Difference between revisions of "LongestRoadEzelPathfinder"

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(Familiar)
(Defenses)
 
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Line 69: Line 69:
  
 
===Defenses===
 
===Defenses===
* HP: 17d8 + 17*5 Cha
+
* HP: 130 = 95 (rolled) + 35 = 17d8 + 17*5 Cha
 
* DR 15/Bludgeoning and Magic from Lich
 
* DR 15/Bludgeoning and Magic from Lich
 
* Immune to Cold, Electricity
 
* Immune to Cold, Electricity
Line 75: Line 75:
 
** Ezel is undead, so this will restore him instead
 
** Ezel is undead, so this will restore him instead
  
* AC: 10 + 2 Dex + 5 Lich Natural Armor +3 Ring of Protection Deflection +5 Robe of the Magi Armor
+
* AC: 25 = 10 + 2 Dex + 5 Lich Natural Armor +3 Ring of Protection Deflection +5 Robe of the Magi Armor
** Flat-footed: 10 + 5 Lich Natural +3 Ring of Protection Deflection +5 Robe of the Magi Armor
+
** Flat-footed: 23 = 10 + 5 Lich Natural +3 Ring of Protection Deflection +5 Robe of the Magi Armor
** Touch: 10 + 2 Dex +3 Ring of Protection Deflection
+
** Touch: 15 = 10 + 2 Dex +3 Ring of Protection Deflection
 
** Rings of Force provide +4 Armor like Mage Armor spell but is overwritten by Robe of the Magi
 
** Rings of Force provide +4 Armor like Mage Armor spell but is overwritten by Robe of the Magi
  
Line 89: Line 89:
  
 
* Fort 15 = 3 Wizard +3 Planeshifter +5 Cha +4 Robe of the Archmagi
 
* Fort 15 = 3 Wizard +3 Planeshifter +5 Cha +4 Robe of the Archmagi
* Refl 11 = 3 Wizard +2 Planeshifter +2 Dex +4 Robe of the Archmagi
+
* Refl 13 = 3 Wizard +2 Planeshifter +2 Dex +2 Familiar Bonus +4 Robe of the Archmagi
 
* Will 16 = 7 Wizard +2 Planeshifter +3 Wis +4 Robe of the Archmagi
 
* Will 16 = 7 Wizard +2 Planeshifter +3 Wis +4 Robe of the Archmagi
  
Line 168: Line 168:
 
* Energy Substitution
 
* Energy Substitution
 
* Arcane Strike
 
* Arcane Strike
 +
===Plot===
 +
* Obtain Familiar (Complete Arcane)
 +
* Improved Familiar
 +
 
===Wizard===
 
===Wizard===
 
* Scribe Scroll (Wizard bonus feat)
 
* Scribe Scroll (Wizard bonus feat)
Line 202: Line 206:
 
|-
 
|-
 
|Bluff||Cha||13||5 Rank +5 Cha +3 Skill Focus
 
|Bluff||Cha||13||5 Rank +5 Cha +3 Skill Focus
 +
|-
 +
|Climb||Str||2||2 Str||17 Skill Ranks with Headband of Int (19 total check)
 
|-
 
|-
 
|Diplomacy||Cha||24||10 Rank +5 Cha +6 Skill Focus +3 Class Skill
 
|Diplomacy||Cha||24||10 Rank +5 Cha +6 Skill Focus +3 Class Skill
 
|-
 
|-
|Disguise||Cha||13||5 Rank +5 Cha +3 Class Skill||+10 Hat of Disguise, Enhancement +2 Disguise Kit, Circumstance
+
|Disguise||Cha||13||5 Rank +5 Cha +3 Class Skill||+2 Disguise Kit, Circumstance or +10 Hat of Disguise, Enhancement or +20 Polymorph
 +
|-
 +
|Fly||Dex||9||4 Rank +2 Dex +3 Class Skill||+4 with Winged Boots or +7 with Cloak of the Bat
 
|-
 
|-
|Fly||Dex||9||4 Rank +2 Dex +3 Class Skill
+
|Intimidate||Cha||11||3 Rank +5 Cha +3 Class Skill||17 Skill Ranks with Headband of Int (25 total check)
 
|-
 
|-
 
|Knowledge(Planes)||Int||28||17 Rank +8 Int +3 Class Skill
 
|Knowledge(Planes)||Int||28||17 Rank +8 Int +3 Class Skill
Line 216: Line 224:
 
