NAME

Adventure Date: TBD, 2015
Last Updated: November 5, 2015


class:		Conjurer/Master Specialist              race:       human
level:		1 = 1/0                                 alignment:  	
xp:		0				        deity:      		

size: medium    age:  20           gender: female     height:   5'0"	
eyes: purple    hair: pink/purple  skin:   white      weight:   90 lbs

Campaign: 	TBD
Home Region: 	TBD
Languages:	Chondathan, Draconic, 


====================================================================================
STR:	 8	-1	HP: 	7			Speed:	30 ft 
DEX:	18	+4	AC:	14 (18/22)				
CON:	16	+3	= 10   + 0(4)  + 0(4)   + 4   + 0    + 0   + 0       + 0
INT:	18	+4	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	 8	-1	AC touch:	14
CHA:	 8	-1	AC flat-footed: 10		Initiative:	+4
							Base Attack:	+0


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+3	= 0	+3		
Reflex:		+4	= 0	+4		
Will:		+1	= 2	-1		



====================================================================================


Attack		Bonus	Damage	Critical  Range	   Type	           Notes
------------	------	------	--------  -----	   ----	           -----
dagger          -1      1d4-1   19-20/x2  10 ft    P/S             
                +4 thrown



Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
mage armor	armor	+4	na	na	na	na	na	dur = 1 hour

shield		shield	+4	na	na	na	na	na	dur = 10 rounds

encumbrance     light   na	na     	na	na	na	na  


====================================================================================
SKILLS: Total = 28	max = 4/2	Ability	Mod	Ranks	Misc
+4	appraise                        INT	+4		
+4	balance			        DEX	+4		-0 AC.enc
-1	bluff				CHA	-1		
-1	climb				STR	-1		-0 AC.enc		
+8	*concentration			CON	+3	4       +1 focused
+4	*craft			        INT	+4	
+7	*decipher script                INT	+4	3	
-1	diplomacy			CHA	-1	
no	disable device		        INT	+4		
-1	disguise			CHA	-1		
+4	escape artist			DEX	+4		-0 AC.enc	
+4	forgery                         INT	+4		
-1	gather information		CHA	-1		
no	handle animal			CHA	-1		
-1	heal				WIS	-1	
+4	hide				DEX	+4		-0 AC.enc	
-1	intimidate			CHA	-1			
-1	jump				STR	-1		-0 AC.enc			
+11	*knowledge, arcana		INT	+4	4	+1 absent-minded/+2 college
+6	*knowledge, architect/engineer	INT	+4	1	+1 absent-minded
+6	*knowledge, dungeoneering       INT	+4	1	+1 absent-minded
+6	*knowledge, geography		INT	+4	1	+1 absent-minded
+6	*knowledge, history		INT	+4	1	+1 absent-minded
+6	*knowledge, local               INT	+4	1	+1 absent-minded
+6	*knowledge, nature		INT	+4	1	+1 absent-minded
+6	*knowledge, nobility/royalty	INT	+4	1	+1 absent-minded
+6	*knowledge, religion		INT	+4	1	+1 absent-minded
+6	*knowledge, the planes		INT	+4	1	+1 absent-minded
-3	listen                          WIS	-1		-1 absent-minded/-1 focused
+4	move silently			DEX	+4		-0 AC.enc	
no	open lock			DEX	+4		
-1	perform                         CHA	-1		
no	*profession			WIS	-1		
+4	ride				DEX	+4		
+4	search                          INT	+4		
-1	sense motive			WIS	-1		
no	sleight of hand                 DEX	+4		-0 AC.enc			
+8	*spellcraft			INT	+4	4	
+10	*spellcraft, learn conjuration	INT	+4	"	+2 conjurer
-3	spot				WIS	-1		-1 absent-minded/-1 focused
-1	survival                        WIS	-1		
-1	swim				STR	-1		-0 AC.enc x2			
no	tumble                          DEX	+4		-0 AC.enc		
+1	use magic device		CHA	-1	2cc	
+4	use rope                        DEX	+4		
no	speak languages			n/a		0cc		


=============================================================================
SPECIAL ABILITIES / FEATS
Armor:          none
Shields:        none
Weapons:        club, dagger, quarterstaff, crossbow (light, heavy)   


