Alexia ???

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Alexia ???

Mensaje por Dominus el Lun Jun 05, 2017 11:15 pm

Name: Alexia ?  
Nick: --
Race: Human
Language: All
Age: 33
Gestalt class: Domain Wizard lv11; Incantatrix lv10
Caster level:  Wizard lv21
Alignment: Chaotic Good
Domains: Conjuration Domain
Size:  Medium
Reputation: +5 
Strength: 16/ +3 Wish enhanced 
Dexterity:  20/ +5Wish enhanced
Constitution: 20/ +5   Wish enhanced
Intelligence: 40 (50) /+15 (20) Wish enhanced
Wisdom: 24/ +7 Wish enhanced
Charisma: 24/ +7 Wish enhanced
Fort: 3/3/5/5/4/5: 25
Will:7/7/7/5/4/5: 35
Ref: 3/3/5/5/4/5: 25
HP: 168 
Attack: 11 (BAB 10 + Strength 3 - Non combatant 2)
Full attack:  13
Grapple:  13
AC:  32 (Base 10 + insight 5 + Robe of archmagi 5 + Amulet of armor 5 + Bracers of armor 8 - Vulnerable 1)
Initiative: +5
Movement: 30
Damage reduction:--

Class Features
All of the following are class features of the wizard.

Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.

A wizard can obtain a familiar in exactly the same manner as a sorcerer can.

Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.

School Specialization
A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.
A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.
The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.
A wizard can never give up divination to fulfill this requirement.
Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.
The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.
Spells that do not fall into any of these schools are called universal spells.

Arcane Domain: At 1st level, a domain wizard selects an arcane domain from those listed below. (At the DM's discretion, the player might create an alternatively themed domain instead.) Once selected, the domain may never be changed.
A domain wizard automatically adds each new domain spell to her list of known spells as soon as she becomes able to cast it. These spells do not count against her two new spells known per wizard level.
A domain wizard casts spells from her chosen domain (regardless of whether the spell was prepared as a domain spell or a normal spell) as a caster one level higher than her normal level. This bonus applies only to the spells listed for the domain, not all spells of the school or subtype whose name matches the domain name.
In some cases, an arcane domain includes spells not normally on the wizard's class spell list. These spells are treated as being on the character's class spell list (and thus she can use wands or arcane scrolls that hold those spells, or even prepare those spells in her normal wizard spell slots).

Spellcasting: A domain wizard prepares and casts spells like a normal wizard. However, a domain wizard gains one bonus spell per spell level, which must be filled with the spell from that level of the domain spell list (or with a lower-level domain spell that has been altered with a metamagic feat).

Spells per Day/Spells Known: When a new incantatrix level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane spellcasting class granted her access to 3rd-level spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the level of incantatrix to the level of whatever other arcane spellcasting class granted her access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.
If a character had more than one arcane spellcasting class that granted access to 3rd-level spells before she became an incantatrix, she must decide to which class she adds each level of incantatrix for the purpose of determining spells per day and spells known.

Bonus Metamagic Feat: At 1st level, and again at 4th, 7th, and 10th level, the incantatrix may select any metamagic feat as a bonus feat. She must meet any prerequisites for a feat in order to select it.

Focused Studies (Ex): At 1st level, the incantatrix gives up a school of magic so as to focus more on the remaining schools. She must choose a school of magic other than abjuration or divination as a prohibited school. This prohibited school is in addition to any others already chosen due to school specialization. Thus, a specialized wizard taking this prestige class has three prohibited schools instead of two.

