Post by Admin on Nov 20, 2013 1:33:23 GMT
Psychlis Phobos was brought on as a "consulting scholar" by the group in question. "I'm the reigning scholar of such magical artifacts, so I was brought in to investigate. I don't ask questions about where it came from; that's not my concern. I'm purely interested for the greater knowledge of the field and how it can be used to resurrect the Greater Order of the Empire."
Psychlis Phobos
Male Half-Elf Wizard 4
Lawful Good
Representing Koosh
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 8 (-1)
Size: Medium
Height: 5' 10"
Weight: 145 lb
Eyes: Blue
Hair: Black Straight; Beardless
Skin: Pale
Clothing: Purple and navy blue robes
Total Hit Points: 18
Speed: 30 feet
Armor Class: 13 = 10 + 2 [dexterity] +1 [magic amulet]
Touch AC: 13
Flat-footed: 11
Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 3 = 1 [base] + 2 [constitution]
Reflex save: + 3 = 1 [base] + 2 [dexterity]
Will save: + 4 = 3 [base] + 1 [wisdom]
Attack (handheld): + 1 = 1 [base]
Attack (missile): + 3 = 1 [base] + 2 [dexterity]
Combat Maneuver Bonus: + 1 = 1 [base]
Combat Maneuver Defense: + 13 = 10 + 1 [base] + 2 [dexterity]
Languages: Common, Dwarven, Elven, Greek, Latin
Weapons:
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Owl familiar: See rules in Core Handbook and stats in Bestiary
Wealth: 2000 gp
Feats:
Combat Casting +4 on concentration checks for defensive casting
Eschew Materials No need for cheap material components
Skill Focus (Spellcraft)
Scribe Scroll [free to wizard]
Skills: Modifier
Acrobatics Dex* 2
Appraise Int 8
Bluff Cha -1
Diplomacy Cha 1
Disguise Cha -1
Escape Artist Dex* 2
Heal Wis 1
Intimidate Cha -
Knowledge (arcana) Int 10
Knowledge (dungeoneering) Int 8
Knowledge (engineering) Int 8
Knowledge (geography) Int 10
Knowledge (history) Int 10
Knowledge (nobility) Int 8
Knowledge (planes) Int 8
Knowledge (religion) Int 8
Perception Wis 2
Sense Motive Wis 1
Spellcraft Int 13
Stealth Dex* 2
Survival Wis 1
Swim Str** 0
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
The owl confers + 3 on visual perception checks in dimly-lit conditions.
If the familiar is within reach, + 2 on perception and sense motive ("alertness").
Zero-level Wizard spells: 4 can be chosen per day; unlimited casting:
- Detect Magic: You detect magical auras.
- Read Magic: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
- Daze: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
- Message: You can whisper messages and receive whispered replies.
First-level Wizard spells: 3 (2 + 1) per day
- Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally.
- Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you.
- Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
Second-level Wizard spells: 2 (1 + 1) per day
- Invisibility: The creature or object touched becomes invisible.
- Stone Call: 2d6 damage to all creatures in area.
Favored class points: Hit points +3; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Half-Elf
This half-elf chose +2 to intelligence (already included)
Immune to magical sleep
Allowed two favored classes. Here I am assuming it is the first two favored classes.
Take a skill focus as a bonus feat at level 1
+ 2 racial bonus on saves vs. enchantments
Low-light vision
+ 1 racial bonus on perception checks
+ 2 racial bonus on diplomacy and gather information checks
Wizard
Familiar / Alertness, etc.; or bound object that can contain one known spell
Armor causes a chance of arcane spell failure only if there is a somatic component.
High intelligence gains bonus spells daily
Concentration check: d20 + wizard level + intelligence modifier vs. DC
Non-specializing wizards can now use melee wepons to 30 feet, the return to thehand, int mod to hit, strength mod fordamage. At level 8, apply one metamagic to a spell you are casting.
Level 4:
Male Half-Elf Wizard 3
Lawful Good
Representing Koosh
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 19 (+4)
Wisdom 12 (+1)
Charisma 8 (-1)
Size: Medium
Height: 5' 10"
Weight: 145 lb
Eyes: Blue
Hair: Black Straight; Beardless
Skin: Pale
Clothing: Purple and navy blue robes
Total Hit Points: 25
Speed: 30 feet
Armor Class: 13 = 10 + 2 [dexterity] +1 [magic amulet]
Touch AC: 13
Flat-footed: 11
Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 3 = 1 [base] + 2 [constitution]
Reflex save: + 3 = 1 [base] + 2 [dexterity]
Will save: + 5 = 4 [base] + 1 [wisdom]
Attack (handheld): + 2 = 2 [base]
Attack (missile): + 4 = 2 [base] + 2 [dexterity]
Combat Maneuver Bonus: + 2 = 2 [base]
Combat Maneuver Defense: + 14 = 10 + 2 [base] + 2 [dexterity]
Languages: Common, Dwarven, Elven, Greek, Latin
Weapons:
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Owl familiar: See rules in Core Handbook and stats in Bestiary
Wealth: 2000 gp
Feats:
Combat Casting +4 on concentration checks for defensive casting
Eschew Materials No need for cheap material components
Skill Focus (Spellcraft)
Scribe Scroll [free to wizard]
Skills: Modifier
Acrobatics Dex* 2
Appraise Int 8
Bluff Cha -1
Diplomacy Cha 1
Disguise Cha -1
Escape Artist Dex* 2
Heal Wis 1
Intimidate Cha -
Knowledge (arcana) Int 11
Knowledge (dungeoneering) Int 11
Knowledge (engineering) Int 11
Knowledge (geography) Int 10
Knowledge (history) Int 10
Knowledge (nobility) Int 8
Knowledge (planes) Int 8
Knowledge (religion) Int 8
Perception Wis 2
Sense Motive Wis 1
Spellcraft Int 13
Stealth Dex* 2
Survival Wis 1
Swim Str** 0
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
The owl confers + 3 on visual perception checks in dimly-lit conditions.
