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Magudhalia Elwyn (character sheet)

Lady Elwyn, Maggie, Child Killer, Exiled
No tags
Old version of the Magudhalia Elwyn character sheet.

This is an old version of the character sheet, this version is for Pathfinder.

Currently not playable. View current character page.
Class:
Wizard 6
Favored Class:
Wizard

Levels

1
Wizard 1
Favoured Class Bonus:
Special
2
Wizard 2
Favoured Class Bonus:
Special
3
Wizard 3
Favoured Class Bonus:
Special
4
Wizard 4
Favoured Class Bonus:
Special
Ability Bonus:
+1 Intelligence
5
Wizard 5
Favoured Class Bonus:
Special
6
Wizard 6
Favoured Class Bonus:
Special
Experience:
23 500 xp
Next Level:
35 000 xp
Character Level:
6
Alignment:
Lawful Evil
Race:
Elf
  • Elven Immunities
  • Elven Magic
  • Keen Senses
  • Low-Light Vision
  • Weapon Familiarity
Size:
Medium
Gender:
Female
Culture:
Vorus
Faction:
House Elwyn
Religion:
Pantheon of Vorus

Ability Scores

Strength
10 (+0)

Strength Score

Base Value:
10
No modifiers listed

Strength Checks

No modifiers listed
Dexterity
16 (+3)

Dexterity Score

Base Value:
14

Modifiers:

  • +2 Racial (Elf)

Dexterity Checks

No modifiers listed
Constitution
14 (+2)

Constitution Score

Base Value:
16

Modifiers:

  • -2 Racial (Elf)

Constitution Checks

No modifiers listed
Intelligence
20 (+5)

Intelligence Score

Base Value:
17

Modifiers:

  • +2 Racial (Elf)
  • +1 (Level 4)

Intelligence Checks

No modifiers listed
Wisdom
12 (+1)

Wisdom Score

Base Value:
12
No modifiers listed

Wisdom Checks

No modifiers listed
Charisma
10 (+0)

Charisma Score

Base Value:
10
No modifiers listed

Charisma Checks

No modifiers listed

Saves

Fortitude
+4

Modifiers:

  • +2 (Wizard 6)
  • +2 (Constitution)
Reflex
+5

Modifiers:

  • +2 (Wizard 6)
  • +3 (Dexterity)
Will
+6

Modifiers:

  • +5 (Wizard 6)
  • +1 (Wisdom)

HP & Init

Hit Points
38 hp
Wizard 1:
8 hp
  • d6: 6 +2 (con)
Wizard 2:
6 hp
  • d6: 4 +2 (con)
Wizard 3:
6 hp
  • d6: 4 +2 (con)
Wizard 4:
6 hp
  • d6: 4 +2 (con)
Wizard 5:
6 hp
  • d6: 4 +2 (con)
Wizard 6:
6 hp
  • d6: 4 +2 (con)
Initiative
+3

Modifiers:

  • +3 (Dexterity)

Combat

BAB
+3

Base Attack Bonus:

  • +3 (Wizard 6)
CMB
+3

Modifiers:

  • +0 (Strength)
  • +3 (Base Attack Bonus)
CMD
16
Base Value:
10

Modifiers:

  • +0 (Strength)
  • +3 (Dexterity)
  • +3 (Base Attack Bonus)

Armour Class

Armour Class
15
Base Value:
10

Modifiers:

  • +3 (Dexterity)
  • +2 Armor (Bracers)

Conditional Modifiers:

Touch AC
13
Base Value:
10

Modifiers:

  • +3 (Dexterity)

Conditional Modifiers:

Flat-Footed AC
12
Base Value:
10

Modifiers:

  • +2 Armor (Bracers)

Conditional Modifiers:

Attacks

Weapon:
Melee Touch Attack
[Finesse]
Attack:
+6
Crit:
×2
Damage:
Type:

First Attack

Attack:
+6
Crit:
×2
Damage:
Extra dmg.:
Type:

Modifiers:

  • +3 (Base Attack Bonus)
  • +3 (Dexterity)
Weapon:
Ranged Touch Attack
Attack:
+6
Crit:
×2
Damage:
Type:

First Attack

Attack:
+6
Crit:
×2
Damage:
Extra dmg.:
Type:

Modifiers:

  • +3 (Base Attack Bonus)
  • +3 (Dexterity)
Weapon:
Dagger
[Finesse] [Melee or Thrown]
Attack:
+10
Crit:
19‒20 / ×2
Damage:
1d4 + 0
Type:
Range:
10 ft.

