Tales from the Jade Tower

Alatar Oromë

Fire Wizard (Elf)

Alatar Oromë

Description

Bio

OTHER NOTES

Abilities

  • Vision: Can see twice as far as humans in conditions of dim light.
  • Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Bonded Ring – Powers
Alatar wears a bonded ring that can be used once per day to cast any one spell in his spellbook, even if the spell is not prepared. This spell cannot be modified by metamagic feats or other abilities. If he attempts to cast a spell without his ring worn, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the ring is damaged, it is restored to full hit points the next time he prepares his spells. If the ring is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete.

Fire School Specialist & Feets
The fire elementalist sees a world around him that is made to burn, and he can bring that fire to consume his foes. He has also learned that fire can purify and protect, if properly controlled.

  • Fire Supremacy (Su): You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.
  • Fire Jet (Su): As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  • Dancing Flame (Su): At 8th level, as a standard action, you can sculpt fire to suit your desires. With one use of this ability you can move any nonmagical fire up to 30 feet. Alternatively you can use this ability to alter any fire spell that you cast with a duration of instantaneous by removing any number of squares from its area of affect. If the fire spell has a duration, you can use this ability to reposition the spell, within its original range (treat this as if you had just cast the spell, even though the duration is unchanged). You cannot use this ability on a fire spell that you did not cast. If you move a nonmagical flame, it must have a new source of fuel. If it does not, it is extinguished in one round. You can use this ability a number of times per day equal to 1/2 your wizard level.

Udalrich's Pathfinder Character Sheet

Character Name: Campaign: Player: Level:
Class: Race: Alignment: Deity:
Size: Age: Gender: Height:
Weight: Eyes: Hair: Skin:
Ability
Name
Ability
Score
Ability
Modifier
Temp
Score
Temp
Modifier

Total

Wounds/Current HP

Speed
STR HP
DEX AC = 10 + + + + + + + Damage Reduction
CON Total Armor Shield Dex Size Natural Deflect Misc
INT Total Dex Misc Experience Points
WIS Touch Flat-Footed Initiative = +
CHA
Saving Throws Total Base
Save
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
Conditional Modifiers CMB Total BAB Str Size Misc
= + + +
Fortitude = + + + + CMD Total BAB Str Dex Size Misc Base
Reflex = + + + + = + + + + + 10
Willpower = + + + + Spell Resistance Base Attack Bonus
Attack Attack Bonus Damage Critical
Range Type Notes
Attack Attack Bonus Damage Critical
Range Type Notes
Attack Attack Bonus Damage Critical
Range Type Notes
Add new weapon
x + - Attack Attack Bonus Damage Critical
Range Type Notes
Armor/Protective Item Type AC Bonus Max Dex
Check Penalty Spell Failure Speed Weight Special Properties
Shield/Protective Item AC Bonus Weight Check Penalty
Spell Failure Special Properties
Feats Special Abilities
Add new feat
x + -
Traits
Add new trait
x + -
Languages
Add new language
x + -
Other Possessions
Item Wt Item Wt
Add new possesion
x + -
Light
Load
Medium
Load
Heavy
Load
Lift Over
Head
Lift Off
Ground
Push or
Drag
Money
PP - , GP - , SP - , CP -
Skill Name Key
Ability
Skill
Mod
Ability
Modifier
Ranks Misc
Modifier
Acrobatics Dex
Appraise Int
Bluff Cha
Climb Str
Craft Int
Craft Int
Craft Int
Diplomacy Cha
Disable Device* Int
Disguise Cha
Escape Artist Dex
Fly Dex
Handle Animal* Cha
Heal Wis
Intimidate Cha
Knowledge* Int
Knowledge* Int
Knowledge* Int
Knowledge* Int
Knowledge* Int
Linguistics* Int
Perception Wis
Perform Cha
Perform Cha
Perform Cha
Profession* Wis
Profession* Wis
Ride Dex
Sense Motive Wis
Sleight of Hand* Dex
Spellcraft Int
Stealth Dex
Survival Wis
Swim Str
Use Magic Device Cha
Add new skill
x + -
* Trained Only † Armor Check penalty applies
Conditional Modifiers
Spellcaster 1
Known Spells Spell Save Arcane Spell Failure %
Domain/School 1: Domain/School 2: Spells
Known
Spell
Save DC
Level
Spells
Per Day
Bonus
Spells
0 0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Caster Level Concentration Spell Resistence Check Conditional Modifiers
Spells Known
0: 2: 4: 7:
5: 8:
1: 3:
6: 9:
Bio
Created by
Derived from Takissis' D&D 3.5 Sheet and ChainsawXIV's list implementation.