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Basic Information

Heinrich's Abode

DM Credits

      Race: Human
     Class: Wizard, elementalist: Fire
     Level: 12
Experience: 158,884  Alignment: Neutral Good
 Languages: Common, Draconic, Dwarven, gnome, Terran, Auran and Ignan.
 home lang: Olde Landellian
     Deity: Pantheistic
   Current: Mynhear's Bane


Abilities

STR: 10 +0 (00 pts)
DEX: 14 +2 (05 pts)
CON: 10 +0 (00 pts)
INT: 24 +7 (10 pts) +2 Racial +2 levels +4 Item 
WIS: 14 +2 (03 pts) +1 @ lv 12
CHA: 12 +1 (02 pts) 

Combat Statistics

(Max-2) HP:  50 = [12d6(50) + CON (00) + Fav Class (0)] (Wizard 12)
             Base
        AC:  15 = [10 + DEX (02) + Armor (00) + natural (03) + Misc (00)]     
             *W/shield      
        AC:  19 = [10 + DEX (02) + natural (03) + shield (04) + Misc (00)]
             *W/ abl. barr 
        AC:  17 = [10 + DEX (02) + natural (03) + shield (00) + Armor (02)]
             *W/ shield & abl. barr 
        AC:  21 = [10 + DEX (02) + natural (03) + shield (04) + Armor (02)]
  AC Touch:  12* = [10 + DEX (02) ]
     AC Ff:  13* = [10 + natural (03) + shield (00) + Natural (00)]
      INIT:  +2 = [DEX (2)]
       BAB:  +6/+1 = [Wizard (12)]
       CMB:  +6 = [BAB (6) + STR (00) + Misc (00)]
       CMD:  18 = [10 + BAB (6) + STR (00) + DEX (02) + Misc (00)]
 Fortitude:  +7 = [Wizard 04 + CON (00) + cloak (+3)]
    Reflex:  +9 = [Wizard 04 + DEX (02) + cloak (+3)]
      Will: +13 = [Wizard 08 + WIS (02) + cloak (+3)]
     Speed:  30'
        DR:  00/Any
 Spell Res:  00
Energy Res:  fire 10
* shield or ablative barrier may apply
      conc: +23 = 12 [lv] +7 [int] + 4 [feat]

Weapon Statistics

  • Please specify the nature of Special and Miscellaneous Adjustments
Dagger, Melee: Attack: +6/+1 = [BAB (+6/+1) + STR (00) + Misc (00) + Magic (00)]
               Damage: 1d4, Crit: 19-20/x2, Special: range 10 feet, type P/S
 Dagger, Thrn: Attack: +8/+3 = [BAB (+6/+1) + DEX (02) + Misc (00) + Magic (00)]
               Damage: 1d4, Crit: 19-20/x2, Special: range 10 feet, type P/S
 Fire Jet(Su): Attack: Auto hit 
               Damage: 1d6+6(fire), Special: Reflex save for 1/2 dmg (DC 22)
                or catch fire and take additional 1d6(fire) dmg  
                -Range: 20' line
       weapon: Attack: +x = [BAB (0x) + DEX (0x) + Magic (0x)]
               Damage: 1dx+x, Crit: xx-xx/x-, Special: range xx feet, type x
* 

Racial Features

Ability Adjustments: +2 INT
         Bonus Feat: One at 1st Level
            Skilled: +1 Skill Point/Level
      Favored Class: Wizard (12x +1 Skill Point, 0x +1 HP)
               Size: Medium
              Speed: 30 ft

Class Features

Wizard Elementalist (fire)