If the familiar is within reach, + 2 on perception and sense motive ("alertness").
Zero-level Wizard spells: 4 can be chosen per day; unlimited casting:
- Detect Magic: You detect magical auras.
- Read Magic: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
- Daze: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
- Message: You can whisper messages and receive whispered replies.
First-level Wizard spells: 4 (3 + 1) per day
- Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally.
- Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you.
- Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
-Burning Hands: A cone of searing flame shoots from your fingertips dealing 4d4 points (at level 4) of fire damage to any creature in the effect area.
Second-level Wizard spells: 3 (2 + 1) per day
- Invisibility: The creature or object touched becomes invisible.
- Stone Call: 2d6 damage to all creatures in area.
-Scorching Ray: You blast your enemies with up to 2 (at level 4) searing beams of fire dealing 4d6 points of fire damage.
Favored class points: Hit points +3; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Half-Elf
This half-elf chose +2 to intelligence (already included)
Immune to magical sleep
Allowed two favored classes. Here I am assuming it is the first two favored classes.
Take a skill focus as a bonus feat at level 1
+ 2 racial bonus on saves vs. enchantments
Low-light vision
+ 1 racial bonus on perception checks
+ 2 racial bonus on diplomacy and gather information checks
Wizard
Familiar / Alertness, etc.; or bound object that can contain one known spell
Armor causes a chance of arcane spell failure only if there is a somatic component.
High intelligence gains bonus spells daily
Concentration check: d20 + wizard level + intelligence modifier vs. DC
Non-specializing wizards can now use melee wepons to 30 feet, the return to the hand, int mod to hit, strength mod fordamage. At level 8, apply one metamagic to a spell you are casting.
Psychlis Phobos
Male Half-Elf Wizard 4
Lawful Good
Representing Koosh
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 8 (-1)
Size: Medium
Height: 5' 10"
Weight: 145 lb
Eyes: Blue
Hair: Black Straight; Beardless
Skin: Pale
Clothing: Purple and navy blue robes
Total Hit Points: 18
Speed: 30 feet
Armor Class: 13 = 10 + 2 [dexterity] +1 [magic amulet]
Touch AC: 13
Flat-footed: 11
Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 3 = 1 [base] + 2 [constitution]
Reflex save: + 3 = 1 [base] + 2 [dexterity]
Will save: + 4 = 3 [base] + 1 [wisdom]
Attack (handheld): + 1 = 1 [base]
Attack (missile): + 3 = 1 [base] + 2 [dexterity]
Combat Maneuver Bonus: + 1 = 1 [base]
Combat Maneuver Defense: + 13 = 10 + 1 [base] + 2 [dexterity]
Languages: Common, Dwarven, Elven, Greek, Latin
Weapons:
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Owl familiar: See rules in Core Handbook and stats in Bestiary
Wealth: 2000 gp
Feats:
Combat Casting +4 on concentration checks for defensive casting
Eschew Materials No need for cheap material components
Skill Focus (Spellcraft)
Scribe Scroll [free to wizard]
Skills: Modifier
Acrobatics Dex* 2
Appraise Int 8
Bluff Cha -1
Diplomacy Cha 1
Disguise Cha -1
Escape Artist Dex* 2
Heal Wis 1
Intimidate Cha -
Knowledge (arcana) Int 10
Knowledge (dungeoneering) Int 8
Knowledge (engineering) Int 8
Knowledge (geography) Int 10
Knowledge (history) Int 10
Knowledge (nobility) Int 8
Knowledge (planes) Int 8
Knowledge (religion) Int 8
Perception Wis 2
Sense Motive Wis 1
Spellcraft Int 13
Stealth Dex* 2
Survival Wis 1
Swim Str** 0
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
The owl confers + 3 on visual perception checks in dimly-lit conditions.
If the familiar is within reach, + 2 on perception and sense motive ("alertness").
Zero-level Wizard spells: 4 can be chosen per day; unlimited casting:
- Detect Magic: You detect magical auras.
