NAME

Adventure Date: TBD, 2014
Last Updated: February 7, 2014


class:		Wizard/War Weaver/Loremaster/Archmage   race:       elf(sun)
level:		1 = 1/0/0/0                             alignment:  	
xp:		0				        deity:      		

size: medium    age:  120          gender: female     height:   5'0"	
eyes: purple    hair: pale gold    skin:   white      weight:   90 lbs

Campaign: 	TBD
Home Region: 	Evereska
Languages:	Elven, Chondathan, Illuskan, Draconic, Giant, Goblin, Orc


====================================================================================
STR:	 8	-1	HP: 	6			Speed:	30 ft 
DEX:	18	+4	AC:	14 (18/22)				
CON:	14	+2	= 10   + 0(4)  + 0(4)   + 4   + 0    + 0   + 0       + 0
INT:	20	+5	  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:	+2	= 0	+2		
Reflex:		+4	= 0	+4		
Will:		+1	= 2	-1		

- immune to sleep
- saving throw bonus vs enchantment = +2


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


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

lesser orb      +4	1d8	x2	  25 ft	   acid	           Ranged touch attack
(scroll)                1d8		           cold        
			1d8			   electricity
			1d8			   fire
			1d6			   sonic	

color spray     na	unc     na        15 ft    illusion        Will negates DC = 11
                        blind             (cone)   mind-affecting  spell resistane
                        stun				
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, 
              then blinded and stunned for 1d4 rounds, and then stunned for 1 round. 
              (Only living creatures are knocked unconscious, 
               so that means non-living can still be blinded/stunned)
3 or 4 HD:    The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round


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
+5	appraise                        INT	+5		
+4	balance			        DEX	+4		-0 AC.enc
-1	bluff				CHA	-1		
-1	climb				STR	-1		-0 AC.enc		
+7	*concentration			CON	+2	4       +1 focused
+5	*craft			        INT	+5	
+8	*craft, weaving                 INT	+5	3
+6	*decipher script                INT	+5	1	
-1	diplomacy			CHA	-1	
no	disable device		        INT	+5		
-1	disguise			CHA	-1		
+4	escape artist			DEX	+4		-0 AC.enc	
+5	forgery                         INT	+5		
-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			
+15	*knowledge, arcana		INT	+5	4	+1 absent-minded/+2 college/+3 focus
+7	*knowledge, architect/engineer	INT	+5	4	+1 absent-minded
+7	*knowledge, dungeoneering       INT	+5	1	+1 absent-minded
+7	*knowledge, geography		INT	+5	1	+1 absent-minded
+7	*knowledge, history		INT	+5	1	+1 absent-minded
+7	*knowledge, local               INT	+5	1	+1 absent-minded
+7	*knowledge, nature		INT	+5	1	+1 absent-minded
+7	*knowledge, nobility/royalty	INT	+5	1	+1 absent-minded
+7	*knowledge, religion		INT	+5	1	+1 absent-minded
+7	*knowledge, the planes		INT	+5	1	+1 absent-minded
-1	listen                          WIS	-1		-1 absent-minded/-1 focused/+2 elf
+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		
+7	search                          INT	+5		+2 elf
-1	sense motive			WIS	-1		
no	sleight of hand                 DEX	+4		-0 AC.enc			
+9	*spellcraft			INT	+5	4	
-1	spot				WIS	-1		-1 absent-minded/-1 focused/+2 elf
-1	survival                        WIS	-1		
-1	swim				STR	-1		-0 AC.enc x2			
no	tumble                          DEX	+4		-0 AC.enc		
no	use magic device		CHA	-1		
+4	use rope                        DEX	+4		
no	speak languages			n/a		0cc		


=============================================================================
SPECIAL ABILITIES / FEATS
Armor:          none
Shields:        none
Weapons:        club, dagger, longsword, quarterstaff, rapier,  
                crossbow (light, heavy), longbow (including composite longbow), 
                and shortbow (including composite shortbow)    