 Weapon Proficiency: Proficient with club, dagger, heavy crossbow, light crossbow,
                     quarterstaff
             Spells: Casts arcane spells
        Arcane Bond: Silver pendant on chain. geometric shape in fashion of 3-d
                     design with arcane symbols on geometric shape. Allows use of
                     one extra spell in spell book per day of any level that can
                     currently be cast.
      Arcane School: elementalist: fire (opposition: water)
           Cantrips: Prepare cantrips
        Spell Focus: Gains Spell Focus of choice as bonus feat at 1st level.
Fire Supremacy (Su): You gain resistance 5 to fire. At 10th level, this resistance
                     increases to 10. At 20th level, you gain immunity to fire
                     damage. In addition, whenever you are within 5 feet of a source
                     of flame at least as large as a campfire, you can draw the fire
                     around you for 1 round as a swift action. Anyone striking you
                     with a melee weapon or unarmed strike takes an amount of fire
                     damage equal to 1/2 your wizard level (Dam: 5). Weapons with
                     reach avoid this damage.
      Fire Jet (Su): As a standard action, you can send forth a 20-foot 
                     line of fire. Anyone in this line takes 1d6 points of
                     fire damage + 1 point for every two wizard levels [+5] you
                     possess. A successful Reflex save halves this damage.
                     The DC of this save is equal to 10 + 1/2 your wizard
                     level + your Intelligence modifier. Creatures that fail
                     their saving throw catch fire and take 1d6 points of
                     fire damage on the following round. Creatures that catch
                     fire can avoid this damage by taking a full-round action
                     to extinguish the flames by making a DC 16 Reflex save.
                     Rolling on the ground gives a +2 circumstance bonus on
                     the save. Dousing the creature with water automatically
                     extinguishes the flame. You can use this ability a
                     number of times per day equal to 3 + your Intelligence
                     modifier.                     
                     DC 22  Unused: 00000 0000  Used: 
 Dancing Flame [SU]: At 8th level, as a standard action, you can sculpt fire 
                     to suit your desires. With one use of this ability you 
                     can move any nonmagical fire up to 30 feet. Alternati-
                     vely you can use this ability to alter any fire spell 
                     that you cast with a duration of instantaneous by 
                     removing any number of squares from its area of affect. 
                     If the fire spell has a duration, you can use this 
                     ability to reposition the spell, within its original 
                     range (treat this as if you had just cast the spell, 
                     even though the duration is unchanged). You cannot use 
                     this ability on a fire spell that you did not cast. If 
                     you move a nonmagical flame, it must have a new source 
                     of fuel. If it does not, it is extinguished in one round. 
                     You can use this ability a number of times per day equal 
                     to 1/2 your wizard level.
                     Unused:  00000 0 Used: 

Feats

 Spell Focus [Evocation] (Wizard 1): +1 Bonus to DC of Evocation Spells
Gtr Spell Focus [Evocation] (Human): +1 Bonus to DC of Evocation Spells
                                       (Stacks with Spell Focus)
   Elemental Focus [Fire] (Level 1): +1 Bonus to DC of 'Fire' Spells
   Elemental Spell        (level 3): You may replace a spell’s normal damage 
   [Metamagic][acid][level           with that energy type or split the spell’s 
   increase +1]                      damage between that and the normal. this 
                                     causes a spell to take up a slot 1 level 
                                     higher then its normal slot
   Spell Specialization (level 5) : - Pre-reqs: Int 13, Spell Focus.
   [spell chosen: fireball]          Benefit: Select 1 spell of a school for
                                     which you have taken the Spell Focus
                                     feat. Treat your caster level as being 2
                                     higher for all level-variable effects
                                     of the spell.
                                     -- Every time you gain an even level in 
                                     the spell casting class you chose your spell 
                                     from, you can choose a new spell to replace 
                                     the spell selected with this feat, and that 
                                     spell becomes your specialized spell.
   Piercing spell      (Wizard 5) :  Benefit: When you cast a piercing spell
   [Metamagic -                      against a target with spell resistance, 
    Level Increase +1]               it treats the spell resistance of the target
                                     as 5 lower than its actual SR.
         Combat Casting (level 7) :  Benefit: You get a +4 bonus on 
                                     concentration checks made to cast a spell
                                     or use a spell-like ability when casting
                                     on the defensive or while grappled.
            Silent spell(level 9) :  A silent spell can be cast with no 
                                     verbal components. Spells without verbal
                                     components are not affected.
                                     Level Increase: +1
   Ectoplasmic spell  (Wizard 10) :  An ectoplasmic spell has full effect against
   [Metamagic - Level increase +1]   incorporeal or ethereal creatures.
   Gtr Spell specliz   (level 11) :  By sacrificing a prepared spell of the same
                                     or higher level than your specialized spell,
                                     you may spontaneously cast your specialized
                                     spell. The specialized spell is treated as
                                     its normal level, regardless of the spell
                                     slot used to cast it. You may add a metamagic
                                     feat to the spell by increasing the spell
                                     slot and casting time, just like a cleric 
                                     spontaneously casting a cure or inflict spell
                                     with a metamagic feat.
   *Interested in: Arcane discovery - split slot; feat: Burning spell, elemental spell [force];spell perfection; highten spell; prefered spell, Arcane blast, Arcane shield

Spell Lists (Known)

0 Level             Level 01                Level 02                 
* Resistance        * Break                * Arcane Lock            
* Acid Splash [c]   * Burning Hands (E,*)  * Burning gaze (E)         
* Detect Magic      * Chill Touch          * Cat's grace            
* Detect Poison     * comp lang            * darkvision
* Read Magic        * Ear piercing scream  * Elemental Touch 
* Daze              * Endure Elements (E)  * Flaming Sphere (E)
* Dancing Lights    * enlarge person       * Fox's cunning
* Flare             * expeditious retreat  * Knock
* Light             * Feather Fall         * Levitate
* Spark             * Identify             * Resist Energy
* Disrupt Undead    * Jump [c]             * Scorching Ray (E)
* Touch of Fatigue  * Magic Missile        * See Invisibility
* Mage Hand         * magic weapon         * Spectral Hand
* Mending           * Shield               * Warding Weapon
* Message           * Touch of the Sea &   * false life
* Open/Close        * Touch of Gracelessness
* Arcane Mark                                     
* Prestidigitation
   