|-
 
|-
 
|Knowledge(History)||Int||28||17 Rank +8 Int +3 Class Skill
 
|Knowledge(History)||Int||28||17 Rank +8 Int +3 Class Skill
|-
 
|Intimidate||Cha||11||3 Rank +5 Cha +3 Class Skill
 
 
|-
 
|-
 
|Linguistics||Int||16||5 Rank +8 Int +3 Class Skill
 
|Linguistics||Int||16||5 Rank +8 Int +3 Class Skill
 
|-
 
|-
 
|Perception||Wis||23||8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill
 
|Perception||Wis||23||8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill
 +
|-
 +
|Profession (clerk)||Wis||2||2 Wis||17 Skill Ranks with Headband of Int (19 total check)
 
|-
 
|-
 
|Sense Motive||Wis||23||8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill
 
|Sense Motive||Wis||23||8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill
Line 244: Line 252:
  
 
* DC: 10 + 8 Int = 18 + spell level
 
* DC: 10 + 8 Int = 18 + spell level
* bonus to overcome SR = +2 (Spell Penetration) +2 Enhancement Bonus (Robe of the Archmagi)
+
* bonus to overcome SR 4 = +2 (Spell Penetration) +2 Enhancement Bonus (Robe of the Archmagi)
  
 
* Spell Focus (Divination): +1 DC to spells from this school.
 
* Spell Focus (Divination): +1 DC to spells from this school.
 
* Rod of Metamagic, Extend: User can cast up to 3 spells up to 6th level that act as if Extended.
 
** Extend Spell: Spell lasts twice as long as normal. Durations of Concentration, Instant or Permanent are not affected.
 
  
 
* Energy Substitution (Complete Arcane, page 79): Choose one type of energy (acid) You can modify a spell with an Energy descriptor to use that instead.
 
* Energy Substitution (Complete Arcane, page 79): Choose one type of energy (acid) You can modify a spell with an Energy descriptor to use that instead.
Line 257: Line 262:
 
* Improved Counterspell: When Counterspelling, you may use a spell in the same school that is at least one level higher than the target spell.
 
* Improved Counterspell: When Counterspelling, you may use a spell in the same school that is at least one level higher than the target spell.
  
 +
===Arcane Bond===
 +
* Ezel's Amulet lets him cast one spell in his spellbook, he does not need to prepare it.
 +
** The spell cannot be in his prohibited schools (Necromancy or Enchantment)
 +
** If Ezel is not wearing this he must make a concentration check (20 + spell level) or lose the spell.
 +
===Specialized School===
 +
* Ezel specializes in Divination
 +
** He can prepare an extra spell of each level every day as long as it is a Divination spell
 +
 +
* Ezel has neglected Necromancy and Enchantment
 +
** These spells take 2 slots to prepare
 +
** Takes a -4 check on any skill checks to craft magic items that use Necromancy and Enchantment spells as prerequisites
 +
===Rod of Metamagic, Extend===
 +
* User can cast up to 3 spells up to 6th level that act as if Extended.
 +
** Extend Spell: Spell lasts twice as long as normal. Durations of Concentration, Instant or Permanent are not affected.
 +
 +
===Other===
 
* Spell Mastery: 5 spells can be memorized without needing the spellbook.
 
* Spell Mastery: 5 spells can be memorized without needing the spellbook.
  
Line 274: Line 295:
 
** Not that I think it's ever come up, or ever will- but that's "while you're holding/wielding it". So in battle (when it's important anyways). I guess if you were ever using both hands to do something else you wouldn't be holding it.
 
** Not that I think it's ever come up, or ever will- but that's "while you're holding/wielding it". So in battle (when it's important anyways). I guess if you were ever using both hands to do something else you wouldn't be holding it.
 