Cooperative Metamagic (Su): At 2nd level, an incantatrix gains the ability, to apply any metamagic feat she possesses (except Silent Spell, Still Spell, or Quicken Spell) to a spell being cast by a willing allied spellcaster. The caster need not prepare the spell in metamagic form or in a higher-level spell slot; the incantatrix simply modifies the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though the incantatrix can use the Concentration skill with this ability as though she were casting defensively. The incantatrix must ready an action to use cooperative metamagic when her ally begins casting and must be adjacent to the caster. The incantatrix must make a Spellcraft check (DC 18 + [3 x modified spell level]) to succeed. "Modified spell level" is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Any spell level increases from metamagic feats that the caster applied also count toward the modified spell level. For example, if an incantatrix applies the Maximize Spell feat to an ally's chain lightning spell, the modified spell level is 9th (6th for the spell, +1 for the Maximize Spell feat), and the DC is 18 + (3 x 9) 45. If she applies the same feat to an ally's silent chain lightning spell, the modified spell level is 10th and the Spellcraft DC is 48. An incantatrix can use this ability a number of times per day equal to 3 + her Int modifier.

Metamagic Effect (Su): At 3rd level, an incantatrix can attempt to apply a metamagic feat she possesses to a persistent spell effect that is already in place. For example, she could use Extend Spell to extend the duration of a wall of force or Maximize Spell to maximize the damage dealt by a cloudkill. To use this ability, the incantatrix must be adjacent to or within the spell effect and make a successful Spellcraft check (DC 18 + [3 x modified spell level]. "Modified spell level" is the level of the spell slot that the spell would occupy if .it were prepared with the metamagic feat applied. Spell slot increases for metamagic feats that were applied to affect the spell's casting (such as Still Spell, Silent Spell, or Quicken Spell) do not count toward the modified spell level, but adjustments for metamagic that change the spell's effect (such as Empower Spell, Enlarge Spell, or Widen Spell) do count.

For example, applying the Extend Spell feat to a wall of fire gives it a modified spell level of 5th (4th for the spell +1 for the Extend Spell feat), so the DC would he 18 + (3 X 5) = 33. If the wall of fire had been cast with the Silent Spell feat applied, the DC is still 33, since that feat applies to the spell's casting, not its effect. On the other hand, extending an empowered wall of fire would give it a modified spell level of 7th and a Spelleraft DC of 39.

An incantatrix can use this ability a number of times per day equal to 3 + her Int modifier. Using this ability is a full-round action that provokes attacks of opportunity.

Metamagic Spell Trigger (Su): At 5th level, an incantatrix gains the ability to apply a metamagic feat she possesses to the effect of a spell trigger item (generally a wand). To use this ability, she must have the appropriate item creation feat to make the spell trigger item she is using. Using metamagic spell trigger expends a number of additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, an incantatrix can use Quicken Spell to modify a spell cast from a wand by spending 5 charges (1 + 4 additional charges for the spell slot increase). Alternatively she can apply Empower Spell to the effect by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.
An incantatrix cannot use this ability when using a spell trigger item that does not have charges, such as a strand of prayer beads.

Seize Concentration (Su): At 6th level, an incantatrix gains the ability to wrest control of a spell that requires concentration (such as implosion, major image, or summon swarm) from another spellcaster within 30 feet. If the target spellcaster is willing, this transfer of concentration occurs automatically. Otherwise, the incantatrix and the target spellcaster make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the incantatrix wins, she gains control of the spell for as long as she maintains concentration or until the original spell duration expires. The spell functions as though the incantatrix were the caster (even if it is a spell she cannot cast), except that any variables determined when the spell was cast (including its caster level) remain as determined by the original caster. The original spellcaster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the incantatrix allows her concentration to lapse before the spell duration expires, the original caster may reassert control over his spell by making a successful caster level check (DC 15 + spell level). If he fails to do so, no one controls the spell.

Instant Metamagic (Su): Once per day, a 7th-level or higher incantatrix can apply a single metamagic feat she possesses to a spell without preparing it that way beforehand (if she prepares spells) or increasing its casting time (if she does not prepare spells). Thus, a wizard's prepared spell works as if she had prepared it with the metamagic feat, but it does not use a higher-level spell slot. A sorcerer or bard's spell is cast without adjusting its casting time, but it works as if he had cast it with the metamagic feat. A 9th-level incantatrix can use this power twice per day. The incantatrix cannot use this ability if the metamagicked spell would normally use a spell slot of a higher level than she can cast.

