Roza Knowlern

roza.jpg

Name: Roza Knowlern

Strength: 12
Dexterity: 16
Constitution: 13
Intelligence: 21/25*
Wisdom: 12
Charisma: 8

* Int modifications:
+1 [Lvl 4]
+2 [Spell Casting Prodigy]
+2 [Headband of Intellect]

Description: Bronze skin, copper hair, silver eyes
Race: Sun Elf (1, 2)
Age: 149
Height: 5'3'' (160 cm)
Weight: 95 lbs (43 kg)
Alignment: Neutral Good
Worshiper of: Hanali Celanil
Class: Wizard Specialist (Conjurer) 5
Forbidden Scools: Enchantment, Necromancy
Languages: Common, Dwarven, Elven, Giant, Goblin, Shaaran, Orc, Draconic
Feats: Scribe Scroll, Summon Familiar, Spellcasting Prodigy (Intelligence), Spell Focus (Conjuration), Heighten Spell

Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 2 = 1 [base] + 1 [constitution]
Reflex save: + 4 = 1 [base] + 3 [dexterity]
Will save: + 5 = 4 [base] + 1 [wisdom]
Attack (handheld): + 3 = 2 [base] + 1 [strength]
Attack (missile): + 5 = 2 [base] + 3 [dexterity]
Grapple check: + 3 = 2 [base] + 1 [strength]

Background:
Äger ett hus i hollowsky samt har 2 rum i din fasters hus i cauldron inte kusin alltså-faster kusin till Opella Knowlern. a benevolent minor noble. owns small brewery, drunken morkoth inn i cauldron samt 2 plantations.

Trait: Nobility - +1 Diplomacy, +1 Intimidate, -4 Disguise

Owl familiar

Owl familiar
Str 6 Dex 17 Con 10 Int 8 Wis 14 Chr 4
Hit points: 10; Initiative +3 (dex); Speed 10 ft., fly 40 ft. (average);
AC: 20 (+2 size, +3 dex, +2 natural, +3 level); Claws +5 melee 1d2-2 [sic.];
Fort +2, Ref +5, Will +6, Listen +14, Move Silently +20, Spot +6;
Weapon Finesse (claws) Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master;

Skills

Skill Descriptions

Skill Ranks Placed 1W2WW3W4W5W6Total
Concentration 4 1 1 1 1 8
Knowledge (Arcana) 4 1 1 1 1 8
Knowledge (Architecture) 4 1 5
Knowledge (Dungeneering) 4 1 5
Knowledge (Local Underdark) 1 1
Knowledge (Nobility) 1 1
Spellcraft 4 1 1 1 1 10+2 [Knowledge, arcane]
Listen (cc) +2 [elf], +2 [familiar]
Search (cc) 4 1 1 1 1 4 +2 search checks for secret doors [Knowledge, Architecture]
Spot (cc) +2 [elf], +2 [familiar], +2 in dimly-lit conditions [owl]
Hit Points (no Con) 4 4 3 3 3 17

Know Architecture >=5 ranks gives + 2 on search checks for secret doors
Know Dungeoneering >=5 ranks gives + 2 on survival checks underground.
The owl confers + 3 on spot checks in dimly-lit conditions.
If the familiar is within reach, + 2 on spot and listen (“alertness”).

Planed

  • Lvl 6: Wizard 6, Feat: Spell Penetration
  • Lvl 7: Wizard 7
  • Lvl 8: Wizard 8, Stat: INT
  • Lvl 9: Wizard 9, Feat: Greater Spell Penetration/Augment Summoning
  • Lvl 10: Wizard 10
  • Lvl 10: Wizard 11
  • Lvl 11: Wizard 12, Stat: CON, Feat: Extraordinary Spell Aim [General] (Spellcraft: 15 ranks)
  • Feats of interest
    • Augment Summoning (Spell Focus conjuration)
    • Greater Spell Penetration
    • Greater Spell Focus
    • Mobile Spellcasting [General] (Concentration: 8 ranks)

Resourses

  • Copper:
  • Silver:
  • Gold:
  • Pearls:
  • Gate Pass for Couldron
  • Nobels Outfit
  • Jewelry 100 sp

Orders

  • Wand of Detect Magic - 375sp

Equipment

  • 1 Comp Long Bow Mighty Masterwork (+1)
  • 1 Silver Dagger
  • 1 Long Sword
  • Arrows (quiver of 20) x1
  • Backpack
    • Bedroll
    • Chalk
    • Fishhook
    • Flint and steel
    • Ink vial
    • Ink pen
    • Sealing wax
    • Sewing needle
    • Signal whistle
    • Signet ring
    • Soap
    • Whetstone
    • Artisan tools, Masterwork
    • Magnifying glass, +2 circumstance bonus on Appraise checks
    • Spell component pouch
    • Spellbook x1

Magic Items

  • Potions
    • 0 Cure Light Wound (1d8+1)
    • 0 Cure Moderate Wound (2d8+3)
    • 1 Oil of Bless Weapon
    • 1 Sanctuary
  • Scrolls in Copper tube scroll case
    • 2 Mage Armor, Lvl 1
  • Wands
  • Headband of Intellect +2
  • Ring of Protection +1

