you in avoiding certain attacks.
- Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.
- Lookout (Combat, Teamwork)
- Misgivings Bonus Feat 🎲 DM Shared with Karaz
- Your allies help you avoid being surprised.
- Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
- Arcane Armor Training (Combat)
- 5th Level
- You have learned how to cast spells while wearing armor.
- Prerequisites: Light Armor Proficiency, caster level 3rd.
- Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
Bonus Domain
- Artifice Domain (Uses CASTER level; granted powers use Wisdom)
- Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
- Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
- Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, 9th—prismatic sphere.
Description
- Favored Class: Wizard
- Deity: Nethys, Irori, Torag
- Homeland:
- Gender: Male
- Handedness: Right
- Age (Category): 55
- Height/Weight: 5'10"/185
- Skin/Eyes: Fair/Blue
- Hair/Style/Facial: White, back braid, beard