Snatch Spell (Su): At 8th level, an incantatrix can attempt to seize control over a persistent effect created by another spellcaster. The effect must be one that does not depend on concentration but still relies on or responds to the caster's control (such as a summon monster spell or spiritual weapon, but not a wall of fire or acid fog). Furthermore, the effect (but not necessarily the spellcaster) must be within 30 feet of the incantatrix. The target spellcaster and the incantatrix make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the incantatrix wins, she, gains control of the spell until its original duration expires. The spell functions as though the incantatrix had cast it, except that any variables determined when the spell was cast (including its caster level) remain as determined by the caster. The original caster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the spell is dismissible and the incantatrix wishes to dismiss it, she must make a second successful opposed caster level check to do so. If she fails, the spell remains in effect and control reverts to the original caster.

Improved Metamagic (Su): At 10th level, an incantatrix has mastered metamagic to such an extent that whenever she uses a metamagic feat, the required increase in spell level (if any) is reduced by one (minimum +1 spell level). For example, a wizard incantatrix could prepare a quickened fireball as a 6th-level spell instead of a 7th-level spell.
This benefit also applies to the incantatrix's other class abilities. Thus, the DC for using her metamagic effect or cooperative metamagic ability is reduced appropriately for the metamagic feats involved, and she spends fewer charges when using metamagic spell trigger.


Ring of arcane might: 20000
+1 Caster level

Ring of freedom of movement: 40000

Amulet of natural armor: 50000
*+5 to Natural armor

Boots of teleportation and speed 61000
-Teleport 3 /day
-Haste 5/day

Bracers of armor: 64000
+8 to AC

Cloack of resistances: 25000
+5 to all saves

Handy haversack 2000

Hat of disguise: 1800

Ioun stones

Pale green: 150000
+5 to skill checks, saves, atk rolls and ability checks

Dusty rose: 25000
+5 to insight AC

Scholar outfit: (5)
Noble´s outfit: (75)
Traveler outfit:(1)

Tome of clear though: 137000
+5 int

Robe of the Archmagi 75000
+5 armor bonus to AC.
+Spell resistance 18.
+4 resistance bonus on all saving throws.
+2 enhancement bonus on caster level checks made to overcome spell resistance.

Greater rod of metamafic: Quickened 170000
*3/day quickened without afecting spell level

Greater rod of metamagic: Maximize 121500
*3/day spells maximized without affecting spell level

Chain (Adamantine): 300
Spell component pouch (5)
Spellbook (3 wizard): 45
ABS "1":

Lv0: Acid splash, Daze, Flare, Ray of frost

Lv1: True Strike, Shocking grasp, Magic missile, Burning hands, Color spray, Acid orb lesser, Armor lock, Cold orb lesser, Dawn burst, Electric orb lesser, Fire orb lesser, Mordekainen´s buzzing bee, Path of frost, Persistent blade, Power word fatigue, Power word pain, Raging flame, Ray of clumsiness, Ray of flame, 

Lv2: Acid arrow, Touch of idiocy, Hideous laughter, Flaming sphere, Scorching ray, Shatter, Black karma curse, Blast of force, Body of the Sun, Boiling blood, Choke, Claws of darkness, Cracling sphere, Darkbolt, Darsson´s Fiery furnace, Elemental dart, Fireburst, Luminous swarm, Molten strike, Nunbing sphere, Paralandusk´s fire breath, Phantasmal assailants, Rainbow beam, Ray of Ice, 