Roza's Spell Book

    • Conjuration
      • Acid Splash
      • Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
    • Divination
      • Detect Magic
      • Read Magic
    • Universal
      • Arcane Mark
      • Prestidigitation
    • Abjuration
      • Shield
    • Conjuration
      • Mage Armor: Gives subject +4 armor bonus.
      • Mount: Summons riding horse for 2 hours/level.
      • Benign Transposition: Two willing subjects switch places.
      • Buzzing Bee: Bee gives subject –10 penalty on Move Silently and hinders Concentration checks.
      • Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).
    • Divination
      • Identify
    • Evocation
      • Burning Hands: 1d4/level fire damage (max 5d4).
      • Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
      • Persistent Blade: Blade of force attacks subject, automatically flanks.
    • Illusion
      • Disguise Self
      • Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
    • Transmutation
      • Magic Weapon
      • Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels.
    • Universal
      • Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.
    • Abjuration
    • Conjuration
      • Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
      • Glitterdust: Blinds creatures, outlines invisible creatures.
      • Summon Swarm: Summons swarm of bats, rats, or spiders.
      • Web: Fills 20-ft.-radius spread with sticky spiderwebs.
      • Baleful Transposition: Two subjects switch places.
      • Cloud of Bewilderment: Generates a nauseating 10-ft. cube.
    • Divination
    • Illusion
      • Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.
    • Evocation
      • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
      • Blast of Force: Attack deals 1d6 damage/2 levels (max 5d6).
      • Electric Loop: Deals 1d6/2 levels electricity damage plus stunning to a single creature.
      • Fireburst: Creatures within 10 feet take 1d8/level fire damage.
      • Flame Dagger: Beam of fire deals 1d4 damage +1/level.
    • Illusion
      • Invisibility
    • Transmutation
      • Alter Self: Assume form of a similar creature.
      • Fox’s Cunning: Subject gains +4 Int for 1 min./level.
      • Knock
    • Abjuration
    • Conjuration
      • Acid Breath: Cone of acid deals 1d6 damage/level (max 10d6).
      • Stinking Cloud: Nauseating vapors, 1 round/level.
      • Summon Monster III: Calls extraplanar creature to fight for you.
      • Mage Armor, Greater: Gives subject +6 armor bonus.
    • Divination
    • Evocation
      • Fireball: 1d6 damage per level, 20-ft. radius.
    • Illusion
    • Transmutation
      • Slow

Conjuror Spell Per Day

Zero-level 5 (4 + 0 + 1) per day
First-level 6 (3 + 2 + 1) per day
Second-level 5 (2 + 2 + 1) per day
Third-level 4 (1 + 2 + 1) per day

Inteligence: 25 (+7) = 21 [Base] + 2 [Headband of Intellect] + 2 [Spell Casting Prodigy]
Spellcasting Prodigy: Treat primary spellcasting ability score as 2 higher for bonus spells and save DC's.
Spell Focus Conjuration: Conjuration Spells +1 save DC

Prepared Spells

  • Level 0 (4 +0 +1) DC 17/18
    • Detect Magic O O
    • Read Magic O
    • Prestidigitation O
    • Acid Splash C
  • Level 1 (3 +2 +1) DC 18/19
    • Burning Hands O O_
    • Benign Transposition C
    • Mage Armor
    • Magic Missile O_ O_
    • Color Spray O_
  • Level 2 (2 +2 +1) DC 19/20
    • Flaming Sphere O_ O
    • Invisibility
    • Glitterdust C_
    • Phantasmal Assailants O_
    • Knock O
  • Level 3 (1 +2 +1) DC 20/21
    • Acid Breath O_
    • Stinking Cloud C_
    • Fireball O_
    • Greater Magic Armor C_

Interesting Spells

PHB

  • Shrink Item: Object shrinks to one-sixteenth size.

Spell Compendium

  • Level 1
    • BABAU SLIME (p22)
    • ECTOPLASMIC ARMOR (p77)
    • MAGE HAND, GREATER (p136)
  • Level 2
    • BELKER CLAWS, Touch, 2d12 +1 round / 3 levels → +4 at level 12 (p26)
    • BODY OF THE SUN, Your body emanates fire, dealing 1d4 fire damage/2 levels. (p36)
    • BURNING SWORD, 1 minute/level, Flaming Burst
    • COMBUST, Touch (p50)
    • GHOST TOUCH ARMOR (p102)
    • PHANTOM FOE, Touch, Will (p156)
    • QUICK POTION, 1 hour/level (p164)
    • SLAPPING HAND, no save, provoke attacks of opportunity from creatures threatening its space (p191)
    • WHIRLING BLADE (p238)
    • WRAITHSTRIKE, 1 round, melee attacks are resolved as melee touch attacks (p243)
  • Level 3
    • CHAIN MISSILE, Force, No save, 1d4+1/level (p44)
    • DRAGONSKIN, +1 natural armor / 2 levels → +5 at level 10, energy resistance 10, 10 minutes/level (p73)
    • MAGE ARMOR, GREATER, +6 Armor Bonus (p136)
    • RUST RAY (p178)
    • SCINTILLATING SPHERE, electricity ball, 1d6/level (p181)
    • WEAPON OF ENERGY, flaming burst weapon, 1 round/level (p236)
  • Level 4
    • VORTEX OF TEETH, Force, 3d8, 1 round/level, Hollow cylinder, 40-ft. radius (p232)