Toiminnot
Sivusto
Male elf wizard (wood elementalist) 16
N Medium humanoid (elf)
Player NiTessine
Xp 46
Faction Grand Lodge
Prestige/Fame 37/73
Init +9
Senses low-light vision; Perception +23
Aura overwhelming chaos and evil
AC 24, touch 18, flat-footed 20 (+6 armor, +2 deflection, +4 Dex, +2 natural)
hp 132 (16d6+64)
Fort +12, Ref +11, Will +17; +2 vs. enchantment spells and effects
Resist fire 10, light fortification; Immune sleep
Speed 30 ft.
Melee dagger +9/+4 (1d4+1/19-20)
Ranged mwk longbow +14/+9 (1d8-1/x3; 100 ft. range increment)
Special Attacks nemesis
Arcane School Supernatural Abilities (CL 16th; concentration +33)
1/day — cooperative defence
10/day — splintered spear (+17, 1d6+9 plus bleed 2; 20 ft. range increment)
Wizard Spells Prepared (CL 16th; concentration +23)
8th — mass charm monsterB (DC 25), mind blank, sunburst (DC 24)
7th — finger of death (DC 23), liveoakB, prismatic spray (2; DC 23), maximized scorching ray
6th — greater dispel magic, greater heroism, mass cat's graceB, quickened scorching ray
5th — command plantsB (DC 23), cone of cold (DC 22), feeblemind (DC 23), overland flight, quickened magic missile
4th — charm monsterB (DC 22), empowered scorching ray (2), crushing despair (DC 22), dimension door, greater invisibility
3rd — cloak of windsB, deep slumber (DC 21), fly, dispel magic, empowered magic missile
2nd — bull's strength, cat's graceB, false life, resist energy, scorching ray (2), see invisibility
1st — animate rope (DC 18), charm personB (DC 19), enlarge person, feather fall, mage armor, magic missile, shock shield
0 (at will) — detect magic, disrupt undead, light, read magic
Prohibited School metal
Str 12 (8), Dex 18 (16), Con 19 (12), Int 24 (18), Wis 20 (14), Cha 20 (14)
Base Atk +8; CMB +9; CMD 23
Feats Empower Spell, Extend Spell, Greater Spell Penetration, Improved Initiative, Maximize Spell, Persuasive, Point Blank Shot, Precise Shot, Quicken Spell, Spell Penetration, Spell Focus (enchantment), Widen Spell
Skills Acrobatics +20 [16], Appraise +8 [1], Bluff +53, 5, 6, Diplomacy +26 [16]2, 3, 5, 6, Intimidate +7 [0]2, 3, 5, 6, Knowledge (arcana) +24 [16], Knowledge (dungeoneering) +12 [4], Knowledge (engineering) +12 [4], Knowledge (history) +12 [4], Knowledge (local) +10 [2], Knowledge (nature) +22 [14], Knowledge (nobility) +14 [4], Knowledge (planes) +10 [2], Knowledge (religion) +20 [12], Linguistics +19 [14], Perception +23 [16], Ride +5 [1], Sense Motive +195 [14], Spellcraft +241 [16]
Traits Storyteller, Treerazer's Bane (+2 to weapon damage vs. demons, evil fey and plants and animals corrupted by evil)
Languages Abyssal, Aklo, Ancient Osirian, Ancient Thassilonian, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Hallit, Ignan, Infernal, Kelish, Necril, Orcish, Osiriani, Skald, Sylvan, Tian, Undercommon
SQ Absalom townhouse (Ivy District), Blakros family member, bonded object (ring of protection +2), explorer, flexible enhancement, Haagenti's blessing, honorific, storyteller
On person masterwork longbow (3 lb.), quiver with 20 arrows (3 lb.), dagger (2 lb.), masterwork backpack (2 lb.), spell component pouch (2 lb.), 2 vials of holy water (2 lb.), wand of burning hands (6 charges), headband of mental perfection +4 (Sense Motive, Knowledge [nature, religion]; 1 lb.), belt of physical perfection +6 (1 lb.), unfettered shirt, cloak of resistance +3 (1 lb.), golembane scarab, ring of protection +2, potion of fly, explorer's outfit (8 lb.), bracers of armor +6
In handy haversack blessed book (3 lb.), 50 ft. of silk rope, Pathfinder's kit [bedroll, belt pouch, clay mug, 2 fishhooks, flint and steel, sewing needle, signal whistle, 50 feet of string, 50 feet of thread, waterskin, week’s worth of trail rations, whetstone, total of 20 lb.]