CONJURER (WIZARD)
- bonus on Spellcraft checks to learn conjuration spells = +2
- Abrupt Jaunt (Immediate Magic: PHB2, page 68), extra-ordinary ability
  - do not gain a familiar
  - can teleport up to 10 feet; immediate action, uses/day = INT = 4/day 
  - equivalent spell level = 1/2 wizard = 1, caster level = wizard = 1
  - save DC (if applicable) = 10 + 1/2 wizard + INT = 15
  - can not bring along any other creatures.
- Focused Specialist (Conjurer: Complete Mage page 34)
  - 3 prohibited schools (enchantment, evocation, illusion)
  - lose 1 wizard spell per spell level, but gain 3 bonus conjuration spells 


Scribe Scroll (1st level wizard feat)


Spellcasting Prodigy (1st level bonus feat)
- Wizard: treat Intelligence score as +2 higher (i.e. INT = 20)
  when determining bonus spells
- bonus spells 1 = +2; 2 = +1; 3 = +1; 4 = +1; 5 = +1; 
 

Collegiate Wizard (human bonus feat)
You have undergone extensive training in a formal school for wizards.
- Prerequisites: Int 13, wizard level 1st.
- begin play with knowledge of 6 1st-level spells +1 per point of INT modifier. 
- Each time gain a wizard level, add four spells to your spellbook
- gain a +2 bonus on all Knowledge (arcana) checks.


Spell Focus: Conjuration (flaw bonus feat 1)
- DC of conjuration spells = +1


Augment Summoning (flaw bonus feat 2)
- Each creature you conjure with any summon spell gains a +4 enhancement bonus 
  to Strength and Constitution for the duration of the spell that summoned it.


Bruise Easily (flaw 1)
- Each time you take bludgeoning damage, including that from falls, 
  you take an extra point of damage per damage die against you.


Phobia: Fey (flaw 2)
- Afflicted by a phobia and persistent fear of any and all Fey.
- Fey (as defined in the Monster Manual) include: 
  - dryad, grig, nixie, nymph, pixie and satyr.
- She realizes that the fear is excessive and irrational, but the fear is 
  disturbing enough that she avoids the stimulus.
- A DC 15 Will save is required to be able to force herself into 
  (or remain within) the presence of any and all Fey, and even then, she 
  will take a -2 morale penalty to all attack rolls, saving throws, skill 
  checks and ability checks so long as the object of the fear remains.


Absent Minded (trait 1)
- You are fascinated by knowledge and learning and are capable of pursuing complex 
  trains of thought quite quickly. However, your preoccupation with such thoughts 
  makes you a little less aware of your surroundings. 
- Benefit:  You gain a +1 bonus on Knowledge checks (although this does not let you 
            use a Knowledge skill untrained). 
- Drawback: You take a -1 penalty on Spot checks and Listen checks. 
- Roleplaying Ideas: Characters with this trait might flit from idea to idea, 
  trailing off in mid-sentence or mumbling their way through complex ideas. 
  Conversely, characters with this trait might be extremely articulate but 
  still allow their thoughts to move faster than the pace of a conversation. 


Focused (trait 2)
- You can keep your attention on a task despite many distractions; 
  however, events in the background pass you by. 
- Benefit: gain a +1 bonus on Concentration checks. 
- Drawback: take a -1 penalty on Spot checks and Listen checks. 
- Characters with this trait often seem single-minded or even obsessive in their 
  focus on a specific task. 


=============================================================================
SPELLS  0: 2w+3c  1: 0w+3c+2b  2: 0  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0

   DC
0: 14	acid splash, acid splash, acid splash, 
        disrupt undead, OPEN SLOT
1: 15	lesser orb of cold, lesser orb of fire, summon monster I,
        feather fall, OPEN SLOT

OPEN SLOT = can study spellbook for 15 minutes to prepare a needed spell	

- gain 4 spells for spellbooks/level

TBD'S SPELLBOOK #1: Level 0 and Level 1 Spells (31/100 pages)
- cannot learn enchantment, evocation, illusion
Level 0 = 19 pages                              
 (1/1)    Abjur:   resistance                                      
 (1/1)    Conj:    acid splash                                     
 (3/3)    Div:     detect poison, detect magic, read magic         
 (2/2)    Necro:   disrupt undead, touch of fatigue 
 (4/4)    Trans:   magehand, mending, message, open/close 
 (2/2)    Univ:    arcane mark, prestidigitation 
Level 1 = 10 pages       
 (1/5)    Abjur:   shield                                         
 (1/6)+5  Conj:    lesser orb of acid, lesser orb of cold, lesser orb of electricity, 
                   lesser orb of fire, lesser orb of sound, mage armor, summon monster I                                    
 (2/5)    Div:     identify
 (0/3)    Necro:     
 (2/8)    Trans:   feather fall 