* Headband of Int +6
 
* Headband of Int +6
 +
** Provides 17 (Level) Skill Ranks in Climb, Intimidate, and Profession(Clerk)
 
* Boots, Winged
 
* Boots, Winged
 
* Cloak of the Bat
 
* Cloak of the Bat
Line 281: Line 303:
 
* Blessed Book (renamed from Boccob's Blessed Book)
 
* Blessed Book (renamed from Boccob's Blessed Book)
 
* Disguise Kit
 
* Disguise Kit
 +
===Arcane Bonded Item===
 +
* Ezel's Amulet
 
===Generic Items===
 
===Generic Items===
 
* Secret Chest & Minichest
 
* Secret Chest & Minichest
Line 293: Line 317:
 
Sunshine
 
Sunshine
  
* Half-fiend Dog
+
* Fiendish Dog
  
 
==Stats==
 
==Stats==
Line 299: Line 323:
 
|Name || Stat || Bonus || Derived
 
|Name || Stat || Bonus || Derived
 
|-
 
|-
|Str || 17 || +3 || +2 Half-Fiend
+
|Str || 13 || +1 ||  
 
|-
 
|-
|Dex || 17 || +3 || +4 Half-Fiend
+
|Dex || 13 || +1 ||  
 
|-
 
|-
|Con || 19 || +4 || +4 Half-Fiend
+
|Con || 15 || +2 ||  
 
|-
 
|-
|Int || 13 || +1 || 11(Wizard Familiar) +2 Half-Fiend
+
|Int || 11 || 0 || 11(Wizard Familiar)
 
|-
 
|-
|Wis || 14 || +2 || +2 Half-Fiend
+
|Wis || 12 || +1 ||
 
|-
 
|-
|Cha || 10 || 0 || +4 Half-Fiend
+
|Cha || 6 || -2 ||  
 
|}
 
|}
 
Half Fiend: +4 to 3 stats, +2 to the others
 
  
 
==Attacks==
 
==Attacks==
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** Defense: 23=10 + 8 BAB + 3 Str +3 Dex -1 size
 
** Defense: 23=10 + 8 BAB + 3 Str +3 Dex -1 size
 
*** +4 Bonus when resisting a trip attempt
 
*** +4 Bonus when resisting a trip attempt
===Half-Fiend===
 
* Natural Attacks: 2 claws and a bite based on small creature
 
** Bite 1d4+3 Str damage
 
** 2 Claws -5 (Secondary Penalty) 1d3+1 (1/2 Str) damage
 
  
 +
* Bite Attack 10/5 to hit (8 BAB +1 Str +1 Size), 1d4+1 str damage
 +
 +
===Fiendish===
 
* Smite Good
 
* Smite Good
 
** 1/day
 
** 1/day
** Adds 17 damage(HD) against any good-aligned foe.
+
** Swift Action
 +
** Adds 0 (Cha Bonus) to attack rolls and deals 17 damage (HD) against good foes
 +
** Persists until target is dead or Sunshine rests
  
 
==Defenses==
 
==Defenses==
 
* HP: (1/2 of Wizard HP)
 
* HP: (1/2 of Wizard HP)
* AC: 21 = 10 +3 Dex +6 Familiar Natural +1 Half-Fiend Natural +1 Size
+
* AC: 21 = 10 +1 Dex +9 Familiar Natural +1 Size
** Flat-Footed: 18 = 10 +6 Familiar Natural +1 Half-Fiend Natural +1 Size
+
** Flat-Footed: 20 = 10 +9 Familiar Natural +1 Size
** Touch: 14 = 10 +3 Dex +1 Size
+
** Touch: 12 = 10 +1 Dex +1 Size
  
* Init: +3 Dex
+
* Init: +1 Dex
  
 
* Saves:
 
* Saves:
** Fort: 10=6 Master +4 Con
+
** Fort: 8=6 Master +2 Con
** Ref: 8=5 Master +3 Ref
+
** Ref: 6=5 Master +1 Ref
** Will: 11=9 Master +2 Will
+
** Will: 10=9 Master +1 Will
 
** Improved Evasion (Ex): Can make Reflex Saves Throws for no damage. Takes half damage if he fails.
 
** Improved Evasion (Ex): Can make Reflex Saves Throws for no damage. Takes half damage if he fails.
** Spell Resistance (Ex): 16 = Master's level + 5
+
** Spell Resistance (Ex): 22 = Master's level + 5
*** Overwrites Half-Fiend's SR of 12 (11 + CR)
+
*** Overwrites Fiendish Dogs's SR of 6 (11 + CR)
  
===Half-Fiend===
+
===Fiendish===
* DR 10/magic
+
* DR 10/good
* Resistance 10 to acid, fire, cold, electricity
+
* Resistance 15 to fire, cold
* Immune to Poison
+
  