Other light horse, riding saddle, saddlebags, courtier's outfit with jewels (6 lb.), cold-weather outfit (7 lb.), 23 467 gp
Spellbook 8th-level: mass charm monsterS (DC 25), mind blank, sunburst (DC 24), transmute metal to woodS; 7th-level: finger of death, lesser create demiplane, liveoakS, prismatic spray, scouring winds; 6th-level: greater dispel magic, greater heroism, mass cat's grace, tree strideS; 5th-level: break enchantment, command plants (DC 22), cone of cold (DC 21), feeblemind (DC 22), overland flight, telepathic bond; 4th-level: acid pit (DC 20), black tentacles, charm monsterS (DC 21), confusion (DC 19), crushing despair (DC 21), dimension door, emergency force sphere, greater invisibility, ice storm, phantom chariot, stoneskinO, summon monster IV, telekinetic charge; 3rd-level: aqueous orb, cloak of windsS, communal resist energy, daylight (DC 19), deep slumber (DC 20), dispel magic, fireball (DC 19), fly, gentle repose, haste, heroism, hold person (DC 20), lightning boltO (DC 19), slow (DC 19), stinking cloud (DC 19), summon monster III, tiny hut, tonguesS, water breathing; 2nd-level: blur, bull's strength, cat's graceS, chill touch, create pit (DC 18), darkvision, entangleS (DC 18), false life, force sword, glitterdustO (DC 18), invisibility, levitate, protection from arrowsS, resist energy, rope trick, scorching ray, see invisibility, make whole, webS (DC 18), whispering windS; 1st-level: alarm, alter windsS, animate ropeS, ant haul, anticipate peril, charm personS (DC 18), color spray (DC 17), comprehend languages, crafter's fortune, deja vu, disguise self, endure elements, enlarge person, expeditious retreat, feather fall, grease, heightened awareness, identify, jump, mount, mage armor, magic missile, mirror image, obscuring mist, protection from evil, ray of enfeeblement, shield, shock shield, silent image (DC 17), sleep, summon monster I, technomancy, vanish; 0-level: all
Encumbrance 26 lb. without backpack, 51 lb. with backpack (30 lb. light/31-60 lb. medium/61-90 lb. heavy)
Absalom Townhouse (Ex) You gain a +4 circumstance bonus, usable once per game session, on any Knowledge (local) check or Diplomacy check made to gather information regarding your home district, and a permanent +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against residents of that district.
Cooperative Defence (Su) Whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must make this choice individually before the rolls are made. Using this ability is an immediate action.
Flexible Enhancement (Su) A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.
Splintered Spear (Su) As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Storyteller (Ex) The long travels between the Inner Sea and Tian Xia have exposed you to a wide variety of campfire tales. Once per scenario, you can make a Knowledge skill check with a trait bonus equal to your Intelligence modifier plus 3 (minimum +1). You can make this check even if you do not have ranks in the required Knowledge skill.
1 +2 to Spellcraft checks to identify magic items.
2 +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower.
3 +2 circumstance bonus on Bluff, Diplomacy and Intimidate when dealing with other members of high society in Absalom.
4 +5 bonus on Diplomacy checks against other Pathfinders.
5 +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive against residents of Absalom's Ivy District.
6 +2 circumstance bonus on Bluff, Diplomacy and Intimidate against members of the Red Mantis.
Mekanismin wiki pyörii PmWikin päällä ulkoasunaan UnStrapped