Magudhalia Elwyn (character sheet)
This is an old version of the character sheet, this version is for Pathfinder.
Levels
- Elven Immunities
- Elven Magic
- Keen Senses
- Low-Light Vision
- Weapon Familiarity
Ability Scores
Strength Score
Strength Checks
Dexterity Score
Modifiers:
- +2 Racial (Elf)
Dexterity Checks
Constitution Score
Modifiers:
- -2 Racial (Elf)
Constitution Checks
Intelligence Score
Modifiers:
- +2 Racial (Elf)
- +1 (Level 4)
Intelligence Checks
Wisdom Score
Wisdom Checks
Charisma Score
Charisma Checks
Saves
Modifiers:
- +2 (Wizard 6)
- +2 (Constitution)
Modifiers:
- +2 (Wizard 6)
- +3 (Dexterity)
Modifiers:
- +5 (Wizard 6)
- +1 (Wisdom)
HP & Init
- d6: 6 +2 (con)
- d6: 4 +2 (con)
- d6: 4 +2 (con)
- d6: 4 +2 (con)
- d6: 4 +2 (con)
- d6: 4 +2 (con)
Modifiers:
- +3 (Dexterity)
Combat
Base Attack Bonus:
- +3 (Wizard 6)
Modifiers:
- +0 (Strength)
- +3 (Base Attack Bonus)
Modifiers:
- +0 (Strength)
- +3 (Dexterity)
- +3 (Base Attack Bonus)
Armour Class
Modifiers:
- +3 (Dexterity)
- +2 Armor (Bracers)
Conditional Modifiers:
Modifiers:
- +3 (Dexterity)
Conditional Modifiers:
Modifiers:
- +2 Armor (Bracers)
Conditional Modifiers:
Attacks
First Attack
Modifiers:
- +3 (Base Attack Bonus)
First Attack
Modifiers:
- +3 (Base Attack Bonus)
- +3 (Dexterity)
First Attack
Modifiers:
- +3 (Base Attack Bonus)
- +3 (Dexterity)
- +1 (Masterwork)
First Attack
Modifiers:
- +3 (Base Attack Bonus)
- +3 (Dexterity)
- +1 (Masterwork)
First Attack
Modifiers:
- +3 (Base Attack Bonus)
- +3 (Dexterity)
- +1 (Masterwork)
Movement
Base
- +30 ft. (Base Value)
Skills
Modifiers:
- +3 (Dexterity)
- +0 (Armour Check Penalty)
Conditional Modifiers:
Modifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Modifiers:
- +0 (Charisma)
Modifiers:
- +0 (Strength)
- +0 (Armour Check Penalty)
Modifiers:
- +5 (Intelligence)
- +3 (Class Skill)
- +2 Competence (Tools)
Modifiers:
- +0 (Charisma)
Modifiers:
- +0 (Charisma)
Modifiers:
- +3 (Dexterity)
- +0 (Armour Check Penalty)
Modifiers:
- +3 (Dexterity)
- +0 (Armour Check Penalty)
- +3 (Class Skill)
Modifiers:
- +1 (Wisdom)
Modifiers:
- +0 (Charisma)
Modifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Modifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Modifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Modifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Modifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Modifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Modifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Modifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Modifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Modifiers:
- +1 (Wisdom)
- +2 Racial (Keen Sense)
Modifiers:
- +0 (Charisma)
Modifiers:
- +3 (Dexterity)
- +0 (Armour Check Penalty)
Modifiers:
- +1 (Wisdom)
Modifiers:
- +5 (Intelligence)
- +3 (Class Skill)
- +2 Racial
Modifiers:
- +3 (Dexterity)
- +0 (Armour Check Penalty)
Modifiers:
- +1 (Wisdom)
Modifiers:
- +0 (Strength)
- +0 (Armour Check Penalty)
Feats
-
Spell Focus (Evocation) (Level-1)
-
Scribe Scroll (Level-1 Bonus [Wizard])
-
Weapon Finesse (Level-3)
-
Open Minded (Level-5)
-
Spell Mastery (Level-5 Bonus)
Languages
- Aquasian
- Briss
- Draconic
- Drak
- East Voran
- Eldar
- Hodgepot
- Luzga
- North Ecclisic
- Sequee
- Silver
- South Ecclisic
- West Voran
Special Abilities
- Arcane Bond
- Arcane School
- Scribe Scroll
- Bonus Feat
Traits
- Noble Born — Campaign
- Magical Talent — Magic
Other
Equipment
Wealth
Income Details:
- 16 gp (Craft Shipwright)
Armour Effects
Base
Base
Modifiers
Encumbrance
Equipped
Items that are actively equipped by your character. Contribute towards carried load and provide bonuses as appropriate.
Carried
Items that are carried but not equipped by your character. Contribute towards carried load, and mundane and unslotted wondrous items provide bonuses.
Stored
Items that are stored away and not currently held by your character. Does not contribute towards carried load and never applies bonuses.
Other
Items stored in extradimensional spaces, creatures that move under their own power, ships, buildings, etc. Do not contribute load but do provide bonuses.
Arcane Bond
Familiar [Not summoned yet]
Familiar Abilities Gained: Empathic Link, Improved Evasion, Alertness, Share Spells, Deliver Touch Spells, Speak With Master
Commonly Prepared Spells
Level-o Mending, Light, Ray of Frost(x3*), Mage Hand
Level-1 Gravity Bow, Magic Missile(x2), Endure Elements, Burning Hands(x2*)
Level-2 Scorching ray(x2), Firebreath(x2*), Darkvision
Level-3 Lightning Bolt, Fireball(x2*), Haste
Wizard Spellcasting
Modifiers:
- +6 (Caster Level)
- +5 (Intelligence)
Modifiers:
- +5 (Intelligence)
Spells Per Day ▽ △
Level 0 spells / day:
Level 1 spells / day:
Level 2 spells / day:
Level 3 spells / day:
Specialist School Selection
Spellbook
Level 0
- Detect Magic
- Resistance
- Acid Splash
- Detect Poison
- Read Magic
- Dancing Lights
- Flare
- Ray of Frost
- Light
- Bleed
- Disrupt Undead
- Touch of Fatigue
- Arcane Mark
- Mending
- Message
- Open/Close
- Prestidigitation
- Mage Hand
- Spark
Level 1
- Magic Missile
- Endure Elements
- Gravity Bow
- Burning Hands
- Shocking Grasp
- Floating Disk
- Ray of Enfeeblement
- Chill Touch
- Shield
Level 2
- Fire Breath
- Scorching Ray
- Flaming Sphere
- Darkvision
Level 3
- Fireball
- Lightning Bolt
- Aqueous Orb
- Haste
Forbidden Schools
Enchantment
Illusion
Evocation/Admixture School Abilities
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Versatile Evocation (Su)[32/Day]: When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier(+FC benefit).
Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon's frigid breath weapon (a supernatural ability), but not a fire elemental's fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.
Spell Mastery
Magic Missile
Mage Armor
Fireball
Lightning Bolt
Fire Breath
Notes
No notes listed