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX  

Level 03                  Level 04            Level 05
* Dispel magic            * Black tentacles   * Elemental body II [E] 
* Displacement            * darkvision, gtr   * Feuer vyrm [fire snake] [E,ev}
* Draconic Reservoir      * Detonate          * Life Bubble
* Fire ball (**,E,ev)     * Dimension door    * lightning arc (ev)
* Flame Arrow (E)         * scrying           * Summon monster V [E]
* Haste                   * Stone Shape       * Teleport
* -Lightning bolt- (ev)   * stone skin        * Wall of force
* Tiny Hut                * summ monst IV [E]
* Ablative Barrier [c]
* Fly 
          
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX  
              
Level 6
* Chains of fire (E,ev)   
* forceful hand
* form of the dragon I (E)
* legend lore
* siricco (E,ev)
* tar pool (E)
* undeath to death
* summ monst 6 [E]
* Disintegrate 

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX   

( - ) cast through bonded object
(*)   cast at +1 level (trait) 
(**)  cast at +2 levels (Feat)
(E)   elemental: flame school
(ev)  evocation
(A)   denotes changed to acid
(&)   takes 2 spell slots to cast
(#)   recalled via pearl of power
[c]   conjuration
(***) cast or sacrificed

*
*
*
Spells Memorized
Save DC:          General: 17 + SL
                Evocation: 19 + SL
         Elemental (Fire): 18 + SL
            Evoc + (Fire): 20 + SL
0 Level              Level 01               Level 02              
* Resistance     * Burning Hands(ev,E,*) * cat's grace 
* Detect Magic   * Endure Elements (E)   * Levatate
* Dancing lights * Expeditious Retreat   * resist energy
* acid splash    * feather fall          * See invisibility
                 * magic missile         * Scorching Ray (ev,E)
                 * endure elements (E)   * Scorching ray (ev,E)
                 * shield                * Warding Weapon 
                 P magic missile         P ***scorching ray (ev,E)
                 P magic missile         P cat's grace
                 P Ear pierce scream (ev)P Levetate 

LEVEL 3                LEVEL 04                LEVEL 05
* Flame arrow (E)      * summon monster 4 (E)  * lightning arc
* Haste                * stone skin            * Elemental body [E]
* Dispel Magic         * dimension door        * wall of force
* Ablative barrier     * Stone shape           * Teleport
* lightning bolt       * Blk Tentacles         * Fire snake           
* Displacement         p stone skin
* Draconic reservoir                    
P Haste                
»special: Gtr Spell Spec: Fire ball (**,ev,E)  


LEVEL 6
* Tar Pool (E)
* forceful hand
* Forceful hand               
* Form of the dragon I (E)

notes
( - ) denotes a cast spell   
(*) cast at +1 level (trait) 
(**) cast at +2 levels (Feat)
(E) elemental: flame school 
(ev) evocation
(A) denotes changed to acid
(&) takes 2 spell slots to cast
(#) recalled via pearl of power
(E,A) denotes 50% fire/50% acid 
spells per level:
Level 0:  4               =4
Level 1:  4+2(Int)+1(Fire)=6+1 +2 re-callable (pearl of power) 
Level 2:  4+2(Int)+1(Fire)=6+1 +3 re-callable (pearl of power) 
Level 3:  4+2(Int)+1(Fire)=6+1 +1 re-callable (pearl of power) 
Level 4:  3+1(Int)+1(fire)=4+1 +1 re-callable (pearl of power) 
Level 5:  3+1(Int)+1(fire)=4+1
Level 6:  2+1(Int)+1(fire)=3+1
Level 7:  X+1(Int)+1(fire)=X+1

Skills

  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 108 = [[Base(2) + INT(5) + Human(1)]*Level + FC(12)] (Wizard 12)
                                  
