Spell Resistance 18
Immune web spells and webs
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Combat Options |
- Augment Casting (Su) ( ) 7/daySacrifice a spell from one arcane class to power expended metamagic feat uses for another, as part of casting the spell. The metamagic feat must have no more available uses per day, and the sacrificed spell must be equal to or greater than the additional level cost of the feat. For example, Quicken Spell adds four spell levels to a spell to use and can be used three times per day. With this ability, you can sacrifice a 4th-level or higher spell from one class to Quicken a spell from the other class after the three uses of Quicken Spell are used up for the day.
- Empower Spell Metamagic (+1) ( ) 3/dayAll variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables.
- Maximize Spell Metamagic (+2) ( ) 3/dayAll variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
- Quicken Spell Metamagic (+3) ( ) 3/dayCasting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. Casting a quickened spell doesn't provoke an attack of opportunity.
- +1 racial attack bonus with heavy mace
- School Mastery Any non-instantaneous, nonpermanent Abjuration school spell you cast on someone other than yourself that does not require concentration has double the duration. You cannot use this ability on any spell whose duration you affect in any other way, such as with the Extend Spell metamagic feat.
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Skills
Appraise +5 (+5 Int, 0 ranks),
Balance +2 (+2 Dex, 0 ranks),
Bluff +9 (+7 Cha, 2 ranks),
Climb -3 (-2 Str, 0 ranks, -1 weakling),
Concentration +17 (+1 Con, 16 ranks),
Decipher Script +11 (+5 Int, 6 ranks),
Diplomacy +9 (+7 Cha, 0 ranks, +2 synergy Sense Motive),
Disguise +7 (+7 Cha, 0 ranks),
Escape Artist +2 (+2 Dex, 0 ranks),
Forgery +5 (+5 Int, 0 ranks),
Gather Information +7 (+7 Cha, 0 ranks),
Heal +1 (+1 Wis, 0 ranks),
Intimidate +7 (+7 Cha, 0 ranks),
Jump -3 (-2 Str, 0 ranks, -1 weakling),
Knowledge (arcana) +15 (+5 Int, 10 ranks),
Knowledge (history) +15 (+5 Int, 10 ranks),
Knowledge (the planes) +15 (+5 Int, 10 ranks),
Knowledge (religion) +15 (+5 Int, 10 ranks),
Listen +1 (+1 Wis, 0 ranks),
Ride +4 (+2 Dex, 0 ranks, +2 Cormyrean),
Search +5 (+5 Int, 0 ranks),
Sense Motive +17 (+1 Wis, 16 ranks),
Sneak +2 (+2 Dex, 0 ranks),
Spellcraft +23 (+25 decipher scrolls) (+5 Int, 16 ranks, +2 synergy Knowledge [arcana]),
Spot +1 (+1 Wis, 0 ranks),
Survival +1 (+3 on other planes) (+1 Wis, 0 ranks),
Swim -3 (-2 Str, 0 ranks, -1 weakling),
Use Magic Device +23 (+27 involving scrolls) (+7 Cha, 16 ranks),
Use Rope +4 (+2 Dex, 0 ranks, +2 silk rope)
Armor Check Penalty
-0-0 armor -0 helm -0 shield;
Swim Check Penalty -0;
Permanent Class Skills Sense Motive
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Feats
Craft Wondrous Item,
Easy Metamagic (Empower Spell),
Easy Metamagic (Maximize Spell),
Easy Metamagic (Quicken Spell),
Empower Spell,
Forge Ring,
Maximize Spell,
Necromantic Bloodline,
Quicken Spell,
Simple Weapon Proficiency (all),
Spell Focus (Evocation)
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Special Qualities |
- Necromantic Bloodline Characters with Necromantic Bloodline cannot learn or cast spells of the conjuration (healing) subschool, and all such spells are removed from the spell lists of all their spellcasting classes.