First Attack

Attack:
+10
Crit:
19‒20 / ×2
Damage:
1d4 + 0
Extra dmg.:
Type:
Range:
10 ft.

Modifiers:

  • +3 (Base Attack Bonus)
  • +3 (Dexterity)
  • +3 (Dexterity)
  • +1 (Masterwork)
Weapon:
Longbow
Attack:
+7
Crit:
×2
Damage:
1d8 + 0
Type:
Piercing
Range:
100 ft.

First Attack

Attack:
+7
Crit:
×2
Damage:
1d8 + 0
Extra dmg.:
Type:
Piercing
Range:
100 ft.

Modifiers:

  • +3 (Base Attack Bonus)
  • +3 (Dexterity)
  • +1 (Masterwork)
Weapon:
Longbow [Gravity Bow]
Attack:
+7
Crit:
×2
Damage:
2d6 + 0
Type:
Piercing
Range:
100 ft.

First Attack

Attack:
+7
Crit:
×2
Damage:
2d6 + 0
Extra dmg.:
Type:
Piercing
Range:
100 ft.

Modifiers:

  • +3 (Base Attack Bonus)
  • +3 (Dexterity)
  • +1 (Masterwork)

Movement

Speed:
30 ft. (6 squares)
Base Value:
30 ft.
Light Load:
0 ft.

Base

  • +30 ft. (Base Value)
No modifiers listed
Run Modifier:
×4
Base Modifier:
×4

Skills

Acrobatics
+3
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +3 (Dexterity)
  • +0 (Armour Check Penalty)

Conditional Modifiers:

Appraise
+11
(3)
Class Skill
Ranks:
3 ranks

Modifiers:

  • +5 (Intelligence)
  • +3 (Class Skill)
Bluff
+0
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +0 (Charisma)
Climb
+0
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +0 (Strength)
  • +0 (Armour Check Penalty)
Craft: Sculptures
+16
(6)
Class Skill
Ranks:
6 ranks

Modifiers:

  • +5 (Intelligence)
  • +3 (Class Skill)
  • +2 Competence (Tools)
Diplomacy
+0
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +0 (Charisma)
Disguise
+0
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +0 (Charisma)
Escape Artist
+3
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +3 (Dexterity)
  • +0 (Armour Check Penalty)
Fly
+12
(6)
Class Skill
Ranks:
6 ranks

Modifiers:

  • +3 (Dexterity)
  • +0 (Armour Check Penalty)
  • +3 (Class Skill)
Heal
+1
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +1 (Wisdom)
Intimidate
+0
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +0 (Charisma)
Knowledge: Arcana
+14
(6)
Class Skill
Ranks:
6 ranks

Modifiers:

  • +5 (Intelligence)
  • +3 (Class Skill)
Knowledge: Nobility
+10
(2)
Class Skill
Ranks:
2 ranks

Modifiers:

  • +5 (Intelligence)
  • +3 (Class Skill)
Knowledge: Local
+9
(1)
Class Skill
Ranks:
1 rank

Modifiers:

  • +5 (Intelligence)
  • +3 (Class Skill)
Knowledge: Nature
+10
(2)
Class Skill
Ranks:
2 ranks

Modifiers:

  • +5 (Intelligence)
  • +3 (Class Skill)
Knowledge: Planes
+10
(2)
Class Skill
Ranks:
2 ranks

Modifiers:

  • +5 (Intelligence)
  • +3 (Class Skill)
Knowledge: Religion
+9
(1)
Class Skill
Ranks:
1 rank

Modifiers:

  • +5 (Intelligence)
  • +3 (Class Skill)
Knowledge: Dungeoneering
+9
(1)
Class Skill
Ranks:
1 rank

Modifiers:

  • +5 (Intelligence)
  • +3 (Class Skill)
Knowledge: History
+9
(1)
Class Skill
Ranks:
1 rank

Modifiers:

  • +5 (Intelligence)
  • +3 (Class Skill)
Linguistics
+14
(6)
Class Skill
Ranks:
6 ranks