 
==Movement/Vision==
 
==Movement/Vision==
 
===Dog===
 
===Dog===
 
* Speed 40
 
* Speed 40
===Half-Fiend===
+
===Fiendish===
 
* Darkvision 60 ft
 
* Darkvision 60 ft
* Fly at speed 80
 
 
==Skills==
 
==Skills==
 
{|border=1 cellpadding=1
 
{|border=1 cellpadding=1
 
|Name||Stat||Total||Derived ||Optional
 
|Name||Stat||Total||Derived ||Optional
|-
 
|Acrobatics||||1 || ||1 Rank +4 Racial when jumping, +4 When Jumping
 
 
|-
 
|-
 
|Perception||Wis||8 ||4 Rank +1 Wis +3 Skill Focus
 
|Perception||Wis||8 ||4 Rank +1 Wis +3 Skill Focus
|-
 
|Survival||Wis||1 || ||1 Rank +4 Racial when tracking by scent
 
 
|}
 
|}
  
* Half-Fiend: Starting Skill points are 6 per HD.
+
* Acrobatics: +4 Racial when jumping, +4 When Jumping
==Feats and Abilities==
+
* Survival: +4 Racial when tracking by scent
 
+
==Half-fiend==
+
Spell-like abilities is based on HD, if it has Int or Wis of 8 or higher. 1/day unless otherwise noted.
+
 
+
{|border=1 cellpadding=1
+
|HD || Abilities
+
|-
+
|1-2 ||Darkness 3/day
+
|-
+
|3-4 ||Desecrate
+
|-
+
|5-6 ||Unholy Blight
+
|-
+
|7-8 ||Poison 3/day
+
|-
+
|9-10 ||Contagion
+
|-
+
|11-12 ||Blasphemy
+
|-
+
|13-14 ||Unholy Aura 3/day, Unhallow
+
|-
+
|15-16 ||Horrid Wilting
+
|-
+
|17-18 ||Summon Monster 9(Fiends Only)
+
|-
+
|19-20 ||Destruction
+
|}
+
 
+
==Dog==
+
* Saves
+
** Fort 4 = 2 Animal + 2 Con
+
** Ref 3 = 2 Animal + 1 Dex
+
** Will 1 = 1 Wis
+
 
+
{|border=1 cellpadding=1
+
|Name||Stat||Total||Derived ||Optional
+
|-
+
|Acrobatics|| ||1 || ||+4 Racial when jumping, +4 When Jumping
+
|-
+
|Perception||Wis||8 ||4 Rank +1 Wis +3 Skill Focus
+
|-
+
|Survival||Wis||1 || ||+4 Racial when tracking by scent
+
|}
+
 
+
Skills: Each HD gives 6+Int mod.
+
 
+
Speed 40 ft
+
 
+
HP 1d8 + 2 Con
+
 
+
BAB 0, CMB 0, CMD 11 (15 vs trips)
+
Melee bite +2 attack (1d4+1 damage)
+
 
+
Feats: Skill Focus (Perception)
+
 
+
==Wizard Familiar==
+
Special Ability: +2 to Reflex saves
+
 
+
HD: Master's Character Level or creatures, whichever is higher
+
 
+
HP: Master's HP / 2
+
 
+
Attacks: Use the master's BAB. Use familiar's Dex or Str, whichever is higher for natural attacks
+
 
+
Saves: Animal's 2/2/0 or the master's, whichever is betterr
+
  
 
Skills: Acrobatics, Climb, Fly, Perception, Stealth and Swim are Class Skills. Use the master's skill ranks or the animal's natural skill rank, whichever is better.
 
Skills: Acrobatics, Climb, Fly, Perception, Stealth and Swim are Class Skills. Use the master's skill ranks or the animal's natural skill rank, whichever is better.
  
Familiar Abilities: Based on master's level in classes that grant familiars.
+
==Feats and Abilities==
{|border=1 cellpadding=1
+
===Dog===
|Master's Class Level||Natural Armor Bonus||Int||Abilities
+
* Skill Focus (Perception)
|-
+
===Wizard Familiar===
|1-2||+1||6||Alertness, Improved Evasion, Share Spells, Empathic Link
+
* Special Ability: +2 to Master's Reflex saves
|-
+
* Alterness (Ex): When Sunshine is within arms reach, Ezel gains this feat.
|3-4||+2||7||Deliver Touch Spells
+
** Ezel already has this feat.
|-
+
|5-6||+3||8||Speak with Master
+
|-
+
|7-8||+4||9||Speak with animals of its kind
+
|-
+
|9-10||+5||10||
+
|-
+
|11-12||+6||11||Spell Resistance
+
|-
+
|13-14||+7||12||Scry on Familiar
+
|-
+
|15-16||+8||13||
+
|-
+
|17-18||+9||14||
+
|-
+
|19-20||+10||15||
+
|}
+
 
+
* Alterness (Ex): When the familiar is within arms reach, the master gains this feat.
+
 
* Share Spells: Ezel can cast spells with the target of "You" on Sunshine as a touch spell. He can cast even if they do not affect Magical Beasts.
 
