Sirwig Zur Zauberer
Human; Lawful Neutral
Wizard - Air Elementalist (3rd)

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AC HP Fort Reflex Will Initiative BAB FAB
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Strength: 10 (-)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 12 (+1)
Charisma: 10 (-)

Occupation:

  • Arcane Student: Gain a +1 competence bonus to the "Linguistics" and "Knowledge [Arcane]" skills, further, you gain "Spell Focus" as a bonus feat.

Traits:

  • Gifted Adept: (Alter Wind) Pick one spell when you choose this trait. Whenever you cast that spell, its effects manifest at +1 caster level.
  • Battlefield Caster: You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting.

Feats:

  • Spell Focus (Air) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. [Occupation]
  • Mage's Tattoo Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain "Mage Hand" 3/day as spell-like ability [Human Bonus]
  • Spell Specialisation (Alter Wind) Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain an even level in the spellcasting 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. [1st]
  • BloodMage initiate You learn the basics of the ancient art of hemotheurgy. Pick one school of magic in which you possess the Spell Focus feat—you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus. Unfortunately, the side effects cause you to be constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3. [3rd]
  • Scribe Scroll You are considered to be proficient with all siege weapons. Also, when you are crew lead for a siege engine, you do not generate mishaps on the roll of a natural 1 [Wizard Bonus]

Skills:

Knowledge (Arcane) +12 [3] Knowledge (Geography) +11 [3] Knowledge (Engineering) +11 [3] Profession (Sailor) +8 [3]
Spellcraft +11 [3] Fly +12 [3] Linguistics +12 [3]

Speaks:

  • Common, Draconic, Auran, Aquan, Sphinx

Class features and Special abilities:

Racial Features:
Stat modifiers: +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Wizard features: Arcane School: ~ Elemental (Air)
Air Supremacy: You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Lightning Flash: As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spell book:

Arcane School: Air +1 additional spell slot of each spell level he can cast, from 1st on up, of the chosen school
Opposed Schools: Earth Spells prepared of these schools cost double the number of spell slots
Cantrips: A wizard knows all Cantrips
1st 2nd
1 Alter Winds 1 Hideous Laughter
2 Floating Disc 2 Whisphering Wind
3 Colour Spray 3 Scorching Ray
4 Shocking Grasp
5 Unseen Servant
6 Obscuring Mist
7 Mage Armour
8 Air bubble
9 Hydraulic Push
10 Infernal Healing
11 Abundant Ammunition
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Spell Preparation:

Spell Slots per day: Cantrip 1st 2nd
Infinite (4) (4*) (3*)
  • An additional Spell slot is granted each day as long as it is from the Wizards chosen Arcane school

Items, gear and equipment:

Magical Equipment:
Armour and Gear
Mundane Equipment:
Other Items:
GP Pouch
gp

History and Back story:

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