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Spellcasting and Spell-Like Abilities |
- Sorcerer Spells Known (0-level 6; 1st 8; 2nd 146 spells plus another 6 from ring of wizardry II plus 2 Charisma; 3rd 8;
4th 5)
- DC to Resist 17 + spell level
- DC to Resist (Evocation) 18 + spell level
- Caster Level 12th2 levels of sorcerer plus 7 ultimate magus increases plus 3 arcane spell power; spells known and spells per day unaffected by arcane spell power ability;
Spell Penetration d20+14d20 +12 caster level +2 white robe of the archmagi;
Primary Ability Charisma
bouncing fall (1 std action; personal; 1 round/level duration; suffer only 1 point damage per 10 feet fallen; Jump check DC 10 +2/10 feet fallen controls direction of bounce; bounce 2 feet horizontally for each 10 feet fallen and take 1d6 damage and prone if colliding with object or creature)
create equipment (1 std action; creates one non-magical item of 5 lbs. or less, 20 gp value or less, which lasts 1d4 rounds)
detect magic (1 std action; 60 ft. cone; concentration up to 1 min./level [D]; 1st roundpresence of magic, 2nd roundnumber of auras and power of most potent, 3rd roundstrength and location of each aura)
dirtwall (1 std action; touch; one person; 1 hour +1 hour/two levels duration; keeps target from getting dirty)
fermentation (1 std action; touch; one container of liquid; drink becomes alcoholic or doubles strength if already alcoholic)
monkey climb (1 std action; personal; 1 round/level duration; gain +5 to a single Climb check)
open/close (1 std action; close range; object or door up to 30 lbs.; locks and bars negate effect)
resistance (1 std action; touch; 1 minute duration; gain +1 resistance bonus to all saves for duration)
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benign transposition (1 std action; close range; two willing creatures, up to Large size, swap position; movement is instant and does not provoke AoO)
cause fear* (1 std action; close range; one living target of 5 or less HD; SR yes; Will save or be frightened for 1d4 rounds, success means shaken for 1 round)
comprehend languages (1 std action; personal; 10 minute/level duration; understand all spoken and written non-magical language)
endure elements (1 std action; touch; 24 hour duration; creature and equipment protected from weather conditions of -50 to 140 degrees F)
feather fall (1 immediate action; close range; one Medium or small target per level no more than 20 ft. apart; until landing or 1 round/level duration; fall 60 ft. per round and take no damage)
protection from evil (1 std action; touch; 1 minute/level duration [D]; +2 deflection AC and +2 resistance saves against evil; blocks possession; blocks bodily contact from summoned creatures)
shield (1 std action; personal; 1 minute/level duration [D]; +4 shield bonus to AC; blocks magic missile)
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blur (1 std action; touch; 1 minute/level duration [D]; 20% miss chance)
ghoul touch* (1 std action; touch; living humanoid target; 1d6+2 round duration; Fort negates; SR yes; melee touch means paralysis and 10-ft. stench that sickens [Fort negates] all but you)
mirror image (1 std action; personal; 1 minute/level duration [D]; 1d4 +1 image/three levels; randomly determine which is targeted, you or image; success hit on image [AC 10 + your size + your Dex modifier] destroys it)
resist elements (1 std action; touch; 10 minute/level duration; protects against your choice of air, earth, fire or water; resist 10 through 6th level, resist 20 through 10th level, resist 30 from 11th level on)
resist energy (1 std action; touch; 10 minute/level duration; protects against your choice of acid, cold, electricity, fire or sonic; resist 10 through 6th level, resist 20 through 10th level, resist 30 from 11th level on)
see invisibility (1 std action; personal; 10 minutes/level duration [D]; see invisible and ethereal creatures to your range of vision)
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displacement (1 std action; touch; 1 round/level duration [D]; 50% miss chance)
fly (1 std action; touch; 1 minute/level duration; 60 ft. good maneuverability [40 ft. speed in heavy armor])
invisibility sphere (1 std action; touch; 1 minute/level duration [D]; 10-ft.-radius around target invisible; leaving the sphere causes visibility for all but the recipient; attacking causes visibility for self only, except for recipient who ends the spell with an attack)
vampiric touch* (1 std action; touch; living creature target; no save; SR yes; deals 1d6/two levels [max 10d6] and you gain temp hp equal to damage dealt which fade in 1 hour; if subject dies, cannot gain more hp than target had +10)
water breathing (1 std action; touch; living creatures touched; 2 hours/level duration; divide duration evenly among all touched targets)
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contagion* (1 std action; touch; living creature target; Fort negates; SR yes; target contracts disease)
dimension door (1 std action; long range; you and 1 Medium creature/three levels; must all be in contact; after casting, take no actions of any type until next turn)
greater invisibility (1 std action; touch; 1 round/level duration [D]; effect does not end when subject attacks)
omniboost (1 std action; touch; 1 round/level duration; +6 enhancement Str, Dex, and Con; at end of duration, target is fatigued until sleeping 8 hours; additional castings cause more severe penalties, see description)
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* Spell gained from Bloodline feat.
