Roza Knowlern
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 Ranks Placed | 1W | 2W | W3 | W4 | W5 | W6 | Total | |
|---|---|---|---|---|---|---|---|---|
| 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
- Detect secret doors, Lvl 1, 50 charges
- 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.
- F
lame 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)