Skills                 Total  Rank  CS   Ability  ACP  Misc
Acrobatics             +4     2     0       2     -0   +0 
Appraise c            +19     9     3       7          +0 
Bluff                  +1     -     0       1          +0 
Climb                   -     -     0       0     -0   +0 
Craft c(paper making) +11     1     3       7          +0 
Diplomacy              +1     -     0       1          +0 
Disable Device                -     0       0     -0   +0 
Disguise               +1     -     0       1          +0 
Escape Artist          +2     -     0       2     -0   +0 
Fly  c                +12     7     3       2     -0   +0 
Handle Animal                 -     0       0          +0 
Heal                   +2     -     0       2          +0 
Intimidate              -     -     0       0          +0 
Knowledge c(Arcana)   +22    12     3       7          +0 
Knowledge c(Dngnrng)  +23     3/12* 3       7          +1 (trait)(item*) 
Knowledge c(Engnrng)  +14     4     3       7          +0 
Knowledge c(Geography)+15     4     3       7          +1 (trait) 
Knowledge c(History)  +14     4     3       7          +0 
Knowledge c(Local)    +11     1     3       7          +0 
Knowledge c(Nature)   +14     4     3       7          +0 
Knowledge c(Nobility) +14     4     3       7          +0 
Knowledge c(Planes)   +22     9/12* 3       7          +0 (item*)
Knowledge c(Religion) +14     4     3       7          +0 
Linguistics c          +8     1     0       7          +0 
Perception            +14    12     0       2          +0 
Perform     (       )   -     -     0       0          +0 
Profession c(       )         -     0       1          +0 
Ride                   +2     -     0       2     -0   +0 
Sense Motive           +3     1     0       2          +0 
Sleight of Hand               -     0       2     -0   +0 
Spellcraft  c         +22    12     3       7          +0 
Stealth               +14    12     0       2     -0   +0 
Survival               +3     1     0       2          +0 
Swim                   +1     1     0       0     -0   +0 
Use Magic Device              -     0       0          +0
*: Headband of vast intelligence bonus (Max Ranks in Kn:Dngnrng and Kn:Planes)
 

Traits

     Gifted Adept (Magic): 1 spell is at +1 caster level (Burning hands) 

Scholar of Ruins (Racial): Gain a +1 trait bonus on Knowledge (Geography)
                           and Knowledge (Dungeoneering) checks.

Equipment

Equipment                        Cost     Weight
Explorer's Outfit                 0.0 gp      --- lb  [8 lb]
Dagger, adament kris blade    3,002.0 gp      1.0 lb
+1 1/4 staff,                 8,340.0 gp      1.0 lb
  Darkwood, spell storing; spell stored: Lightning Bolt
Infinite Scrollcase            2800.0 gp      3.0 lb see below for inventory  
Handy Haversack                2000.0 gp      5.0 lb
  Bag: Waterproof                 NT          0.5 lb  Haversack
     Spellbook                   00.0 gp      3.0 lb 99/100 pages filled
  Bag: Waterproof                 NT  gp      0.5 lb  Haversack
     Spellbook                   15.0 gp      3.0 lb 55/100 pages filled
  Winter Blanket                  0.5 gp      3.0 lb  Haversack
  Bedroll                         0.1 gp      5.0 lb  Haversack
  Sun Rod x 4                     NT  gp      4.0 lb  Haversack
  Flint and Steel                 1.0 gp      --- lb  Haversack
  Lamp, Common                    0.1 gp      1.0 lb  Haversack
  Oil x 1 pint                    0.1 gp      1.0 lb  Haversack
  Oil x 5 pint                    NT  gp      5.0 lb  Haversack
  Trail Rations x 20              NT  gp     20.0 lb  Haversack
  Scroll Tube                     1.0 gp      0.5 lb  Haversack
  Paper X 2                       0.8 gp      --- lb  Haversack
  Ink Pen                         0.1 gp      --- lb  Haversack
  Ink                             8.0 gp      --- lb  Haversack
  Oil (Alchemist's Fire) x1      20.0 gp      2.0 lb  
  hemp rope, 100 ft               NT  gp     20.0 lb  Haversack
Belt Pouch                        1.0 gp      0.5 lb
Spell Component Pouch             5.0 gp      2.0 lb
silvered mirror                1000.0 gp      --- lb
cloak of resistance +3         9000.0 gp      1.0 lb  

Wand Acid arrow                3420.0 gp      --- lb  38 charges  Haversack
amulet of natural armor +3    18000.0 gp      --- lb
headband of Int +4            16000.0 gp      1.0 lb
pearl of power lv 1            1000.0 gp
pearl of power lv 1            1000.0 gp
pearl of power lv 2            4000.0 gp
pearl of power lv 2            4000.0 gp
pearl of power lv 2            4000.0 gp
pearl of power lv 3            9000.0 gp
pearl of power lv 4           16000.0 gp
Wand of CLW (50/50 charges)     750.0 gp
                                      gp
wealthy lifestyle *            1000.0 gp
Cold weather outfit               8.0 gp     7.0 lb --> Haversack
cleats                            5.0 gp     2.0 lb       "
snow shoes                        5.0 gp     4.0 lb       "
                           =========     
                     Total: 106,363.7 gp  +18  
               Total Weight:     15.5 lb carried, haversack: 79.5 lb

infinite scroll case inventory: Empty

potion:
 (2 x potion cat's grace          600.0 gp      --- lb Haversack)