* Share Spells: Ezel can cast spells with the target of "You" on Sunshine as a touch spell. He can cast even if they do not affect Magical Beasts.
 
* Empathic Link (Su): 1 mile distance. Only general emotions can be conveyed.
 
* Empathic Link (Su): 1 mile distance. Only general emotions can be conveyed.
 
* Deliver Touch Spells (Su): Sunshine can be designated as the "toucher" when Ezel casts a touch spell. It will dissipate if Ezel casts another spell before the touch is delivered.
 
* Deliver Touch Spells (Su): Sunshine can be designated as the "toucher" when Ezel casts a touch spell. It will dissipate if Ezel casts another spell before the touch is delivered.
* Speak with Master (Ex): Ezel and Sunshine can communicate verbally. Others do not understand it without magical help.
+
* Speak with Master (Ex): Ezel and Sunshine can communicate verbally. Others do not understand them without magical help.
* Speak with Dogs (Ex): This includes dire kinds, wolves, and other canines.
+
* Speak with Dogs (Ex): This includes dire dogs, wolves, and other canines.
 
* Scry on Familiar (Sp): Ezel can Scry on Sunshine 1/day
 
* Scry on Familiar (Sp): Ezel can Scry on Sunshine 1/day

Latest revision as of 18:49, 25 February 2010

Ezel

Chad's character

  • Class: 11 Wizard/1 Lich/6 Planeshifter
  • XP: (Level 18 min + bonus from summaries)
  • Race: Lich (was a Human)

Money:

GP 3681
CP 202

Languages: Common, Draconic, Elven, Dwarven, Undercommon, Abyssal, Celestial, Infernal, Sylvan

Stats

Name Stat Bonus Derived
Str 12 +1
Dex 14 +2
Con 10 0
Int 27 +8 +2 Human +3 Bonus Stat +2 Lich +6 Headband of Int
Wis 16 +3 +2 Lich
Cha 21 +5 +2 Lich +1 Bonus Stat +4 Rod of Splendor

Attacks

  • BAB: 8/3 = 5 Wizard + 3 Planeshifter
  • Combat Maneuver
    • Bonus: 9 = 8 BAB + 1 Str
    • Defense: 21 = 10 + 8 BAB + 1 Str + 2 Dex

Arcane Strike

  • 1 swift action
  • +3 bonus damage (Caster Level /5)
  • Weapons are treated as magical for overcoming DR
  • Lasts for 1 round

Dagger of Entry

  • +1 dagger
    • Knock, Find Traps, Detect Secret Doors
    • 9th level caster
    • Found in Arms and Equipment Guide, page 104

Lich Touch Attack

  • +9 to hit (8 + 1 Rings of Force Armor)
  • 1d8 + 8 (HD/2) + 1d4 (Rings of Force) damage
  • with a Paralyzing Touch

Paralyzing Touch

    • Fort Save DC 23 (10 +8 (HD/2) +5 Cha) or Permanently Paralyzed
    • Remove Paralysis spell or Remove Curse can free the victim
    • User appears dead (DC 20 Perception or DC 15 Heal to notice victim is alive)

Fear Aura

    • Will Save DC 23 (10 +8 (HD/2) +5 Cha)
    • < 5 HD within 60 feet or become frightened
    • >= 5 HD within 60 feet or become shaken for 17 (HD) rounds
    • Mind Altering Fear affect
    • Those who save are immune for 24 hours

Defenses

  • HP: 130 = 95 (rolled) + 35 = 17d8 + 17*5 Cha
  • DR 15/Bludgeoning and Magic from Lich
  • Immune to Cold, Electricity
  • Ioun Stone, Pearl Black: Deals 1 hp of negative damage every 10 minutes
    • Ezel is undead, so this will restore him instead
  • AC: 25 = 10 + 2 Dex + 5 Lich Natural Armor +3 Ring of Protection Deflection +5 Robe of the Magi Armor
    • Flat-footed: 23 = 10 + 5 Lich Natural +3 Ring of Protection Deflection +5 Robe of the Magi Armor
    • Touch: 15 = 10 + 2 Dex +3 Ring of Protection Deflection
    • Rings of Force provide +4 Armor like Mage Armor spell but is overwritten by Robe of the Magi