- Wizard Spells Per Day (0-level 3+3; 1st 5+3; 2nd 4+3; 3rd 3+3;
4th 2+3; 5th 1+3)
- DC to Resist 15 + spell level
- DC to Resist (Evocation) 17 + spell level
- Prohibited Schools Abjuration, Enchantment, Illusion
- Caster Level 12th3 levels of evoker plus 6 ultimate magus increases plus 3 arcane spell power; spells per day unaffected by arcane spell power;
Spell Penetration d20+14d20 +12 caster level +2 white robe of the archmagi;
Primary Ability Intelligence
bat sight,
light,
message,
read magic
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benign transposition,
detect undead,
mage armor,
magic missile
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ionize,
knock,
see invisibility,
vivid discharge,
web
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fireball,
haste,
lightning bolt,
slow
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battle spikes,
gird the warrior,
omniboost,
variable fireball
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cone of cold,
improved blink
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Spellbook
0-levelbat sight, detect poison, disrupt undead, instant cook, light, message, preserve organ, prestidigitation, read magic.
1stbenign transposition, detect undead, mage armor, magic missile, ray of enfeeblement.
2ndeagle's splendor, fox's cunning, ionize, knock, see invisibility, vivid discharge, web.
3rdfireball, greater mage armor, haste, lightning bolt, slow, tiny hut, tongues, water breathing.
4thbattle spikes, gird the warrior, omniboost, variable fireball.
5tharc of lightning, cone of cold, improved blink, permanency.
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Miscellaneous Information |
HistoryGrew up in Arabel. Left home with brother a couple years ago because they "ran out of magical things to study". Although both brothers are completely fascinated with all things magical, their methods of learning tend to differ. Edlin feels that libraries, scrolls, and tomes are the key to finding all there is to know of magic. He feels that magic has been watered down, and there's tons of knowledge to be found that has been "forgotten" over time. He prefers digging through books and research for learning. Franky, on the other hand, has always preferred a much more hands on approach. He'd trade a year in a library, reading books about some arcane item, for one week with the item actually in-hand where he can physically interact with it. For this reason, he has decided that adventure would be a better route to further his studies. The recent AoW related events in Waterdeep, and subsequently our showing up in town, have given Franky an opportunity that he feels cannot be passed up. He's offered his talents/skills to help the party in their adventures, for a chance to travel along with them in search of whatever odd magical items/anomolies they might encounter. ;
AdventuresNone;
Lives Remaining 81 Deaths; 08/16/2007 - death from destruction by Kelvos the Wormtouched;
Last Played August 16, 2007
Languages Chondathan, Common, Draconic, Dwarven, Elven, Infernal
Patron Deity None; Homeland Cormyr; Heritage 100% Human; Background Cormyrean
Height 6 ft. 0 in.; Weight 150 lb.; Age 23; Hair Black; Eyes Brown
Character Level Record |
Evoker |
Evoker |
Evoker |
Sorcerer |
Sorcerer |
Ultimate Magus |
Ultimate Magus |
Ultimate Magus |
Ultimate Magus |
Ultimate Magus |
Ultimate Magus |
Ultimate Magus |
Ultimate Magus |
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Defeated Enemy Record
1 Bone Devil, 1 Eviscerator Beetle, 1 Troll Druid, 2 Troll Scouts
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Equipment & Possessions |
Magical Items
+2 cloak of charisma (4,000 gp),
everlasting rations (350 gp),
+2 headband of intellect (4,000 gp),
loreworm vestige worm of Knowledge (religion) (+5 competence Knowledge [religion]) (3,750 gp),
+3 ring of protection (18,000 gp),
ring of wizardry II (doubles number of 2nd-level arcane spells for one class) (40,000 gp),
shrunken shrieker (500 gp),
spider mask (darkvision 60 ft.; +5 Fort saves against spider poison; immune to web spells and webs; move half speed through webs) (16,000 gp)
white robe of the archmagi (+5 armor to AC; SR 18; +4 resistance all saves; +2 enhancement overcome Spell Resistance) (75,000 gp)
Potions None
Wands
wand of enervation (CL 7th; 13 charges) (5,460 gp [420 gp/charge])
Nonmagical Items
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
candles (5-ft. radius illumination; 1 hour) (1 cp each),
crowbar (+2 circumstance bonus Strength checks to break or open objects) (2 gp),
empty flask (3 cp),
explorer's outfit (10 gp),
flasks of oil (1 sp each),
flint and steel (full-round action) (1 gp),
grappling hook (Use Rope DC 10, +2 per 10 ft. of distance thrown) (1 gp),
hammer (5 sp),
hooded lantern (30-ft. illumination, 60-ft. shadowy; 6 hours/pint of oil) (7 gp),
masterwork potion belt (free action to retrieve; holds 10 potions) (60 gp),
peasant's outfit (1 sp),
2 sacks (1 sp each),
silk rope (50 ft.; +2 circumstance Use Rope checks) (10 gp),
small steel mirror (10 gp),
tent (10 gp),
torches (1 cp each),
trail rations (6 days) (5 sp/day),
waterskin (1 gp),
whetstone (2 cp),
winter blanket (5 sp)
pp 0,
gp 2,166,
sp 1,
cp 1
Other Wealth None
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