            Light  Medium   Heavy    
Max Weight:  0-33   34-66  67-100

*:The PC has a sizable home. He can secure any non-magical item worth 5 gp or less 
from his belongings in his home in 1d10 minutes, and need only track purchases of 
meals or taxes in excess of 10 gp.
**spell storing: 
http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/spell-storing

Finances

PP:     0                            Initial Character Monies: +    150    GP
GP:   464 -18                             Little Rock of Horrors: +  1,541.5  GP 
SP:     9                          The Sword and Fallen Angel: +  3,410.12 GP
CP:     2                               Daggers at Midnight I: +  4,014.2  GP
                                       Daggers at Midnight II: +    350    GP
                                            Mopping Up part 1: +  2,825    gp
                                            Mopping up part 2: +  5,311    gp
                                                  School Days: +  5,372    gp
                                               Coils of flame: + 18,581    gp
                                               Evil unto Evil: + 54,057    gp
                                                       4 DMCs: +  8,640    gp
                                           Blancher's Revenge: + 22,000    gp
                                                               =============
                                              Career Earnings:  148,251.82 gp  
                                  Consumed or Destroyed items:-  21,365.5  gp 
                                      Carried Inventory Value:- 106,363.7  gp
                                                               =============
                                                       Coinage:     464.92 gp 


Expenditures:
 Purchase/scribing of scrolls: 21,365 GP [double checked on 11/6/14 Aura] 

  Endure Elements (35), Touch of the Sea (35), Elemental Touch (190),
  Magic Weapon (35), Ear Piercing Scream (35), Break (35), Jump (35),
  Fox's Cunning (190), Flaming Sphere (190),See Invisibility (190),
  Knock (190), Resist Energy (190), Levitate (190), Enlarge Person (35)
  Spectral Hand (190), Arcane Lock (190), Darkvision (190), False Life (190)
  Leo's Tiny Hut (465), Dispel Magic (465), Flame Arrow (465), fly (465),
  Lightning Bolt (465), Ablative Barrier (465), Stone Shape (860)
  Scrying (860), Evard's Black Tentacles (860), Greater Darkvision (860),
  Wall of Force (1375), Elemental Body II (1375), form of the dragon I (2010)
  Sirocco (2010), Tar Pool (2010), Bigby's Forceful Hand (2010), Legend Lore (2010)
                                                        
 Gambling losses: Dunn Wright Inn 0.50 gp

Details

      Size: Medium
    Gender: Male
       Age: 21
    Height: 5' 10"
    Weight: 165 lbs.
Hair Color: flame red
 Eye Color: Blue
Skin Color: fair
Appearance: well groomed, clothing neat and clean, of good repair
  Demeanor: not snooty, but confident.
Background: Was sent away from father and mother in the baronies because of a 
            mishap involving teenage angst, a baron who took perverse pleasure
            in bulling his subjects around, namely his parents who taught him
            the wizardly skills, and a very well studied burning hands. The
            baron survived, though heavily scarred. Mother and father sent him
            to his uncle in Venza for fear of his life.
Homeland: nestled against the Sethir mountains and just a bit south of Tal Hollow at the headwaters of the Ouhm river is a barony where a hard life is carve out. So far there is nothing but marble quarries and caves, however deep in the caves are passages that lead to a crossroads market for exotic and rare items.
It is from this land, Olde Landadel, that Heinrich comes from. A tough land and a beaten people. A part of the Landadel Baronies, its remoteness allows for a wide range of near nefarious activities by the ruler, one Baron Staben von Drei-Spitzen [three peaks] of Weiße Klippe Landgut [White cliff manor], commonly referred to as Düster Haus or dark home.
Despite the fact that it is actually in the Ouhm River Compact, they still swear to be a part of the Landadel Baronies.

Adventure Log

Little Rock of Horrors (DM:GlassEye)

      XP Received: 1,307   XP (915 EXP + 392 TXP)(12/08/2010 - 02/01/2011)
Treasure Received: 1,541.5 GP (1,205.5 EGP+ 336 TPG) total payment received
  Taken as
            Items: Bracers of armor +1 (1000 GP)
                   ioun torch (75 gp)
Loose spell pages: Endure Elements (25 gp), Touch of the Sea (25 gp), 
                   Elemental Touch (150 gp) and 266.5 gp worth of coins

The Sword and the Fallen Angel (DM:perrinmiller)