Modifiers:

  • +5 (Intelligence)
  • +3 (Class Skill)
Perception
+8
(5)
Not a Class Skill
Ranks:
5 ranks

Modifiers:

  • +1 (Wisdom)
  • +2 Racial (Keen Sense)
Perform
+0
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +0 (Charisma)
Ride
+3
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +3 (Dexterity)
  • +0 (Armour Check Penalty)
Sense Motive
+1
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +1 (Wisdom)
Spellcraft
+16
(6)
Class Skill
Ranks:
6 ranks

Modifiers:

  • +5 (Intelligence)
  • +3 (Class Skill)
  • +2 Racial
Stealth
+3
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +3 (Dexterity)
  • +0 (Armour Check Penalty)
Survival
+1
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +1 (Wisdom)
Swim
+0
(0)
Not a Class Skill
Ranks:
0 ranks

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

Spell Resistance:
N/A

Equipment

Wealth

Gold:
4371 gp
Net Worth:
10672 gp
Job:
Sculptor
Income:
16 gp / week

Income Details:

  • 16 gp (Craft Sculptor)
Last processed

Armour Effects

Armor:
None
ACP:
+0

Base

Armor:
+0
Shield:
+0
Encumbrance:
+0
Max Dex Bonus:
N/A

Base

Armor:
N/A
Shield:
N/A
Encumbrance:
N/A
Spell Failure:
0%

Modifiers

Armour / Shield:
0 %

Encumbrance

Current Load:
19 lbs.
Light Load:
33 lbs.
Medium Load:
66 lbs.
Maximum Load:
100 lbs.
Encumbrance:
Light Load
Lift Over Head:
100 lbs.
Lift Off Ground:
200 lbs.
Push / Drag:
500 lbs.

Equipped

Items that are actively equipped by your character. Contribute towards carried load and provide bonuses as appropriate.

Cold Iron Dagger
Weight:
2 lbs.
Value:
4 gp
Number:
1
Masterwork Longbow
Weight:
3 lbs.
Value:
375 gp
Number:
1
Efficient Quiver
Weight:
2 lbs.
Value:
1800 gp
Number:
1
Courtier's outfit
Weight:
6 lbs.
Value:
30 gp
Number:
1
Bracers of Armor +2
Weight:
1 lbs.
Value:
4000 gp
Number:
1

Carried

Items that are carried but not equipped by your character. Contribute towards carried load, and mundane and unslotted wondrous items provide bonuses.

Spellbook
Weight:
3 lbs.
Value:
15 gp
Number:
1
Spell component pouch
Weight:
2 lbs.
Value:
5 gp
Number:
1
Signet ring
Weight:
0 lbs.
Value:
5 gp
Number:
1
Scroll Case
Weight:
0.5 lbs.
Value:
1 gp
Number:
1

Stored

Items that are stored away and not currently held by your character. Does not contribute towards carried load and never applies bonuses.

Masterwork Artisan's tools
Sculpting Tools
Weight:
5 lbs.
Value:
55 gp
Number:
1
Artisan's outfit
Weight:
4 lbs.
Value:
1 gp
Number:
1

Other

Items stored in extradimensional spaces, creatures that move under their own power, ships, buildings, etc. Do not contribute load but do provide bonuses.

Arrows [20]
Weight:
3 lbs.
Value:
1 gp
Number:
10

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

Caster Level:
6
Casting Ability:
Intelligence
Concentration
+11

Modifiers:

  • +6 (Caster Level)
  • +5 (Intelligence)
Base Save DC
15
Base Value:
10

Modifiers:

  • +5 (Intelligence)
Close Range:
40 ft.
Medium Range:
160 ft.
Long Range:
640 ft.

Spells Per Day

Spell Level:
0
1
2
3
4
5
6
7
8
9
Per Day:
5+1
4+1
3+1
0
0
0
0
0
0
Level 0 spells / day:
Not used when casting
Level 1 spells / day:
Class Base:
3
Bonus Spells / Day (Intelligence):
2
Level 2 spells / day:
Class Base:
3
Bonus Spells / Day (Intelligence):
1
Level 3 spells / day:
Class Base:
2
Bonus Spells / Day (Intelligence):
1

Specialist School Selection

Specialist School:
Admixture

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