Init: 7 (2 Dex + 5 Forewarned)

  • Forewarned: You always get to act during the surprise round (you are flat-footed until you act.) Your init bonus = 1/2 Wizard level.
  • Divine Power (Sp): 11/day (3 + Int) touch a creature as a standard action. They get a +5 insight bonus (Wizard/2) to attack rolls, skill checks, ability checks and saving throws for 1 round.
  • Scrying Adept (Su): Permanent Detect Scrying on you. When you scry, treat the target as one step more familiar. Very familiar are at a -10 penalty.

Saves:

  • Spell Resistance 18 (Robe of the Archmagi)
  • Fort 15 = 3 Wizard +3 Planeshifter +5 Cha +4 Robe of the Archmagi
  • Refl 13 = 3 Wizard +2 Planeshifter +2 Dex +2 Familiar Bonus +4 Robe of the Archmagi
  • Will 16 = 7 Wizard +2 Planeshifter +3 Wis +4 Robe of the Archmagi

Undead

  • are immune to:
    • Mind-Affecting Effects
    • Death effects, Disease, Paralysis, Poison, Sleep, Stunning
    • Ability Drain, Non lethal damage, Energy Drain
    • Str Dex or Con damage
    • Exhaustion and Fatigue
    • Any Fort save unless it affects objects
    • Massive Damage (destroyed at 0 hp however)
    • Raise Dead spell (Resurrection and True Resurrection return undead to life)
    • Breathing, Eating, Sleeping

Lich

    • Rejuvenation: Will grow a new body after 1d10 days at the phylactery.
    • +4 Turn Resistance
    • Can use Touch attack as a Full-Round Action to heal self

Rings of Force

  • +4 Armor bonus to AC
    • Anyone who touches the wearer with bare skin takes 1d4 damage
    • unarmed strikes gain +1 to hit and 1d4 damage
    • Arms and Equipment guide, page 124

Movement/Vision

Lich

  • 60 ft Darkvision (Lich)

Wizard

  • Permanent See Invisibility (Wizard)
  • Permanent Tongues (Wizard)

Planeshifter

  • Plane Shift 1/day (Sp)
  • Analyze Portal 6/day (Sp)
  • Planar Survival (Ex)
    • Immune to normal planar effects
    • Any planar effect neutralized by Avoid Planar Effects
    • Also gains weaknesses of that plane
  • Morphic Stability
    • Highly Morphic planes are stablized within 180 feet (30 * Planeshifter)
  • Greater Planar Survival (Su)
    • Planar Survival trait is given to 6 (Planeshifter level) people
    • Lasts for 24 hours or if they are on a different plane
  • Control Planar Flux (Su)
    • Caster's level is 4 levels higher when casting Dimensional Anchor and Dismissal spells

Gear

  • Winged Boots
    • Command word sprouts wings and emulates Fly spell
    • (+4 to Fly checks)
    • 3/day up to 5 minutes of flight
  • Cloak of the Bat
    • Hang upside down from the ceiling, like a bat
    • Can polymorph into a bat (as per Beast Shape 3 spell)
    • Hold the edges of the garment to emulate Fly spell
    • (+7 to Fly checks)
      • Can fly only in darkness or near dark conditions
    • Can fly up to 7 minutes, must wait that long to renew it

Other

Rod of Splendor

  • Creates fine garments that last for 12 hours
    • Disappears if given away or stolen
    • Value is 1d4+6 * 1000 gp
    • Once per week, palatial tent for 200 people lasts for 1 day

Hat of Disguise

  • Emulates Disguise Self spell
    • Can form hat as a different garment

Feats and Abilities

General

  • Skill Focus (Spellcraft) (Human bonus feat)
  • Skill Focus (Bluff) (Level 1)
  • Spell Focus (Divination)
  • Alertness
  • Eschew Materials
  • Skill Focus (Diplomacy)
  • Improved Counterspell
  • Spell Penetration
  • Energy Substitution
  • Arcane Strike

