Egg's Character Sheet (Pathfinder)

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Wizard 10

Character Stats
Egg.JPG
Level 10
Race Human
Class Wizard
Armor None
Weapon(s) None
Hometown Sherdam, Ubrekt;
Wtherias, Alexia
Providable Services: Scrolls, Wondrous Items, Potions

Attributes

Primary

Strength 10 (+0)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 20 (+5) [+2 Race; 4th, 8th Level Attribute Bonus]
Wisdom 8 (-1)
Charisma 14 (+2)

Secondary

Hit Points    71   
Armor Class 11 +1 dex bonus
Base Attack Bonus +5
Initiative +1
Base Speed 30 ft.
Fort Save +6 +3 wizard , +2 stat, +1 Resistance
Reflex +7 +3 wizard, +1 stat, +2 familiar, +1 Resistance
Will Save +7 +7 wizard, -1 stat, +1 Resistance

Feats and Abilities

Permanency

  • Detect Magic
  • Resistance (+1 to Saves)
  • See Invisibility
  • Read Magic
  • Comprehend Languages
  • Darkvision (60')
  • Heightened Sense (2,500) (+1 Perception)

Purchased Feats

  • Human: Prodigy (Prof:Gambler & Prof: Scribe)
  • Lvl 1: Open Minded [1 Skill Point/HD]
  • Lvl 3: Skill Focus (Linguistics)
  • Lvl 5: Skill Focus (Knowledge: Arcana)
  • Lvl 7: Brew Potion
  • Lvl 9: Additional Traits
    • Dangerously Curious = +1 UMD and UMD is Class Skill
    • Fast-Talker = +1 Bluff and Bluff is Class Skill

Class Feats

  • Proficiency (Weapon): Simple
  • Proficiency (Armor): Light
  • Wiz 1: Scribe Scroll
  • Wiz 5: Extend Spell [+1 Spell Level, Doubles Spell Duration] (May be added to scrolls or potions)
  • Wiz 10: Craft Wonderous Item
  • Familiar: Tiberius the Weasel

Languages

  • Hakani (B)
  • Ubrekti (I)
  • Old Ubrekti
  • Dwarven
  • Flannarian
  • Gnomish
  • Hakani
  • Odessan
  • Old Petaran
  • Petaran
  • Sidhe


Skills

Skill    Bonus    Bonus Derivation
Appraise +16 7 ranks, +5 stat, +3 Class Skill, +1 Earring
Bluff +10 8 ranks, +2 stat
Diplomacy +15 10 ranks, +4 stat
Disguise +5 3 ranks, +2 stat
Fly +5 1 ranks, +1 stat, +3 Class Skill
Handle Animal +3 1 ranks, +2 stat
Know: Arcana +21 9 ranks, +5 stat, +3 Skill Focus, +3 Class, +1 Earring
Know: Dungeon +11 2 ranks, +5 stat, +3 Class, +1 Earring
Know: Eng +11 2 ranks, +5 stat, +3 Class, +1 Earring
Know: History +16 7 ranks, +5 stat, +3 Class, +1 Earring
Know: Local +11 2 ranks, +5 stat, +3 Class, +1 Earring
Know: Nobles +11 2 ranks, +5 stat, +3 Class, +1 Earring
Know: Geography +11 2 ranks, +5 stat, +3 Class, +1 Earring
Know: Planes +11 2 ranks, +5 stat, +3 Class, +1 Earring
Know: Religion +11 2 ranks, +5 stat, +3 Class, +1 Earring
Know: Nature +10 1 ranks, +5 stat, +3 Class, +1 Earring
Lingustics +21 9 ranks, +5 stat, +3 Skill Focus, +3 Class, +1 Earring
Perception +6 6 ranks, -1 stat, +1 Heightened Sense
Prof: Gambler +10 6 ranks, -1 Wis, +2 Prodigy, +3 Class
Prof: Scribe +10 6 ranks, -1 Wis, +2 Prodigy, +3 Class
Ride +5 4 ranks, +1 stat
Spellcraft +19 10 ranks, +5 stat, +3 Class, +1 Earring
Use Magic Device +10 4 ranks, +2 stat, +1 Dangerously Curious, +3 Class

Spellbook

Spell Slots

  • 0: 4 [DC 15]
  • 1: 5 (+1B) [DC 16]
  • 2: 4 (+1B) [DC 17]
  • 3: 3 (+1B) [DC 18]
  • 4: 3 (+1B) [DC 19]
  • 5: 2 (+1B) [DC 20]