==============================================================================
GEAR	Total WT= 10 + 15 = 25
	load: light = 26	medium = 53	heavy = 80

WT	Item
---	---------------------
0	traveler's outfit
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0	THROAT:	  OPEN SLOT
0	SHOULDER: OPEN SLOT
0	BODY: 	  OPEN SLOT
0	TORSO:	  OPEN SLOT
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0	HANDS:	  OPEN SLOT
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
0	SHIELD:	  OPEN SLOT

1	dagger (2 gp)

0.5     belt pouch (1 gp)
1       - coins

2	spell component pouch (5 gp)

0.5     scroll case #1 (1 gp)
        - Arcane Scroll: mage armor, CL 1 (25 gp each) x2
        - Arcane Scroll: shield, CL 1 (25 gp each) x2
0.5     scroll case #2 (1 gp)
        - Arcane Scroll: lesser orb of acid, CL 1 (25 gp)
        - Arcane Scroll: lesser orb of cold, CL 1 (25 gp) 
        - Arcane Scroll: lesser orb of electricity, CL 1 (25 gp)
        - Arcane Scroll: lesser orb of fire, CL 1 (25 gp)
        - Arcane Scroll: lesser orb of sound, CL 1 (25 gp)

4	waterskin, full (1 gp)

2       backpack (2 gp)
3	        - TBD's Spellbook #1
4		- trail rations, 4 days (2 gp)
5		- bedroll (0.1 gp)
1               - flint and steel (1 gp)



==============================================================================
TREASURE			
pp = 			
gp = 2
sp = 9			
cp = 			


=============================================================================
In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



==============================================================================
SPECIAL NOTES:

Priority is to buy a Heward's Handy Haversack

wands to acquire:
- Wand of Disrupt Undead (375 gp)
- Wand of Mage Armor (750 gp)
- Wand of Shield (750 gp)

Ability Boosters to INT
	+1 =  1,000 gp
	+2 =  4,000 gp
	+3 =  9,000 gp
	+4 = 16,000 gp
        +5 = 25,000 gp
        +6 = 36,000 gp

Lesser Metamagic Rod of Extend (3,000 gp) 3/day
- Metamagic Rod of Extend (11,000 gp) 3/day

Ring of Mighty Summons; complete mage, page 127 (14,000 gp)
- summoned creatures arrive with maximum hp = 3/day



Spells to acquire:
2:
3:
4:
5:
6:

==========================================================================
MASTER SPECIALIST (CONJURATION) at 4th level
- ENTRY REQUIREMENTS
  - Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.
  - Feat: Spell Focus (school of specialization).
  - Spellcasting: Must be able to cast 2nd-level arcane spells.
  - Special: Must be a specialist wizard.

FEATS
1	Spell Focus: Conjuration
1	AUGMENT SUMMONING
		Each creature you conjure with any summon spell gains a
		+4 enhancement bonus to Strength and Constitution for the
		duration of the spell that summoned it.
	RAPID SPELL [METAMAGIC]
		You can cast spells with long casting times more quickly.
		Benefit: Only spells with a casting time greater than 1
		standard action can be made rapid. A rapid spell with a casting
		time of 1 full round can be cast as a standard action. A
		rapid spell with a casting time measured in rounds can be
		cast in 1 full round. Rapid spells with casting times measured
		in minutes can be cast in 1 minute, and rapid spells
		with casting times measured in hours can be cast in 1 hour.
		A rapid spell uses up a spell slot one level higher than the
		spell’s actual level.
		Special: A spell can be made rapid and quickened only if
		its original casting time was 1 full round. This feat can be
		applied to a spell cast spontaneously as long as its original
		casting time was longer than 1 full round.

IMBUED SUMMONING
		Your summoning spells gain an element of surprise. You can
		summon creatures that come into existence with the benefit
		of a spell such as invisibility or bull’s strength.
		Prerequisites: Augment Summoning, Spell Focus (conjuration).
		Benefit: When you cast a spell from the summoning
		subschool, you can choose to grant the summoned creature
		the benefit of any spell of 3rd level or lower you can cast that
		has a range of touch. You cast the spell you wish to grant the
		creature (using a prepared spell or a spell slot) at the same
		time you cast your summoning spell. The creature gains the
		benefit of the spell when it appears.
		An imbued summoning spell uses up a spell slot one level
		higher than the spell’s actual level.