- Read Magic: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
- Daze: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
- Message: You can whisper messages and receive whispered replies.
First-level Wizard spells: 3 (2 + 1) per day
- Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally.
- Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you.
- Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
Second-level Wizard spells: 2 (1 + 1) per day
- Invisibility: The creature or object touched becomes invisible.
- Stone Call: 2d6 damage to all creatures in area.
Favored class points: Hit points +3; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Half-Elf
This half-elf chose +2 to intelligence (already included)
Immune to magical sleep
Allowed two favored classes. Here I am assuming it is the first two favored classes.
Take a skill focus as a bonus feat at level 1
+ 2 racial bonus on saves vs. enchantments
Low-light vision
+ 1 racial bonus on perception checks
+ 2 racial bonus on diplomacy and gather information checks
Wizard
Familiar / Alertness, etc.; or bound object that can contain one known spell
Armor causes a chance of arcane spell failure only if there is a somatic component.
High intelligence gains bonus spells daily
Concentration check: d20 + wizard level + intelligence modifier vs. DC
Non-specializing wizards can now use melee wepons to 30 feet, the return to thehand, int mod to hit, strength mod fordamage. At level 8, apply one metamagic to a spell you are casting.
Level 4:
Male Half-Elf Wizard 3
Lawful Good
Representing Koosh
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 19 (+4)
Wisdom 12 (+1)
Charisma 8 (-1)
Size: Medium
Height: 5' 10"
Weight: 145 lb
Eyes: Blue
Hair: Black Straight; Beardless
Skin: Pale
Clothing: Purple and navy blue robes
Total Hit Points: 25
Speed: 30 feet
Armor Class: 13 = 10 + 2 [dexterity] +1 [magic amulet]
Touch AC: 13
Flat-footed: 11
Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 3 = 1 [base] + 2 [constitution]
Reflex save: + 3 = 1 [base] + 2 [dexterity]
Will save: + 5 = 4 [base] + 1 [wisdom]
Attack (handheld): + 2 = 2 [base]
Attack (missile): + 4 = 2 [base] + 2 [dexterity]
Combat Maneuver Bonus: + 2 = 2 [base]
Combat Maneuver Defense: + 14 = 10 + 2 [base] + 2 [dexterity]
Languages: Common, Dwarven, Elven, Greek, Latin
Weapons:
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Owl familiar: See rules in Core Handbook and stats in Bestiary
Wealth: 2000 gp
Feats:
Combat Casting +4 on concentration checks for defensive casting
Eschew Materials No need for cheap material components
Skill Focus (Spellcraft)
Scribe Scroll [free to wizard]
Skills: Modifier
Acrobatics Dex* 2
Appraise Int 8
Bluff Cha -1
Diplomacy Cha 1
Disguise Cha -1
Escape Artist Dex* 2
Heal Wis 1
Intimidate Cha -
Knowledge (arcana) Int 11
Knowledge (dungeoneering) Int 11
Knowledge (engineering) Int 11
Knowledge (geography) Int 10
Knowledge (history) Int 10
Knowledge (nobility) Int 8
Knowledge (planes) Int 8
Knowledge (religion) Int 8
Perception Wis 2
Sense Motive Wis 1
Spellcraft Int 13
Stealth Dex* 2
Survival Wis 1
Swim Str** 0
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
The owl confers + 3 on visual perception checks in dimly-lit conditions.
If the familiar is within reach, + 2 on perception and sense motive ("alertness").
Zero-level Wizard spells: 4 can be chosen per day; unlimited casting:
- Detect Magic: You detect magical auras.
- Read Magic: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
- Daze: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
- Message: You can whisper messages and receive whispered replies.
First-level Wizard spells: 4 (3 + 1) per day
- Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally.
- Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you.
- Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
-Burning Hands: A cone of searing flame shoots from your fingertips dealing 4d4 points (at level 4) of fire damage to any creature in the effect area.
Second-level Wizard spells: 3 (2 + 1) per day
- Invisibility: The creature or object touched becomes invisible.
- Stone Call: 2d6 damage to all creatures in area.
-Scorching Ray: You blast your enemies with up to 2 (at level 4) searing beams of fire dealing 4d6 points of fire damage.
Favored class points: Hit points +3; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Half-Elf
This half-elf chose +2 to intelligence (already included)
Immune to magical sleep
Allowed two favored classes. Here I am assuming it is the first two favored classes.
Take a skill focus as a bonus feat at level 1
+ 2 racial bonus on saves vs. enchantments
Low-light vision
+ 1 racial bonus on perception checks
+ 2 racial bonus on diplomacy and gather information checks
Wizard
Familiar / Alertness, etc.; or bound object that can contain one known spell
Armor causes a chance of arcane spell failure only if there is a somatic component.
High intelligence gains bonus spells daily
Concentration check: d20 + wizard level + intelligence modifier vs. DC
Non-specializing wizards can now use melee wepons to 30 feet, the return to the hand, int mod to hit, strength mod fordamage. At level 8, apply one metamagic to a spell you are casting.