Cantrips

  • Chalkboard
  • Coin of the Realm
  • Deftness
  • Footpad's Grace
  • Heat Water
  • Heightened Sense
  • Mirror
  • Resize
  • Sharpen
  • Stench
  • Yell
  • Acid Splash: You fire a small orb of acid at the target dealing 1d3 points of acid damage.
  • Arcane Mark: This spell allows you to inscribe your personal rune or mark.
  • Bleed: You cause a living creature that is below 0 hit points but stabilized to resume dying.
  • Dancing Lights: You create up to four lights that resemble lanterns or torches.
  • Daze: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
  • Detect Magic: You detect magical auras.
  • Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous.
  • Disrupt Undead: You direct a ray of positive energy dealing 1d6 points of damage to Undead.
  • Flare: This cantrip creates a burst of light.
  • Ghost Sound: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
  • Light: This spell causes a touched object to glow like a torch.
  • Mage Hand: You point your finger at an object and can lift it and move it at will from a distance.
  • Mending: This spell repairs damaged objects, restoring 1d4 hit points to the object.
  • Message: You can whisper messages and receive whispered replies.
  • Open/Close: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
  • Prestidigitation: Prestidigitations are minor tricks that novice spellcasters use for practice.
  • Ray of Frost: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
  • Read Magic: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
  • Resistance: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
  • Spark: Ignites flammable objects. PFAPG
  • Touch of Fatigue: You channel negative energy through your touch, fatiguing the target.
  • Scoop: Create a scoop of force to pick up or carry liquids.
  • Jolt: Deal 1d3 electrical damage with a ranged touch attack.
  • Root: Reinforces a subjects defense against being moved or tripped.
  • Prenumbra: Protects creature or object touched from bright light.
  • Breeze: Create a light wind that blows against target from direction of your choice.
  • Drench: A sudden downpour soaks a target creature or object.
  • Enumerate

Level One

  • Wall of Smoke (R)
  • Empathy (R)
  • Friendsight
  • Serene Visage
  • Spontaneous Search
  • Alarm: Alarm creates a subtle ward on an area you select.
  • Animate Rope: You can animate a nonliving rope-like object.
  • Ant Haul: Triples carrying capacity of a creature. PFAPG
  • Burning Hands: A cone of searing flame shoots from your fingertips dealing (min(5,Caster Level))d4 points of fire damage to any creature in the effect area.
  • Cause Fear: The affected creature becomes frightened.
  • Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally.
  • Chill Touch: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures dealing 1d6 points of damage.
  • Color Spray: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
  • Comprehend Languages: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
  • Crafter's Curse: Subject takes -5 on Craft skill checks. PFAPG
  • Crafter's Fortune: Subject gains +5 on next Craft check. PFAPG
  • Dancing Lantern: Animates a lantern that follows you. PFAPG
  • Detect Secret Doors: You can detect secret doors, compartments, caches, and so forth.
  • Detect Undead: You can detect the aura that surrounds undead creatures.
  • Disguise Self: You make yourself--including clothing, armor, weapons, and equipment--look different.
  • Endure Elements: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
  • Enlarge Person: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8.
  • Erase: Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces.
  • Expeditious Excavation: Moves 5-ft. cubes of earth. PFAPG
  • Expeditious Retreat: This spell increases your base land speed by 30 feet.
  • Feather Fall: The affected creatures or objects fall slowly.
  • Floating Disk: You create a slightly concave, circular plane of force that follows you about and carries loads for you.
  • Grease: A grease spell covers a solid surface with a layer of slippery grease.
  • Hold Portal: This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone.
  • Hydraulic Push: Wave of water bull rushes an enemy. PFAPG
  • Identify: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.
  • Jump: The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps.
  • Mage Armor: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
  • Magic Aura: You alter an item's aura so that it registers to detect spells as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.
  • Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
  • Magic Weapon: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
  • Protection from Evil: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
  • Protection from Law: This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures.
  • Reduce Person: This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8.
  • Shield: Shield creates an invisible shield of force that hovers in front of you.
  • Shocking Grasp: Your successful melee touch attack deals (min(5,Caster Level))d6 points of electricity damage per caster level (maximum 5d6).
  • Unseen Servant: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command.
  • Abundant Ammunition: Replaces nonmagical ammunition every round.
  • Cultural Adaptation: You emulate the mannerisms and accent of a particular culture
  • Moment of Greatness: Doubles morale bonus for a single check.
  • Disguise Self: Changes your appearance.
  • Expeditious Excavation: Moves 5-ft. cubes of earth.
  • Snapdragon Fireworks: Create 1 dragon firework/level.