Elf: Sun
- Favored Class: Wizard
- INT+2, CON-2
- Medium-size 
- base land speed = 30 feet. 
- low-light vision
  - vision in starlight, moonlight, torchlight or shadowy illumination = human x2
- immune to sleep
- saving throw bonus vs enchantment = +2
- listen+2, search+2, spot+2
- automatic search check if pass within 5 ft of secret or concealed door.
- weapon proficiency: the longsword, rapier, longbow (including composite longbow), 
                      and shortbow (including composite shortbow) 


WIZARD
- Elf Wizard substitution level (level 1); Races of the Wild p157
  - Generalist Wizardry: cannot specialize in a school of magic
  - begin play with one extra 1st-level spell in spellbook
  - At each new wizard level, gain one extra spell of any spell level that can cast
  - may also prepare one additional spell of her highest spell level each day
    - Wizard Level 1 = +1 1st level bonus spell


Scribe Scroll (1st level wizard feat)


Spellcasting Prodigy (1st level bonus feat)
- Wizard: treat Intelligence score as +2 higher (i.e. INT = 22)
  when determining bonus spells
- bonus spells 1 = +2; 2 = +2; 3 = +1; 4 = +1; 5 = +1; 6 = +1
 

Collegiate Wizard (flaw bonus feat 1)
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 without additional research. 
- gain a +2 bonus on all Knowledge (arcana) checks.


Skill Focus: knowledge, arcana (flaw bonus feat 2)
- gain +3 bonus on knowledge, arcana checks


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.


Loner (flaw 2)
- You do not have the ability to summon a familiar or gain an animal companion.


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: 3  1: 1+3b  2: 0  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0

   DC
0: 15	detect magic, magehand, resistance
1: 16	feather fall, shield, sleep, OPEN SLOT

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

- gain 5 spells for spellbooks/level

TBD'S SPELLBOOK #1: Level 0 and Level 1 Spells (31/100 pages)
Level 0 = 19 pages                              
 (1/1)    Abjur:   resistance                                      
 (1/1)    Conj:    acid splash                                     
 (3/3)    Div:     detect poison, detect magic, read magic         
 (1/1)    Ench:    daze                    
 (4/4)    Evoc:    dancing lights, flare, light, ray of frost              
 (1/1)    Illus:   ghost sound             
 (2/2)    Necro:   disrupt undead, touch of fatigue 
 (4/4)    Trans:   magehand, mending, message, open/close 
 (2/2)    Univ:    arcane mark, prestidigitation 
Level 1 = 12 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                                    
 (2/5)    Div:     comprehend languages, identify
 (1/3)    Ench:    sleep 
 (0/4)    Evoc:     
 (0/5)    Illus:   
 (0/3)    Necro:     
 (2/8)    Trans:   erase, 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)
        - Arcane Scroll: shield, CL 1 (25 gp)
0.5     scroll case #2 (1 gp)
        - Arcane Scroll: sleep, CL 1 (25 gp)
0.5     scroll case #3 (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)

0       Wand of Colour Spray (300 gp)
	        - CL = 1, charges = 20
                - command word = "red, yellow, blue"
                - wand is red, yellow and blue - spiral weave pattern

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


With Craft Wand - makes Wand of Lesser Orb of 
Caster Level = 1 (  750 gp value /   375 gp cost), damage = 1d8 energy, range touch = 25 ft
Caster Level = 3 (2,250 gp value / 1,125 gp cost), damage = 2d8 energy, range touch = 30 ft
Caster Level = 5 (3,750 gp value / 1,875 gp cost), damage = 3d8 energy, range touch = 35 ft
Caster Level = 7 (5,250 gp value / 2,625 gp cost), damage = 4d8 energy, range touch = 40 ft
Caster Level = 9 (6,750 gp value / 3,375 gp cost), damage = 5d8 energy, range touch = 45 ft

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


Focus on getting reserve feats. Complete Mage (Level 9+)
3rd level = acidic splatter? fiery burst?