   XP Received:  2,719 XP (1487 EXP + 1232 TXP)(2/6 - 6/17/2011) 112 days)
   XP Received:      120 XP (0 EXP + 120 TXP)(6/18/2011 - 6/25/2011) 8 days)
                 ========
Total XP Received: 2,839 XP 
Treasure Received: 3,410.12 GP (833.42+1208.7 + 112*11 + 8*17)

Daggers at Midnight I

      XP Received: 2,733 XP by Oct 6th to level to fourth
      XP Received:   550 XP by Oct 30th, last post
                  ========
Total XP Received: 3,283 XP 
Treasure Received: 4,014.2 GP = 1065gp + (102days x 17gp = 1734gp) 
                                       + (25days x 25gp = 625gp) + 590.2gp

[4195.2]

Daggers at Midnight II

      XP Received:  308 XP (22 Jan 2012 - 4 Feb 2012)
Treasure Received:  350 GP


[Mopping Up part 1&2] DM: sunshadow21 (start:7,737 xp; end 14,424 xp)

      XP Received:  6,687 XP (1367 EXP +  902 TXP + 2150 EXP + 2268 TXP)
Treasure Received:  8,136 GP (1800 EGP + 1025 TGP + 2800 EGP + 2511 TGP) 
                          Taken as gold + 50gp voucher for alchemical item;

[School Days : DM sunshadow21 (start: 14,424 xp, end 19,664 xp )

      XP Received:  5220 XP
Treasure Received:  5372 GP


Coils of Flame DM: Mowgli (start: 19,664 xp; end 41,651 xp) (not starting at 20,707 as game stated)

  XP Received: 22,007 XP 
     Treasure: 18,581 GP 
     Taken as: Infinite Scroll Case 2800 gp + 15,781 in coins.

http://www.enworld.org/forum/showthread.php?350423-LPF-Evil-Unto-Evil/page21&p=6415798#post6415798 DM: Systole (start: 52,,351 xp; end 130,722 xp)

  XP Received: 78,471 XP 
     Treasure: 54,057 GP 
     Taken as: silvered mirror (1000 gp); 2 x potion cat's grace (600 gp); Wand Acid arrow 38 chgs (3420 gp) 
     49,037 in coin
Spending 4 DMCs at 8th level (start: 41,651 xp; end 52,331 xp)
 XP Received: 10,680 XP  =  120 days * 89/day
    Treasure:  8,640 GP   = 120 days * 72/day

http://www.enworld.org/forum/showthread.php?409720-LPF-Blancher-s-Revenge/page4&p=6591485&viewfull=1#post6591485 DM: Perrinmilleri (start: 130,722 xp; end 158,884 xp)

  XP Received: 28,162 XP 
     Treasure: 22,000 GP 
     Taken as: All coins.

Level Ups

  Level 2:
    Class: Wizard
      BAB: +0 to +1
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +2 to +3
     Feat: Feat
 Features: spells (casting): +1 cantrip, + 1st level
           spells (learned): comprehend languages, feather fall
       HP: max-2 = 6+4=10          
Skill Pts: +8 = +4(Int) +2(base) +1 (Human) +1(FC); +8(Old Total) = 16

the following skills were improved:
Appraise, Knowledge (Arcana), Knowledge (Engnrng), Knowledge (Geography), 
Knowledge (Planes), Perception, Spellcraft, Stealth
  Level 3:
    Class: Wizard
      BAB: +1 to +1
     Fort: +0 to +1
      Ref: +0 to +1
     Will: +3 to +3
     Feat: Elemental Spell (Metamagic)[acid]
 Features: spells (casting): +1 2nd level
           spells (learned): Scorching Ray, cat's grace
       HP: Max -2  6+4+4=14
Skill Pts: +8 = +2(Class) +1(Race) +4(INT) +1(FC); +16(Old Total) = 24

skills improved:
Appraise, Knowledge (Arcana, Engineering, Geography, Nature, Religion),
Perception, Spellcraft
  Level 4 (approved 15 Oct 2011):
          Class: wizard
      Abilities: +1 to Intelligence
            BAB: +1 to +2
           Fort: +1 to +1
            Ref: +1 to +1
           Will: +3 to +4
       Features: +1 first, +1 second level spells
  Spells gained: Burning Gaze (elementalist spell) and Warding weapon
             HP: Max -2 6+4+4+4=18
      Skill Pts: +8 = +2 (Class) +4 (Int) +1 (Race)  +1 (FC Bonus) 
                 +24 (Old Total)= 32 (New Total)
Skills Improved: Appraise, Knowledge(Arcana, Dngnrng, Engnrng, Geog, Planes), 
                 Perception and Spellcraft