Level Two

  • Augment Familiar (R)
  • Lesser Haste (R)
  • Enlarge Creature
  • Force Ram
  • Dispel Ward
  • Alter Self: You can assume the form of any Small or Medium creature of the humanoid type.
  • Bear's Endurance: The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.
  • Blur: The subject's outline appears blurred, shifting, and wavering granting the subject concealment (20% miss chance).
  • Bull's Strength: The subject becomes stronger granting a +4 enhancement bonus to Strength.
  • Cat's Grace: The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity.
  • Continual Flame: A flame, equivalent in brightness to a torch, springs forth from an object that you touch.
  • Darkvision: The subject gains the ability to see 60 feet even in total darkness.
  • Daze Monster: This spell functions like daze, but it can affect any one living creature of any type.
  • Detect Thoughts: You detect surface thoughts.
  • Eagle's Splendor: The transmuted creature becomes more poised, articulate, and personally forceful gaining a +4 enhancement bonus to Charisma.
  • Flaming Sphere: A burning globe of fire rolls in whichever direction you point and burns those it strikes.
  • Fox's Cunning: The target becomes smarter granting a +4 enhancement bonus to Intelligence.
  • Gust of Wind: This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
  • Invisibility: The creature or object touched becomes invisible.
  • Knock: Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock.
  • Levitate: Levitate allows you to move yourself, another creature, or an object up and down as you wish.
  • Misdirection: By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like).
  • Owl's Wisdom: The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.
  • Protection from Arrows: The warded creature gains resistance to ranged weapons.
  • Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select.
  • See Invisibility: You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible.
  • Share Memory: Share one memory with the target.
  • Admonishing Ray: You fire one nonlethal force ray plus one additional ray for every four levels (maximum three rays). Each ray deals 4d6 points of nonlethal damage.
  • Codespeak: Grant all recipients ability to speak, read and write a new secret language.
  • Greensight: You can see through thick plant matter as though it were transparent
  • Whispering Wind: Sends a short message 1 mile/level.


Level Three

  • Arcane Sight: This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you.
  • Blink: You "blink" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random.
  • Dispel Magic: You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell.
  • Fireball: A fireball spell generates a searing explosion of flame that detonates with a low roar and deals (min(10,Caster Level))d6 points of fire damage to every creature within the area.
  • Flame Arrow: This spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles.
  • Fly: The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load).
  • Haste: The transmuted creatures move and act more quickly than normal.
  • Invisibility Sphere: This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient at the time the spell is cast. The center of the effect is mobile with the recipient.
  • Lightning Bolt: You release a powerful stroke of electrical energy that deals (min(10,Caster Level))d6 points of electricity damage to each creature within its area.
  • Nondetection: The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells.
  • Protection from Energy: Protection from energy grants temporary immunity to the type of energy you specify when you cast it.
  • Share Language, Communal: As share language, but you may divide the duration among creatures touched.
  • Burrow: Target gains a burrow speed of 15.
  • Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
  • Countless Eyes: Extra eyes give all-around vision.


Level Four

  • Floating Disc, Greater
  • Dweomer of Transference: Convert spellcasting into psionic power points.
  • Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each. PFAPG
  • Detect Scrying: You immediately become aware of any attempt to observe you by means of a divination [scrying] spell or effect.
  • Dimension Door: You instantly transfer yourself from your current location to any other spot within range.
  • Scrying: You can observe a creature at any distance.
  • Stoneskin: The warded creature gains resistance to blows, cuts, stabs, and slashes.
  • Wall of Ice: This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected.
  • Phantom Steed, Communal: As phantom steed, but you may divide the duration among creatures touched.
  • Secure Shelter: Creates sturdy cottage.
  • Familiar Melding: Possess your familiar.


Level Five

  • Break Enchantment: This spell frees victims from enchantments, transmutations, and curses.
  • Teleport: This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level.
  • Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
  • Permanency: Makes certain spells permanent.


Cool Items

Egg's Expanded Library Bag

  • Up-Traded from a desperate refugee.
  • He will not willingly empty it.
  • Type II Bag of Holding (500 lbs. maximum)
  • Full of Books
  • Allows +4 bonus on Knowledge History and Arcana checks when taking a 20. (aka Doing Research)
  • Allows +2 bonus on Knowledge The Planes and Religion checks when taking a 20. (aka Doing Research)

Egg's Enchanted Goggles

  • Enchanted by a desperate refugee.
  • Based on Gnomish Designs
  • Magnifying Lenses
    • Helpful reading (and forging) documents
    • +2 to Appraise & Linguistics Checks when taking a 20.

Earring of Competence

  • +1 to Int Skills
  • 1/day : Fox Cunning


Tiberius the Weasel

Familiar Benefits:

  • HP: 35
  • 9 INT?
  • +4 Natural Armor?
  • Alertness; improved evasion; share spells; empathic link deliver touch spells; speak with master; speak with weasels (& minks, polecats, ermines, skunks, wolverines, badgers)?
Size/Type   Tiny Animal
Hit Dice ??? (27hp)
Initiative +2
Speed 20 ft., climb 20 ft.
Armor Class 18 (+2 size, +2 dex, +4 natural familiar)
Base Attack/Grapple +3/-9
Attack bite +7 1d3-4
Special Attack attach
Special Qualities low-light vision, scent, share spells, empathic link, deliver touch spells, speak with master, speak with own kind
Saves fort +4, ref +6, will +8
Attributes str 3, dex 15, con 10, int 9, wis 12, cha 5
Skills* balance +12, climb +10, escape artist +4, hide +11, move silently +8, spot +3
Feats agile, alertness, improved evasion, weapon finesse
  • For all skills where Egg has ranks, Tiberius has those skill ranks with his own ability modifiers.