WAR WEAVER (Heroes of Battle, p112)
Requirements
Skills: Craft (weaving) 6 ranks, Knowledge (arcana) 6 ranks
Feats: Enlarge Spell
Spells: Ability to cast 3rd-level arcane spells

Class Skills (2 + Int modifier per level): Concentration, Craft, Knowledge (arcana), Profession, Spellcraft.


LOREMASTER
Work towards Loremaster prestige class? At 8th Level = Wizard 7/Loremaster 1
Requirements
Skills: Knowledge (any two) 10 ranks in each.
            Level 7 = Knowledge, arcana
            Level 7 = knowledge, xxx      
Feats: Any three metamagic or item creation feats, 
       plus Skill Focus (Knowledge [any individual Knowledge skill]).
            Bonus feat = Skill Focus (knowledge, arcana)
            Level 1 = scribe scroll
            Level 3 = brew potion? or craft wondrous item? or metamagic feat?
                      energy substitution-acid (metamagic)?
            Level 5 = craft wand
            Level 6 = craft arms and armor? or metamagic feat
            
Spells: Able to cast seven different divination spells, 
        one of which must be 3rd level or higher.
            Level 1 = Spell Level 0 = 3
            Level 1 = Spell Level 1 = 2
            Level 3 = Spell Level 2 = 0
            Level 5 = Spell Level 3 = 0

loremasterís class skills
Appraise (Int), 
Concentration (Con), 
Craft (alchemy) (Int), 
Decipher Script (Int), 
Gather Information (Cha), 
Handle Animals (Cha), 
Heal (Wis), 
Knowledge (all skills taken individually) (Int), 
Perform (Cha), 
Profession (Wis), 
Speak Language, 
Spellcraft (Int), 
Use Magic Device (Cha). 

Skill Points at Each Level: 4 + Int modifier.

Loremaster Secrets (level +6)
1: lore of true stanima (+2 Fortitude save)
3: newfound arcana (bonus 1st level spell)
5: more newfound arcana (bonus 2nd level spell)
7: applicable knowledge (any feat)
9: +2 reflex or +2 will


ARCHMAGE (level 16+)
Hit Die: d4.
Requirements
To qualify to become an archmage, a character must fulfill all the following criteria.

Skills: 
	Level 12 = Knowledge (arcana) 15 ranks
	Level 12 = Spellcraft 15 ranks.
Feats: 
	Level  9 = Spell Focus - school of magic 1 - evocation
	Level 12 = Spell Focus - school of magic 2 - enchantment?
        Level 15 = Skill Focus (Spellcraft)
Spells: 
	Level 14 = Ability to cast 7th-level arcane spells (normally 13, but lose 1 level from WarWeaver), 
	Level 10 = knowledge of 5th-level or higher spells from at least five schools.

Class Skills
The archmageís class skills (and the key ability for each skill) are Concentration (Con), 
Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), 
Search (Int), and Spellcraft (Int).
 
Skill Points at Each Level: 2 + Int modifier.

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

C01	W1: Scribe Scroll
        bf1: Spellcasting Prodigy
        flaw1: Collegiate Wizard
        flaw2: Skill Focus = knowledge, arcana
        skills: craft,weaving=3, knowledge,arcana=4, knowledge,architect=4, spellcraft=4
        spells: CL=1
        BAB=+0, FORT=+0, REF=+0, WILL=+2

c02	W2: none
        skills: craft,weaving=5, knowledge,arcana=5, knowledge,architect=5, spellcraft=5 
	spells: CL=2 
        BAB=+1, FORT=+0, REF=+0, WILL=+3


c03	W3: none
	bf3:Enlarge Spell
        skills: craft,weaving=6, knowledge,arcana=6, knowledge,architect=6, spellcraft=6
	spells: CL=3
        BAB=+1, FORT=+1, REF=+1, WILL=+3


c04	W4: none
        a4: INT +1 = 21
        skills: craft,weaving=6, knowledge,arcana=7, knowledge,architect=7, spellcraft=7
 	spells: CL=4
        BAB=+2, FORT=+1, REF=+1, WILL=+4


c05	W5: Craft Wand
        skills: craft,weaving=6, knowledge,arcana=8, knowledge,architect=8, spellcraft=8
	spells: CL=5 
        BAB=+2, FORT=+1, REF=+1, WILL=+4