Lv3: Explosive runes, Stinking cloud, Fire ball, Lightning ball, Flame arrow, Arcane maul, Babau Slime, Blades of pain and fear, Body blaze, Contagious fog, Drown, Ice burst, Manyjaws, Melf´s unicorn arrow, Mind poison, Palyn´s pire, Pebble wind, Phantasmal injury, Phantasmal strangler, Power word deafen, Power word maladroit, Power word weaken, Rainbow blast, Ray of dizziness, Resonating bolt, Rockburst, 

Lv4: Fire trap, Black tentacles, Fire shield, Ice storm, Wall of fire, Wall of Ice, Shout, Phantasmal killer, Polymorph, Acid orb, Blast of flame, Bleakness, Bloodstar, Channeled pyroburst, Cold Orb, Corporeal instability, Damning darkness, Defenestrating sphere, Electric orb, Fire orb, Force orb, Mindfrost, Parboil, Ray of deanimation, 

Lv5: Cloudkill, Feeblemind, Mind fog, Nightmare, Balephul polimorph, Acid rain, Acid sheat, Arc of lightning, Ball lightning, Cacophonic burst, Channeled Sound Blast, Cone of cold, Dalamar´s Lightning lance, Daltim´s Fiery tentacles, Electric vengeance greater, Firebrand, Fireburst greater, Flesh to salt, Flesh to ice, Moonbow, Power word disable, Reciprocal gyre, Resounding thounder, 

Antimagic Field:
Anticipate Teleportation, Greater: .Aura of Evasion: Dispel Magic, Greater: Globe of Invulnerability: .Guards and Wards: Impotent Possessor: Repulsion: Resistance, Ruby Ray of Reversal: .Seal Portal: Sign of Sealing, Greater: Snare Astral Traveler: Acid Fog: Acid Storm: Fire Spiders: Freezing Fog: Gemjump: .Planar Binding: Summon Monster VI: Transcribe Symbol: Tunnel Swallow: Wall of Gears: Wall of Iron:

Antimagic Ray: Banishment:Dispelling Screen, Greater: .Energy Immunity: Ghost Trap: Hide from Dragons:Ironguard:
Planar Bubble: Sequester: Spell Turning: Call Kolyarut:Dragon Ally: Instant Summons: Luminous Assassin, Greater: Mages Magnificent Mansion: Phase Door: Plane Shift:.Stun Ray: Summon Monster VII: Teleport, Greater: Teleport Object: Wall of Eyes:

Chain Dispel: Dimensional Lock: Mind Blank: Prismatic Wall: Spell Engine: Wizard only.Wall of Greater Dispel Magic: Fierce Pride of the Beastlands: Incendiary Cloud: Maze: Phantasmal Thief: Planar Binding, Greater: Plane Shift, Greater: Summon Monster VIII: Trap the Soul: Discern Location: Moment of Prescience: Prying Eyes, Greater:

Absorption: Effulgent Epuration: Freedom: Imprisonment; Mage’s Disjunction:.Magic Miasma: Prismatic Sphere:
Unbinding: Black Blade of Disaster: Blinding Glory:Dragon Ally, Greater: Gate: Heavenly Host: Obedient Avalanche: Refuge: Sphere of Ultimate Destruction: Summon Golem: Summon Monster IX: Teleportation Circle:

*ABS 2:

Lv0: Detect poison, Detect magic, Read magic, Dancing light, Mending, message, Arcane mark, Pretidigitation, No light, Repair minor damage, 

Lv1: Alarm, Hold portal, Grease, Obscuring mist, Comprehend languages, Detect secret doors, Detect undead, Identify, Charm person, Hypnotism, Sleep, Magic aura, Silent image, Ventriloquism, Animate rope, Erase, Feather fall, Summon Monster I, Aberrate, Distracting shadows, Ectoplasmic armor, Horizikaul´s boom , Instant diversion, Master´s touch, Net of shadows, Nether trail, Peacebond, Portal beacon, Rapair light damage, Resist planar aligment, 