Plot

  • Obtain Familiar (Complete Arcane)
  • Improved Familiar

Wizard

  • Scribe Scroll (Wizard bonus feat)
  • Craft Wondrous Item (Wizard bonus feat)
  • Spell Mastery (Wizard bonus feat)
  • A familiar (Demon Dog)
  • Specialize in Divination schools
    • Forewarned
    • Divine Power
    • Scrying Adept (8 Wizard)
  • Neglect Necromancy and Enchantment schools
  • Cantrips

Lich

  • Lich Touch Attack
  • Lich Fear Aura
  • Lich Defenses

Undead

  • Undead Traits

Planeshifter

  • Plane Shift 1/day (Sp)
  • Add Planeshifter levels to spellcasting list and level
  • Analyze Portal level/day
  • Planar Survival (Ex)
  • Morphic Stability
  • Greater Planar Survival
  • Control Planar Flux

Skills

Skill point total: 148 = (2 Wizard +5 Int +1 Human) * 11 + (4 Planeshifter +5 Int + 1 Human) * 6

Skill Stat Total Derived Optional
Appraise Int 13 5 Rank +8 Int +3 Class Skill
Bluff Cha 13 5 Rank +5 Cha +3 Skill Focus
Climb Str 2 2 Str 17 Skill Ranks with Headband of Int (19 total check)
Diplomacy Cha 24 10 Rank +5 Cha +6 Skill Focus +3 Class Skill
Disguise Cha 13 5 Rank +5 Cha +3 Class Skill +2 Disguise Kit, Circumstance or +10 Hat of Disguise, Enhancement or +20 Polymorph
Fly Dex 9 4 Rank +2 Dex +3 Class Skill +4 with Winged Boots or +7 with Cloak of the Bat
Intimidate Cha 11 3 Rank +5 Cha +3 Class Skill 17 Skill Ranks with Headband of Int (25 total check)
Knowledge(Planes) Int 28 17 Rank +8 Int +3 Class Skill
Knowledge(Arcana) Int 28 17 Rank +8 Int +3 Class Skill
Knowledge(Religion) Int 28 17 Rank +8 Int +3 Class Skill
Knowledge(History) Int 28 17 Rank +8 Int +3 Class Skill
Linguistics Int 16 5 Rank +8 Int +3 Class Skill
Perception Wis 23 8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill
Profession (clerk) Wis 2 2 Wis 17 Skill Ranks with Headband of Int (19 total check)
Sense Motive Wis 23 8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill
Spellcraft Int 34 17 Rank +8 Int + 3 Class Skill + 6 Skill Focus
Stealth Dex 23 5 Rank +2 Dex +8 Lich +3 Class Skill +5 Cloak of the Bat
Survival Wis 11 5 Rank +3 Wis +3 Class Skill

Spells

Level 0 1 2 3 4 5 6 7 8 9
Class 4 4 4 4 4 4 4 3 2 1
Stat - 2 2 2 2 1 1 1 1
Total 4 6 6 6 6 5 5 4 3 1
  • DC: 10 + 8 Int = 18 + spell level
  • bonus to overcome SR 4 = +2 (Spell Penetration) +2 Enhancement Bonus (Robe of the Archmagi)
  • Spell Focus (Divination): +1 DC to spells from this school.
  • Energy Substitution (Complete Arcane, page 79): Choose one type of energy (acid) You can modify a spell with an Energy descriptor to use that instead.
  • Eschew Materials: Do not need spell components less than 1 gp when casting spells.
  • Improved Counterspell: When Counterspelling, you may use a spell in the same school that is at least one level higher than the target spell.

Arcane Bond

  • Ezel's Amulet lets him cast one spell in his spellbook, he does not need to prepare it.
    • The spell cannot be in his prohibited schools (Necromancy or Enchantment)
    • If Ezel is not wearing this he must make a concentration check (20 + spell level) or lose the spell.

Specialized School

  • Ezel specializes in Divination
    • He can prepare an extra spell of each level every day as long as it is a Divination spell
  • Ezel has neglected Necromancy and Enchantment
    • These spells take 2 slots to prepare
    • Takes a -4 check on any skill checks to craft magic items that use Necromancy and Enchantment spells as prerequisites

Rod of Metamagic, Extend

  • User can cast up to 3 spells up to 6th level that act as if Extended.
    • Extend Spell: Spell lasts twice as long as normal. Durations of Concentration, Instant or Permanent are not affected.