C06	WW1: Eldritch tapestry
        bf6: fiery burst
        skills: craft,weaving=6, knowledge,arcana=9, knowledge,architect=8+1cc, spellcraft=9	
	spells: CL=5 
        BAB=+2, FORT=+1, REF=+1, WILL=+6
 

c07	WW2: Quiescent weaving 1
        skills: craft,weaving=6, knowledge,arcana=10, knowledge,architect=8+2cc, spellcraft=10	
	spells: CL=6 
        BAB=+3, FORT=+1, REF=+1, WILL=+7


c08	WW3: Quiescent weaving 2
        a8: INT +1 = 22
        skills: craft,weaving=6, knowledge,arcana=11, knowledge,architect=8+2cc, spellcraft=11	
	spells: CL=7 
        BAB=+3, FORT=+2, REF=+2, WILL=+7


c09	WW4: Quiescent weaving 3
	bf9: Spell Focus - evocation
        skills: craft,weaving=6, knowledge,arcana=12, knowledge,architect=8+2cc, spellcraft=12	
	spells: CL=8 
        BAB=+4, FORT=+2, REF=+2, WILL=+8


c10	WW5: Enlarged tapestry, quiescent weaving 4
        skills: craft,weaving=6, knowledge,arcana=13, knowledge,architect=8+2cc, spellcraft=13	
	spells: CL=9 
        BAB=+4, FORT=+2, REF=+2, WILL=+8


c11	LM1: Secret = The lore of true stamina = +2 bonus on Fortitude saves
        skills: craft,weaving=6, knowledge,arcana=14, knowledge,architect=10, spellcraft=14	
	spells: CL=10 
        BAB=+4, FORT=+2, REF=+2, WILL=+10
 

c12	LM2: Lore = LM Level + INT 
        bf12: Spell Focus - enchantment
        a12: INT +1 = 23
        skills: craft,weaving=6, knowledge,arcana=15, knowledge,architect=10, spellcraft=15	
	spells: CL=11
        BAB=+5, FORT=+2, REF=+2, WILL=+11


c13	LM3: Secret = Newfound arcana = 1 bonus 1st-level spell*
	spells: CL=12 
        BAB=+5, FORT=+3, REF=+3, WILL=+11


c14	LM4: Bonus Language = 
	spells: CL=13
        BAB=+6, FORT=+3, REF=+3, WILL=+12


c15	LM5: Secret = More newfound arcana = 1 bonus 2nd-level spell*
        bf15: Skill Focus = Spellcraft
	spells: CL=14
        BAB=+6, FORT=+3, REF=+3, WILL=+12


c16	AM1: High Arcana = Mastery of Elements: 8th level slot
        a16: INT +1 = 24
	spells: CL=15, max = 8th level spell 
        BAB=+6, FORT=+3, REF=+3, WILL=+14


c17	
	spells: CL=16 
        BAB=+1, FORT=+0, REF=+0, WILL=+0


c18	
	bf18:
	spells: CL=17, , max = 9th level spell
        BAB=+1, FORT=+0, REF=+0, WILL=+0


c19	 
	
	spells: CL=18 
        BAB=+1, FORT=+0, REF=+0, WILL=+0


c20	
        a20: 
	skills:	
	spells: CL=19 
        BAB=+1, FORT=+0, REF=+0, WILL=+0


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