Lv2: Arcane lock, Obscure objects, Glitterdust, Summon Monster II, Summon Swarm, Web, Detect Thoughs, Locate objects, See invisibility, Daze monsters, Continual flame, Invisibility, Minor image, Mirror image, Misdirection, Phantom trap, Alter self, Knock, Rope trick, Spider climb, Whispering wind, Adicction, Blacklight, Delusions of Grandeur, Dispelling touch, Earthbind, Earthen grasp, Malevolent miasma, Mechanus mind, Mind burn, Mindless rage, Misrepresent alignment, Nybor´s gentle reminder, Phantom foe, Ray of stupidity, Rebuke, Reflective disguise, Repair moderate damage, Scale weakening, 

Lv3: Dispel magic, ; Nondetection, Phantom steed, Sepia Snake sigil, Sleet storm, Stinking clouds, Summon Monster III, Arcane Sight, Clairvoyance, Telepathic bond lesser, Tongues, Deep Slumber, Hold person, Suggestion, Daylight, Tiny hut, Displacement, Major image, Invisibility sphere, Illusory Script, Blink, Fly, Gaseous form, Secret page, Water breating, Adoration of the frigthful, Analyze portal, Animate weapon, Anticipate teleportation, Artic haze, Avoid planar effects, Brittleskin, Control darkness and shadow, Control temperature, Evil eye, Hide from dragons, Mask of the ideal, Mesmerizing glare, Nauseating breath, Nchaser´s glowing orb, Nondetection, Nybor´s mild admonishment, Pall of Twilight, Permeable form, Phantom guardians, Regal procesion, Repelling shield, Repair serious damage, Rend shadow weaven, Rust ray, Scattering trap, 

Lv4: Dimensional Anchor, Remove curse, Dimension door, Minor creation, Secure shelter, Solid fog, Summon Monster IV, Arcane eyes, Detect scrying, Scrying, Locate creature, Charm monster, Confusion, Geas lesser, Resilient sphere, Hallucinatory terrain, Illusory wall, Invisibility greater, Rainbow pattern, Stone shape, Abyssal might, Alliance undone, Condemnation, Cone of euphoria, Ice storm, Melf slumber arrow, Metal melt, Minor creation, Mystic surge, Otiluke´s dispelling screen, Otiluke´s suppresing field, Otiluke´s resilient sphere, Passage of the shifting sands, Phantom battle, Polymorph other, Polymorph self, Radiant fog, Raise from the deep, Raptor cloud, Rary's Mnemonic Enhancer,Ray deflection, Rebuke greater, Repair critical damage, Revelation, Sandform, 

Lv5: Break enchantment, Dismissal, Mage private Sanctum, Mage faithful hound, Major creation, Plannar binding lesser, Secret Chest, Summon monster V, Teleport, Wall of stone, Contact other planes, Prying eyes, Telepathic bond, Dominate person, Simbol of sleep, Interposing hand, Sending, Wall of force, Dream, False vision, Mirage arcana, Persistant image, Seeming, Fabricate, Overland flight, Passwall, Transmute mud to rock/rock to mud, Blink greater, Call Dretch horde, Call Lemure horde, Call Nightmare, Freezing fog, Ice to flesh, Mind fog, Minor servitor, Phantasmal thief, Phantasmal wasting, Precipitate breach, Refusal, 

Analyze Dweomer: Legend Lore: Probe Thoughts: Interplanar Telepathic Bond: .True Seeing: Geas/Quest: Heroism, Greater: Overwhelm: Suggestion, Mass: Symbol of Persuasion: .Wages of Sin: Chain Lightning: .Contingency:Fires of Purity: Forceful Hand: Freezing Sphere: Howling Chain: Ray of Light: Thunder Field:

Arcane Sight, Greater: Scrying, Greater:.Vision: Hiss of Sleep:Hold Person, Mass: Insanity: Power Word Blind: Symbol of Stunning: Symphonic Nightmare: Transfix: Amber Sarcophagus:Delayed Blast Fireball:Emerald Flame Fist: Forcecage: Grasping Hand:Ice Claw: Mage’s Sword:Prismatic Eye: Prismatic Spray: Radiant Assault: Stored Lightning Bolt:Submerge Ship: Whirlwind of Teeth:

Antipathy: Binding: Charm Monster, Mass: Demand: Irresistible Dance: Power Word Stun: Symbol of Insanity: Sympathy:
Clenched Fist: Field of Icy Razors: Lightning Ring: Polar Ray:Shout, Greater: Sunburst: Telekinetic Sphere: .

