Hemmet Severn - Master of Worlds
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Hemmet Severn - Lawful Neutral
Human: Wizard [Pact Wizard] (20th)
AC HP Fort Reflex Will CMD Initiative BAB
() + + + () + +10/+5
Strength: 16 (+3)
Dexterity: 19 (+4)
Constitution: 20 (+5)
Intelligence: 36 (+13)
Wisdom: 16 (+3)
Charisma: 16 (+3)

(25pt buy + racial's + Level + Items)


Feats:

  • Magical Lineage - [Plane Shift] Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. [Trait]
  • ?? [Trait]
  • Arcane Discovery This feat has been swapped for a Wizards Arcane Discovery feature [Human Bonus]
  • ?? [1st]
  • ?? [3rd]
  • **?? [5th]
  • **?? [7th]
  • **?? [9th]
  • **?? [11th]
  • **?? [13th]
  • **?? [15th]
  • **?? [17th]
  • **?? [19th]
  • Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill [Familiar Granted]
Arcane Discoveries
Psychic Preparation When you first prepare your spells for the day, you can prepare one spell as a psychic spell. This spell must be at least 2 levels lower than the highest-level wizard spell you can cast, and takes a slot 1 level higher than the spell's actual level. When you cast this spell, it operates as a psychic spell, including using emotional and thought components in place of somatic and verbal components, and only having expensive material components. Human Bonus

Skills:

Languages:


Class features and Special abilities:

Racial Features: Human
Stat modifiers: +2 to any one stat (Intelligence)
Bonus Feat: Humans select one extra feat at 1st level
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level
Favoured Class bonus - [Wizard] Gain +1 hp per level.
Class Features: Wizard
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time. 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. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his 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 his race.
Arcane Bond: At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his 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 his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.
Arcane School Features Conjuration
Reshape Space Whenever you cast a spell that creates an extradimensional space or demiplane, increase the duration by a number of units (rounds, minutes, hours, etc.) equal to 1/2 your wizard level (minimum 1). At 20th level, you can make one spell that creates an extradimensional space or demiplane permanent. You can have no more than one such spell made permanent in this way at a time. If you designate another spell as permanent, the previous permanent spell ends.
Teleportation At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Dimensional Steps At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Archetype Features Pact Wizard
Effortless Magic: Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute. This alters the wizard’s spellcasting.
Patron Spells: At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower. This ability replaces scribe scroll.
Great Power, Greater Expense: As a pact wizard grows in power, his choice of patron begins to affect his physical body. At 5th level, the pact wizard chooses one oracle curse, using 1/2 his character level as his effective oracle level when determining the effects of this curse. If an oracle curse would add spells to the oracle’s list of spells known, the pact wizard instead add those spells to the wizard’s spell list as well as to his spellbook. At 10th level, the pact wizard can invoke his patron’s power to roll twice and take the better result when attempting any caster level check, concentration check, initiative check, or saving throw. He can activate this ability as a free action before attempting the check, even if it isn’t his turn. He can use this ability a number of times per day equal to 3 + 1/2 his Intelligence modifier. At 15th level, when the pact wizard invokes his patron’s power to roll twice on a check, he adds his Intelligence bonus to the result as an insight bonus. When he applies metamagic feats to any spells he learned via his patron or curse, he treats that spell’s final effective level as 1 lower (to a minimum level equal to the spell’s original level). At 20th level, whenever the pact wizard invokes his patron’s power to roll twice on a check and his result is a natural 20, he automatically succeeds, regardless of whether or not a check of that type would normally allow an automatic success. This ability replaces the bonus feats a wizard gains at 5th, 10th, 15th, and 20th level.

Spell book:

Arcane School: Conjuration, Sloth +3* additional spell slot of each spell level he can cast, from 1st on up, of the chosen school
Opposed Schools: Evocation & Illusion Cannot prepare spells from the listed schools at all
Cantrips: A wizard knows all Cantrips
Spell Known: Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Infinite (?)* (?)* (?)* (?)* (?)* (?)* (?)* (?)* (?)*

Spell Preparation:

Spell Slots per day: Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
+3* Conjuration slot per level Infinite (11)* (10)* (10)* (10)* (10)* (9)* (9)* (9)* (9)*

Items, gear and equipment:

Head
Headband
Headband of Mental superiority +6 enhancement bonus to all mental ability scores
Eyes
Shoulders
Neck
Body
Chest
Armour
Belt
Belt of Physical perfection: +6 enhancement bonus to all physical ability scores
Wrist
Hands
Ring 1
Ring 2
Feet
Enhancements
Tome of Clear Thought +5 inherent bonus to Intelligence
Weapons:
Wondrous Items:
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Other Items:
GP Pouch
444,750 gp

Severn Worlds

Severn World 1
Size 4000 Cubic feet
Shape Self-Contained Shape - [Sphere] On planes with this trait, the borders wrap in on themselves, depositing the traveler on the other side of the map. Some spherical planes are examples of self-contained, finite planes, but they can also be cubes, tori, or flat expanses with magical edges that teleport the traveler to the opposite edge when she crosses them. Some demiplanes are self-contained.
Gravity Light Gravity: The gravity on a plane with this trait is less intense than on the Material Plane. As a result, creatures find that they can lift more. Characters on a plane with the light gravity trait take a +2 circumstance bonus on attack rolls and on Acrobatics and Ride checks. All items weigh half as much, and weapon ranges double. Strength and Dexterity don't change as a result of light gravity, but what you can do with such scores does change. These advantages apply to travelers from other planes as well as natives. Falling characters on a light gravity plane take 1d4 points of damage for each 10 feet fallen (maximum 20d4).
Time Flowing Time - [1R -1D] Time on Material Plane: (1 Round) / Time on Plane: (1 Day)
Bountiful Your demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10-foot cube of the demiplane. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. If your demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of twilight or darkness, these plants are fungi and other plants adapted to near-darkness or underground locations
Alignment Lawful - [Minor]: Creatures who have an alignment opposite that of a mildly aligned plane take a –2 circumstance penalty on all Charisma-based checks
Energy Positive-Dominant - [Minor]: All individuals in a positive-dominant plane gain fast healing 2 as an extraordinary ability
Magic Enhanced Magic -[Conjuration]: If a spell is enhanced, it functions as if its caster level was 2 higher than normal.
Morphic You may use move earth at will in your demiplane at one-tenth of the spell’s normal casting time, and can reshape normal plants in the same manner (such as by twisting trees into a fence or humanlike shapes). You are even able to affect rock formations with this ability, though the casting time for this is only half normal
Structure Themed as a little planetoid, covered in Wizards lab/library
Spell Effects Permanency (x2) - This covers the basic Plane size and the specific traits as listed

Summon Monster cheat-sheet:

Don't forget to check Professor Q's guide for quick info.

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