METAMAGIC SCHOOL FOCUS
You are unusually skilled at modifying the effects of a particular
school of magic.
Prerequisite: Spell Focus (chosen school) or specialist
wizard in chosen school.
Benefit: Choose a school of magic for which you have the
Spell Focus feat, or the school in which you have specialized.
Three times per day, you can reduce by one level the cost of a
metamagic feat applied to a spell of the chosen school. If you
prepare spells, you can have only up to three such reducedcost
spells prepared at any time.
Special: A wizard can select this feat as a wizard bonus
feat. This feat can be taken more than once. Each time you
take it, it applies to a different school of magic.

CLOUDY CONJURATION
Your conjured creations and summoned beings appear in a
puff of sickening black smoke, and you vanish in a cloud of
the same when you teleport.
Prerequisite: Spell Focus (conjuration) or conjurer level
1st.
Benefit: When you cast a conjuration spell, you can choose
to have a 5-foot-radius cloud of sickening smoke manifest.
The cloud can appear in your space, adjacent to you, or in
the space of or adjacent to your target (if any).
The cloud lasts for 1 round. Any living creature is sickened
while inside it (but not after exiting). The cloud in
all other ways acts like a small area of the fog cloud spell.
Creatures immune to poison are immune to the sickening
effect. The cloud appears in conjunction with the spell
taking effect (not before or after). Any creature you call or
summon with the spell is immune to the sickening effect
of the cloud.
Special: A conjurer can select this feat as a wizard bonus
feat.

Extend Spell (metamagic feat)


ACIDIC SPLATTER [RESERVE]
You can channel magical energy into orbs of acid.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have an acid spell of 2nd level or
higher available to cast, you can throw an orb of acid as a
ranged touch attack. The attack has a range of 5 feet per level
of the highest-level acid spell you have available to cast and
deals ld6 points of damage per level of that acid spell.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting acid spells.

Dimensional Reach Ability to cast 3rd-level spells Summon a small item, +1 CL on summoning spells

Summon Elemental Ability to cast 4th-level spells Summon elemental, +1 CL on summoning spells

==========================================================================

C01	Conj1: Scribe Scroll
        bf1: Spellcasting Prodigy
        human: Collegiate Wizard
        flaw1: Spell Focus: Conjuration
        flaw2: Augment Summoning
        
        SPELLS: CL=1  
	0: 2w+3c+0b  1: 0w+3c+2b  2: 0  3: 0  4: 0  
	5: 0  6: 0  7: 0  8: 0  9: 0
        BAB=+0, FORT=+0, REF=+0, WILL=+2

c02	Conj2: none
        skills: craft,weaving=5, knowledge,arcana=5, knowledge,architect=5, spellcraft=5 
	spells: CL=2 
	0: 3w+3c+0b  1: 1w+3c+2b  2: 0  3: 0  4: 0  
	5: 0  6: 0  7: 0  8: 0  9: 0
        BAB=+1, FORT=+0, REF=+0, WILL=+3


c03	Conj3: none
	bf3: acidic splatter (reserve feat)
	spells: CL=3
	0: 3w+3c+0b  1: 1w+3c+2b  2: 0w+3c+1b  3: 0  4: 0  
	5: 0  6: 0  7: 0  8: 0  9: 0
        BAB=+1, FORT=+1, REF=+1, WILL=+3


c04	MS1: Skill Focus (Spellcraft)
        a4: INT +1 = 19
	spells: CL=4
	0: 3w+3c+0b  1: 2w+3c+2b  2: 1w+3c+1b  3: 0  4: 0  
	5: 0  6: 0  7: 0  8: 0  9: 0
        BAB=+1, FORT=+1, REF=+1, WILL=+5


c05	MS2: Expanded spellbook - comjuration
	spells: CL=5 
	0: 3w+3c+0b  1: 2w+3c+2b  2: 1w+3c+1b  3: 0w+3c+1b  4: 0  
	5: 0  6: 0  7: 0  8: 0  9: 0
        BAB=+2, FORT=+1, REF=+1, WILL=+6