Other

  • Spell Mastery: 5 spells can be memorized without needing the spellbook.
  • Blessed Book
    • Waterproof, Durable Pages
    • Has 1000 pages
    • Can scribe spells onto them without costs

Items

Plot Items

  • Anti-scry staff (plot)
  • House

These are in Pathfinder and standard D&D

  • Ring of Protection +3
  • Rod of Metamagic Extend (6th level spell)
  • Rod of Splendor (+4 Cha bonus)
    • Not that I think it's ever come up, or ever will- but that's "while you're holding/wielding it". So in battle (when it's important anyways). I guess if you were ever using both hands to do something else you wouldn't be holding it.
  • Headband of Int +6
    • Provides 17 (Level) Skill Ranks in Climb, Intimidate, and Profession(Clerk)
  • Boots, Winged
  • Cloak of the Bat
  • Hat of Disguise
  • Ioun Stone, Pearl Black (Based on Pearly White)
  • Robe of the Archmage (Black)
  • Blessed Book (renamed from Boccob's Blessed Book)
  • Disguise Kit

Arcane Bonded Item

  • Ezel's Amulet

Generic Items

  • Secret Chest & Minichest
  • 200g of gems
  • Magic Manacles

Other Items, will find later

  • Prot Evil Ring
  • Tuning fork to plane of air

Familiar

Sunshine

  • Fiendish Dog

Stats

Name Stat Bonus Derived
Str 13 +1
Dex 13 +1
Con 15 +2
Int 11 0 11(Wizard Familiar)
Wis 12 +1
Cha 6 -2

Attacks

  • BAB: 8/3 (Master's BAB)
  • Combat Maneuver
    • Bonus: 10=8 BAB + 3 Str -1 Size
    • Defense: 23=10 + 8 BAB + 3 Str +3 Dex -1 size
      • +4 Bonus when resisting a trip attempt
  • Bite Attack 10/5 to hit (8 BAB +1 Str +1 Size), 1d4+1 str damage

Fiendish

  • Smite Good
    • 1/day
    • Swift Action
    • Adds 0 (Cha Bonus) to attack rolls and deals 17 damage (HD) against good foes
    • Persists until target is dead or Sunshine rests

Defenses

  • HP: (1/2 of Wizard HP)
  • AC: 21 = 10 +1 Dex +9 Familiar Natural +1 Size
    • Flat-Footed: 20 = 10 +9 Familiar Natural +1 Size
    • Touch: 12 = 10 +1 Dex +1 Size
  • Init: +1 Dex
  • Saves:
    • Fort: 8=6 Master +2 Con
    • Ref: 6=5 Master +1 Ref
    • Will: 10=9 Master +1 Will
    • Improved Evasion (Ex): Can make Reflex Saves Throws for no damage. Takes half damage if he fails.
    • Spell Resistance (Ex): 22 = Master's level + 5
      • Overwrites Fiendish Dogs's SR of 6 (11 + CR)

Fiendish

  • DR 10/good
  • Resistance 15 to fire, cold

Movement/Vision

Dog

  • Speed 40

Fiendish

  • Darkvision 60 ft

Skills

Name Stat Total Derived Optional
Perception Wis 8 4 Rank +1 Wis +3 Skill Focus
  • Acrobatics: +4 Racial when jumping, +4 When Jumping
  • Survival: +4 Racial when tracking by scent

Skills: Acrobatics, Climb, Fly, Perception, Stealth and Swim are Class Skills. Use the master's skill ranks or the animal's natural skill rank, whichever is better.

Feats and Abilities

Dog

  • Skill Focus (Perception)

Wizard Familiar

  • Special Ability: +2 to Master's Reflex saves
  • Alterness (Ex): When Sunshine is within arms reach, Ezel gains this feat.
    • Ezel already has this feat.
  • Share Spells: Ezel can cast spells with the target of "You" on Sunshine as a touch spell. He can cast even if they do not affect Magical Beasts.
  • Empathic Link (Su): 1 mile distance. Only general emotions can be conveyed.
  • Deliver Touch Spells (Su): Sunshine can be designated as the "toucher" when Ezel casts a touch spell. It will dissipate if Ezel casts another spell before the touch is delivered.
  • Speak with Master (Ex): Ezel and Sunshine can communicate verbally. Others do not understand them without magical help.
  • Speak with Dogs (Ex): This includes dire dogs, wolves, and other canines.
  • Scry on Familiar (Sp): Ezel can Scry on Sunshine 1/day