+3
Magudhalia Elwyn (character sheet)
compared to Magudhalia Elwyn (character sheet)
Daughter of House Elwyn, specializing in the Elwyn family magic practices.
Currently not playable.
View character page.
Class:
Wizard 6
Favored Class:
Wizard
Note:
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
Archetypes
Experience:
2300023500
xpNext Level:
35000
xpCharacter 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 (d6): 6 + 2 = 8
- Wizard 2 (d6): 4 + 2 = 6
- Wizard 3 (d6): 4 + 2 = 6
- Wizard 4 (d6): 4 + 2 = 6
- Wizard 5 (d6): 4 + 2 = 6
- Wizard 6 (d6): 4 + 2 = 6
* Favoured Class
Initiative
+3
Modifiers:
- +3 (Dexterity)
Combat
BAB
+3
Modifiers:
- +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:
- +4 (Unnamed) (Mage Armor)
- +4 (Unnamed) (Shield)
Touch AC
13
Base Value:
10
Modifiers:
- +3 (Dexterity)
Conditional Modifiers:
- +4 (Mage Armor)
- +4 (Shield)
Flat-Footed AC
12
Base Value:
10
Modifiers:
- +2 Armor (Bracers)
Conditional Modifiers:
- +4 (Mage Armor)
- +4 (Shield)
Attacks
Weapon:
Melee Touch Attack
[Finesse]
Attack:
+36
Crit:
×2
Damage:
Type:
Range:
--0 ft.
First Attack
Attack:
+36
Crit:
×2
Damage:
Extra dmg.:
Type:
Range:
0
ft.Modifiers:
- +3 (Base Attack Bonus)
- +3 (Dexterity)
Weapon:
Ranged Touch Attack
Attack:
+6
Crit:
×2
Damage:
Type:
Range:
0 ft.
First Attack
Attack:
+6
Crit:
×2
Damage:
Extra dmg.:
Type:
Range:
0
ft.Modifiers:
- +3 (Base Attack Bonus)
- +3 (Dexterity)
Weapon:
Dagger
[Finesse] [Melee or Thrown]
Attack:
+710
Crit:
19‒20 / ×2
Damage:
1d4 + 0
Type:
Range:
10 ft.
First Attack
Attack:
+710
Crit:
19‒20 / ×2
Damage:
1d4 + 0
Extra dmg.:
Type:
Range:
10
ft.Modifiers:
- +3 (Base Attack Bonus)
- +3 (Unnamed) (Dexterity)
- +1 (Unnamed) (Masterwork)
- +3 (Dexterity)
Weapon:
Longbow
[Gravity Bow]
Attack:
+7
Crit:
×2
Damage:
2d61d8 + 0
Type:
Piercing
Range:
100 ft.
First Attack
Attack:
+7
Crit:
×2
Damage:
2d61d8 + 0
Extra dmg.:
Type:
Piercing
Range:
100
ft.Modifiers:
- +3 (Base Attack Bonus)
- +3 (Dexterity)
- +1 (Unnamed) (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 (Unnamed) (Masterwork)
Movement
Base Speed:
30
ft.Light Load
0
ft.Base
- +30 (Base Value)
No modifiers listed
Base Modifier:
×4
Base Speed:
0
ft.Light Load
0
ft.No modifiers listed
Maneuverability:
Not Applicable
Base Speed:
0
ft.Light Load
0
ft.No modifiers listed
Base Speed:
0
ft.Light Load
0
ft.No modifiers listed
Base Speed:
0
ft.Light Load
0
ft.No modifiers listed
Skills
Acrobatics
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +3 (Dexterity)
- +0 (Armour Check Penalty)
Conditional Modifiers:
- +0 Racial (Jump)
Appraise
+11
(
3
)Class Skill
Ranks:
3
ranksModifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Bluff
+0
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +0 (Charisma)
Climb
+0
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +0 (Strength)
- +0 (Armour Check Penalty)
Craft: Sculptures
+16
(
6
)Class Skill
Ranks:
6
ranksModifiers:
- +5 (Intelligence)
- +3 (Class Skill)
- +2 Competence (Tools)
Diplomacy
+0
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +0 (Charisma)
Disguise
+0
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +0 (Charisma)
Escape Artist
+3
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +3 (Dexterity)
- +0 (Armour Check Penalty)
Fly
+12
(
6
)Class Skill
Ranks:
6
ranksModifiers:
- +3 (Dexterity)
- +0 (Armour Check Penalty)
- +3 (Class Skill)
Heal
+1
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +1 (Wisdom)
Intimidate
+0
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +0 (Charisma)
Knowledge: Arcana
+14
(
6
)Class Skill
Ranks:
6
ranksModifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Knowledge: Nobility
+10
(
2
)Class Skill
Ranks:
2
ranksModifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Knowledge: Local
+9
(
1
)Class Skill
Ranks:
1
ranksModifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Knowledge: Nature
+10
(
2
)Class Skill
Ranks:
2
ranksModifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Knowledge: Planes
+10
(
2
)Class Skill
Ranks:
2
ranksModifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Knowledge: Religion
+9
(
1
)Class Skill
Ranks:
1
ranksModifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Knowledge: Dungeoneering
+9
(
1
)Class Skill
Ranks:
1
ranksModifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Knowledge: History
+9
(
1
)Class Skill
Ranks:
1
ranksModifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Linguistics
+14
(
6
)Class Skill
Ranks:
6
ranksModifiers:
- +5 (Intelligence)
- +3 (Class Skill)
Perception
+8
(
5
)Not a Class Skill
Ranks:
5
ranksModifiers:
- +1 (Wisdom)
- +2 Racial (Keen Sense)
Perform
+0
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +0 (Charisma)
Ride
+3
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +3 (Dexterity)
- +0 (Armour Check Penalty)
Sense Motive
+1
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +1 (Wisdom)
Spellcraft
+16
(
6
)Class Skill
Ranks:
6
ranksModifiers:
- +5 (Intelligence)
- +3 (Class Skill)
- +2 Racial
Stealth
+3
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +3 (Dexterity)
- +0 (Armour Check Penalty)
Survival
+1
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +1 (Wisdom)
Swim
+0
(
0
)Not a Class Skill
Ranks:
0
ranksModifiers:
- +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
- Hodgepot
- East Voran
- Draconic
- South Ecclisic
- Silver
- West Voran
- Luzga
- Briss
- Aquasian
- Eldar
- Sequee
- North Ecclisic
- Drak
Special Abilities
- Arcane Bond
- Arcane School
- Scribe Scroll
- Bonus Feat
Traits
- Noble Born
- Magical Talent
Other
Spell Resistance:
N/A
Equipment
Wealth
Gold:
16994451
gpNet Worth:
800010752
gpJob:
Shipwrightculptor
Income:
16
gp / weekIncome Details:
- 16 gp (Craft Shipwright)
- 16 gp (Craft Sculptor)
Armour Effects
Armor:
None
ACP:
+0
Base
Armor:
+0
Shield:
+0
Encumbrance:
+0
No modifiers listed
Max Dex Bonus:
N/A
Base
Armor:
N/A
Shield:
N/A
Encumbrance:
N/A
No modifiers listed
Spell Failure:
+0
%Modifiers:
- +0 % (Armour / Shield)
Encumbrance
Current Load:
19
lbs.Encumbrance:
Light Load
Light Load:
33
lbs.Lift Over Head:
100
lbs.Medium Load:
66
lbs.Lift Off Ground:
200
lbs.Maximum Load:
100
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
Equipment Notes
==== 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
Base Level:
6
Bonus Levels:
0
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
Special Option Selection
Special Option:
Admixture
Spells
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