C06	MS3: Greater Spell Focus (conjuration)
        bf6: Rapid Spell - casting time of 1 round reduced to 1 standard action
	spells: CL=6 
	0: 3w+3c+0b  1: 2w+3c+2b  2: 2w+3c+1b  3: 1w+3c+1b  4: 0  
	5: 0  6: 0  7: 0  8: 0  9: 0
        BAB=+2, FORT=+2, REF=+2, WILL=+6
 

c07	MS4: Minor school esoterica - summoned creatures get bonus hp = caster level
	spells: CL=7
	0: 3w+3c+0b  1: 3w+3c+2b  2: 2w+3c+1b  3: 1w+3c+1b  4: 0w+3c+1b  
	5: 0  6: 0  7: 0  8: 0  9: 0
        BAB=+3, FORT=+2, REF=+2, WILL=+7


c08	MS5: Expanded spellbook - conjuration
        a8: INT +1 = 20
	spells: CL=8
	0: 3w+3c+0b  1: 3w+3c+2b  2: 2w+3c+2b  3: 2w+3c+1b  4: 1w+3c+1b  
	5: 0  6: 0  7: 0  8: 0  9: 0 
        BAB=+3, FORT=+2, REF=+2, WILL=+7


c09	MS6: Caster level increase +1 (conjuration)
	bf9: IMBUED SUMMONING
	spells: CL=9 
	0: 3w+3c+0b  1: 3w+3c+2b  2: 3w+3c+2b  3: 2w+3c+1b  4: 1w+3c+1b  
	5: 0w+3c+1b  6: 0  7: 0  8: 0  9: 0 
        BAB=+4, FORT=+3, REF=+3, WILL=+8


c10	MS7: Moderate school esoterica = +5 caster level for conjuration spells vs dispel
	spells: CL=10 
	0: 3w+3c+0b  1: 3w+3c+2b  2: 3w+3c+2b  3: 2w+3c+1b  4: 2w+3c+1b  
	5: 1w+3c+1b  6: 0  7: 0  8: 0  9: 0 
        BAB=+4, FORT=+3, REF=+3, WILL=+8


c11	MS8: Expanded spellbook - conjuration 6th level spell
	spells: CL=11 
	0: 3w+3c+0b  1: 3w+3c+2b  2: 3w+3c+2b  3: 3w+3c+1b  4: 2w+3c+1b  
	5: 1w+3c+1b  6: 0w+3c+1b  7: 0  8: 0  9: 0
        BAB=+5, FORT=+3, REF=+3, WILL=+9
 

c12	MS9:  Caster level increase +2 (conjuration)
        bf12: METAMAGIC SCHOOL FOCUS
        a12: INT +1 = 21
	spells: CL=12
	0: 3w+3c+0b  1: 3w+3c+2b  2: 3w+3c+2b  3: 3w+3c+1b  4: 2w+3c+1b  
	5: 2w+3c+1b  6: 1w+3c+1b  7: 0  8: 0  9: 0
        BAB=+5, FORT=+4, REF=+4, WILL=+9


c13	MS10: Major school esoterica = cast conjuration spell with a standard action as swift = 3/day
	spells: CL=13 
	0: 3w+3c+0b  1: 3w+3c+2b  2: 3w+3c+2b  3: 3w+3c+1b  4: 3w+3c+1b  
	5: 2w+3c+1b  6: 1w+3c+1b  7: 0w+3c+0b  8: 0  9: 0
        BAB=+6, FORT=+4, REF=+4, WILL=+10


c14	
	spells: CL=14
        BAB=+6, FORT=+3, REF=+3, WILL=+12


c15	
        bf15: Skill Focus = Spellcraft
	spells: CL=15
        BAB=+6, FORT=+3, REF=+3, WILL=+12


c16	
        a16: INT +1 = 22
	spells: CL=16
        BAB=+6, FORT=+3, REF=+3, WILL=+14


c17	
	spells: CL=17 
        BAB=+1, FORT=+0, REF=+0, WILL=+0


c18	
	bf18:
	spells: CL=18
        BAB=+1, FORT=+0, REF=+0, WILL=+0


c19	 
	
	spells: CL=19 
        BAB=+1, FORT=+0, REF=+0, WILL=+0


c20	
        a20: 
	skills:	
	spells: CL=20 
        BAB=+1, FORT=+0, REF=+0, WILL=+0


========================================================