 Level 5 [http://www.enworld.org/forum/5939881-post232.html(approved 9 June 2012)]
          Class: Wizard
            BAB: +2 to +2
           Fort: +1 to +1
            Ref: +1 to +1
           Will: +4 to +4
  lv 5 wiz Feat: Spell Specialization
lev 5 char feat: Armor Proficiency, Light (Combat)
       Features: +1 lev 3; +1 int; +1 school spells to memorize
             HP: Max -2 6+4+4+4+4=22 
      Skill Pts: +8 = +2 (Class) +4 (Int) +1 (Race)  +1 (FC Bonus) 
                 +32 (Old Total)= 40 (New Total)
Skills Improved: Appraise, Knowledge (Arcana), Knowledge (Engnrng)
                 Knowledge (Geography), Knowledge (History), Knowledge (Nature) 
                 Perception, Spellcraft
  Spells gained: Fireball (Elemental spell) and haste 

      Level 6:goal: 15,000 xp approval: http://www.enworld.org/forum/6055660-post403.html
          Class: Wizard
            BAB: +2 to +3
           Fort: +1 to +2
            Ref: +1 to +2
           Will: +4 to +5
       Features: +1 2nd and +1 3rd level spells
             HP: Max -2 [6+4+4+4+4+4]=26
      Skill Pts: +8 = +2 (Class) +4 (Int) +1 (Race)  +1 (FC Bonus) 
                 +40 (Old Total)= 48 (New Total)
Skills Improved: Appraise, Knowledge: (Arcana), (Dngnrng), (Local), (Planes)
                 Perception, Spellcraft, Stealth
  Spells gained: Draconic Reservoir, Displacement

        Level 7: goal: 23,000 xp
          Class: Wizard, fire elementalist
   level 7 feat: combat casting
            BAB: +3 to +3
           Fort: +2 to +2
            Ref: +2 to +2
           Will: +5 to +5
       Features: no new features
             HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+[4]=30
      Skill Pts: +8 = +2 (Class) +4 (Int) +1 (Race)  +1 (FC Bonus) 
                 +48 (Old Total)= 56 (New Total)
Skills Improved: Appraise, Knowledge c(Arcana), Knowledge c(Engnrng), Knowledge c(Planes), Linguistics, Perception, Spellcraft, Stealth
  Spells gained: summon monster IV [fire elemental]; scrying

        Level 8: goal: 34,000 xp
          Class: Wizard
            BAB: +3 to +4 
           Fort: +2 to +2 
            Ref: +2 to +2 
           Will: +5 to +6 
  Attrbt incr* : +1 to Int. to 20
       Features: Dancing Flame [Su]
             HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+4 =34 
      Skill Pts: +9 = +2(Class)+5*(Int)+1(Race)+1 (FC Bonus) 
                 +63 (Old Total)= 72 (New Total)
Skills Improved: Stealth; Spellcraft; Perception; Knowledge: Arcana, Dungeoneering, Engineering, Geography, History, Nature, Planes, Religion; Appraise
  Spells gained: +1 3rd,+1 4th; new spells in book: Detonate, Stoneskin

        Level 9:goal: 50,000 xp
          Class: Wizard
            BAB: +4 to +4
           Fort: +2 to +3
            Ref: +2 to +3
           Will: +6 to +6
       Features: char lv feat: silent spell
             HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4] =38 
      Skill Pts: +9 = +2(Class)+5(Int)+1(Race)+1 (FC Bonus) 
                 +72 (Old Total)= 81 (New Total)
Skills Improved: Appraise; Knowledge: Arcana, engineering, geography, Nature,
                 Planes*2; Perception; spellcraft; stealth*3; survival
  Spells gained: wall of force, elemental body II

       Level 10: goal: 74,078 xp gained during 'evil unto evil'
          Class: Wizard
            BAB: +4 to +5
           Fort: +3 to +3
            Ref: +3 to +3
           Will: +6 to +7
       Features: fire res increases to 10, 
     magic feat: Ectoplasmic spell [metamagic]
             HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4] =42 
      Skill Pts: +9 = +2(Class)+5(Int)+1(Race)+1 (FC Bonus) 
                 +81 (Old Total)= 90 (New Total)
Skills Improved: Appraise; Knowledge: Arcana, engineering, Planes; Perception
                 sense motive; spellcraft; stealth; swim
  Spells gained: [+1 4th lvl; +1 5th lvl]
                 Fire: Feuer vyrm [fire snake]; other: Summon monster V