Eye of Power: Foresight: Hindsight: Dominate Monster: Hold Monster, Mass: Mindrape: Power Word Kill:Programmed Amnesia: Crushing Hand: Crushing Fist of Spite: Detonate: Instant Refuge: Meteor Swarm: Reality Maelstrom:

*ABS "3":

Lv0: Resistance

Lv1: Endure elements, Protection from chaos/evil/good/law, Mage armor, Enlarge person, Expeditious retreat, Reduce person, Magic weapon, Blood wind, Drug resistance, Fist of stone, Mighty wallop, Nerveskitter, Nightshield, Protection from possession, Quickswim, 

Lv2: Resist energy, Protection from arrows, Bear´s endurance, Bull´s strength, Cat´s Grace, Darkvision, Eagle´s splendor, Fox´s Cunning, Owl´s wisdom, Blades of fire, Blindsight, Celerity lesser, Create magic tattoo, Protection from dessication, Proud arrogance, Ray of resurgence, Ray of weakness, Sadism, 

Lv3: Magic circle against chaos/evil/good/law, Protection from energy, Heroism, Rage, Haste, Keen Edge, Magic weapon greater, Slow, Anti-dragon aura, Bane of the Archrival, Distilled joy, Elation, Emotion, Mighty wallop greater, Planar tolerance, Primal form, Rage, Ray of the python, Reality blind, Reverse arrow, 

Lv4: Stoneskin, Crushing despair, Enlarge person mass, Reduce person mass, Assay resistance, Assay Spell resistance, Battle hymn, Bladebane, Celerity, Diminish breath weapon, Hell´s power, Infernal wound, Iron bones, Nezram amethyst aura, Nezram´s emerald energy shield, Rebirth of iron, Resist energy mass, Ruin delver´s fortune, 

Lv5: Animal growth, Magicl weapon greater Legion´s, Mailed Might of the magelords, Nezram´s sapphire screen of shielding, Nightstalker transformation, Radiance, Resonating resistance, 

Dream Casting: False Sending: Illusory Pit: .Mislead: Permanent Image: Programmed Image: Reflective Disguise, Shadow Walk: .Shadowy Grappler: Veil: Bear’s Endurance, Mass: Bull’s Strength, Mass:Brilliant Blade: Cat’s Grace, Mass: Chasing Perfection: Cloak of the Sea: Control Water: Disintegrate: Dragonshape, Lesser: Eagle’s Splendor, Mass: Energy Surge, Greater: Extract Water Elemental: .Flesh to Stone: Fox’s Cunning, Mass: Hardening: Move Earth: Ooze Puppet: .Owl’s Wisdom, Mass: Quickshift: Stone Body:Stone to Flesh: Transformation: You gain combat bonuses.

Invisibility, Mass: Project Image: Shadow Conjuration, Greater: Simulacrum: Solipsism: Body of War: Brilliant Aura: Control Weather: Eladrin Form: Elemental Body: Energy Transformation Field:Ethereal Jaunt: Glass Strike: Reverse Gravity: Statue: Stone Shape, Greater: .Synostodweomer: Tomb of Light: Limited Wish:

Invisibility, Superior: Scintillating Pattern: Screen: Shadow Evocation, Greater: Shifting Paths: Axiomatic Creature: Celerity, Greater: Excavate: Flensing: Ghostform: Iron Body: Make Manifest, Mass;Polymorph Any Object: .Soul's Treasure Lost: Temporal Stasis:

Shades: Weird: Awaken Construct: Dragonshape: Etherealness: Replicate Casting: Shapechange:Time Stop: Transmute Rock to Lava: Undermaster: Wish:
Schrools prepared:
Lv5: . 

Spells prepared:
Lv0: Resistance, Detect poison, Detect magic, Predistigitation
Lv1: Alarm, Endure elements, Resist Planar aligment, Kelgore´s Firebolt, Summon monster I, Comprehend language, Sleep, Magic missile, Color spray 
Lv2: Mage armor, Protection from arrows, Resist Energy. Fog cloud, Kelgore´s Grave mist, See invisibility, Ray of stupidity, Touch of idiocy, Seeking ray  
Lv3: Avoid planar effects, Nondetection, Magic circle against evil, Greater mage armor, Fireball,
Hailstorm, Windwall. Haste, Fly

Lv4: Stoneskin, Remove curse, Black tentacles, Orb of force, Scrying, Ice storm, Phantasmal Killer,

Lv5: Break enchantment, Cloudkill, Teleport, Dominate person, Feeblemind, Overland flight, Greater fireburst, Baleful polymorph. 
Lv6: Dispel magic greater, Acid fog, True seeing, Dissintegrate, Move earth, Contigency, Geass,
Chain lightning

Lv7: Antimagic ray, Spell turning, Plane shift, Greater teleport, Forcecage, Prismatic spray, Reverse gravity, Sequester
Lv8: Chain dispel, Mind blank, Incendiary cloud, Trap the soul, Polymorph any object, Temporal stasis, Sunburst, Polar Ray
Lv9: Imprisonment, Time stop, Sphere of ultimate destruction, Prismatic sphere, Dominate monster,
Power word kill, Shapechange

Domain spells: Conjuration
Lv0: Acid splash
Lv1: Mage armor 
Lv2: Web 
Lv3: Stinking cloud
Lv4: Summon Monster IV
Lv5:  Wall of stone
Lv6: Acid fog
Lv7: Summon Monster VII
Lv8: Maze
Lv9: Gate

Permanent spells:
-Arcane sight
-See invisible
-Comprehend lenguage
-Read magic
-Detect magic

Epic Spellcasting:

-Concentration: 24 +5+5:34
-Diplomacy: 24+7+5+2:38
Bluff: 24+7+5: 36
-Intimidate: 24+7+5+2: 38
-Heal: 24+7+5: 36
-Knowledge arcana: 24+20+5: 49
-Knowledge the planes:24+20+5: 49
-Knowledge religion: 24+20+5: 49
-Listen: 24+7+5: 36
-Spellcraft: 24+20+5: 49
-Seduction: 23+7+5: 35
-Sense motive: 20+7+5: 32
-Sleight of hand: 5+5+5: 15
-Spot: 20+7+5: 32
-Use magic device: 24+7+5: 36
Skill tricks
-Conceal spellcasting
-Swift concentration

-Solitary paragon
-No combatant

Human feat: Iron Will
Flaw bonus feat: Empower spell
Flaw bonus feat: Maximize spell 
Flaw bonus feat:  Extend spell
Feat Level 1: Prodigy Spellcaster
Feat Level 3: Easy metamagic (Maximize)
Wizard bonus feat: Miser With Magic
Feat level 6:Quicken Spell 
Feat level 9:Delay Spell 
Wizard bonus feat:Easy Metamagic (Quicken Spell)
Incantatrix bonus feat; Easy Metamagic (Delay Spell)
Feat level 12: Envelop the wall
Feat level 15: Irrisistable Spell
Incantatrix bonus feat;Easy Metamagic (Irrisistable Spell)
Feat level 18:Extraordinary Spell Aim 
Incantatrix bonus feat;Persistent spell
Feat level 21: Epic Spellcasting
Incantatrix bonus feat; Reach spell[/size]


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