       Level 11: goal: 105,000 xp, gained from evil unto evil
          Class: Wizard
            BAB: +5 to +5
           Fort: +3 to +3
            Ref: +3 to +3
           Will: +7 to +7
       Features: 
             HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4] =46 
      Skill Pts: +9 = +2(Class)+5(Int)+1(Race)+1 (FC Bonus) 
                 +90 (Old Total)= 99 (New Total)
Skills Improved: Appraise; Fly; Knowledge: Arcana, geog, planes; perception; spellcraft; stealth
  Spells gained: +1 3rd; +1 6th; chains of fire (fire), undeath to death
    Feat gained: greater spell specialization
          Level 12: goal: 145,000 xp, not yet...
             Class: Wizard
               BAB: +5 to +6/+1
              Fort: +3 to +4
               Ref: +3 to +4
              Will: +7 to +8
          Features: spells 4/4/4/4/3/2
                HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4] =50
         Skill Pts: +11 = +2(Class)+7(Int)+1(Race)+1(FC Bonus) 
                    +121 (Old Total)= 132 (New Total) ** change due to item upgrade **
   Skills Improved: Appraise,fly x2,Knowledge: Arcana, nobility,perception,spellcraft,stealth x2,
     Spells gained: Summon Monster 6, disintegrate
  Ability improved: Wisdom
          Level 13: goal: 210,000 xp, not yet...
             Class: Wizard
               BAB: +6/+1 to +6/+1
              Fort: +4 to +4
               Ref: +4 to +4
              Will: +8 to +8
          Features: spells 4/4/4/4/4/3/2/1
                
                HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4] =54 
         Skill Pts: +9 = +2(Class)+5(Int)+1(Race)+1 (FC Bonus) 
                    +108 (Old Total)= 117 (New Total)
   Skills Improved: 
     Spells gained:     
  Ability improved:

special information:

wish list:
.
Alchemical Power Components
This dwarven favorite can make fire spells last longer.
    Burning Hands (M): One target that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
    Fireball (M): One target per caster level that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
    Flaming Sphere (M): Any creature damaged by a flaming sphere catches on fire as if it has been struck by alchemist's fire.
    Protection from Energy (M): If cast to ward against cold, increase the amount of cold damage absorbed by 5.
    Resist Energy (M): If cast to ward against cold, increase the cold resistance to 12. At caster level 7th, you may use two flasks of alchemist’s fire as a power component to increase the cold resistance to 24. At caster level 11th, you may use three flasks as a power component to increase the cold resistance to 36.
    Scorching Ray (F): Add a +1 circumstance bonus on your attack roll with all rays from the spell.
    Scorching Ray (M): Any target damaged by a scorching ray catches on fire as if it has been struck by alchemist's fire.
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects; your GM may allow other combinations.
Spells followed by an (M) expend the alchemical item as a material component;
Spells followed by an (F) use the item as a focus and do not expend it.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
Infinite Scroll case 
scrolls in case:
Read more: http://www.enworld.org/forum/showthread.php?335820-LPF-Coils-of-Flame/page8#ixzz2jdPmYDTT An infinite scroll case allows you to store and easily retrieve many scrolls or other parchments in an extra dimensional space.
 Description: This elaborate mahogany tube has a slit that runs its length. A wooden dowel, capped on the ends with gold, fits against the slit, locking into place with jeweled clasps.
Activation: When you release the clasps and pull the dowel away from the main tube, the desired scroll is unfurled through the slit, ready to cast. Retrieving a scroll from the infinite scroll case is a move action that does not provoke attacks of opportunity. If you have at least a +1 base attack bonus, you can retrieve a scroll from the infinite scroll case as part of a move action, similar to drawing a weapon.
Effect: The infinite scroll case holds up to fifty scrolls or other parchments, which can be placed within it or removed as with any normal scroll case. Regardless of the number of scrolls within the scroll case, the dowel always pulls the scroll you desire. When you cast a spell from a scroll unfurled from the infinite scroll case, you gain a +4 competence bonus on Concentration checks made to cast that spell defensively.
Aura/Caster Level: Moderate conjuration. CL 9th.
Weight: 3 lb.
Price: 2,800 gp.
Read more: http://www.enworld.org/forum/showthread.php?335820-LPF-Coils-of-Flame/page8#ixzz2jdPUB8mC

Approvals

  • Approval (Dec. 29, 2010) (Mowgli) level 1
  • Approval (Dec. 26, 2010) (HolyMan) level 1
  • Approval (Feb. 23, 2011) (HolyMan) level 2
  • Approval (July 09, 2011) (GlassEye) level 3
  • Approval (Oct 15, 2011) (perrinmiller) level 4
  • Approval (June 8, 2012) (jkason) level 5
  • Approval (Nov. 28, 2012) (Satin Knights) level 6
  • Approval (June 07, 2013) (Mowgli) Level 7
  • Approval (Dec 26, 2013) (Satin Knights) level 8 & 9
  • Approval (Jun 6, 2014) (perrinmiller) level 10
  • Approval (Nov 6, 2014) (Aura) level 11
  • Approval (May 11, 2014) (Aura) level 12
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