Luna Callen
Race: Human
Alignment: Chaotic Good
Age: 29
Str: 7 -2
Dex: 15 +2
Con: 14 +2
Int: 22 +6
Wis: 12 +1
Cha: 11
Level: 13
Class: Wizard
Hit Points: 74 +1d6
Action Points: 11 / 10
Bonus AP:
Diamond of Fate: 1
Armor Class: 18 - 26 with Mage Armor and Shield spells, 28 with Mage Armor II and Shield spell. +2 from Ring of Force Shield
Touch AC: 14 Flat Footed: 22
Initiative Bonus: 2
Fortitude Save: +6
Reflex Save: +7
Will Save: +16
Base Attack: +6 / +1
Melee: +4 / -1
Ranged: +8 / +3
Feats
Scribe Scroll - Create magic scrolls - Wizard bonus Feat at level 1
Eschew Materials - Cast spells without material components - Human bonus Feat
Spell Focus - +1 DC for saving throws for one school of magic - level 1
----Increased to Improved Spell Focus - +2 DC for Evoker Magic
Elemental Focus - +1 DC for saving throws for one energy type (Fire) - level 3
Metamagic Feat Extend Spell - Doubles duration of a spell at one spell level higher - level 5
Spell Mastery - Can prepare spells without using a spellbook equal to my Int bonus - Wizard bonus Feat at level 5
Craft Wand - Can create magic wands - level 7
Metamagic Feat Empower Spell - increases all spell variables by 50% at two spell levels higher - level 9
Metamagic Feat Maximize Spell - maximizes all spell variables at 3 levels higher - Wizard bonus Feat at level 10
Spell Penetration - +2 bonus on level checks to beat spell resistance - 11
----Increased to Greater Spell Penetration - +4 to beat spell resistance
Craft Rod - 13
Feat Wish List
Spell Mastery - Can prepare spells without using a spellbook equal to my Int bonus
Combat Casting - +4 on concentration checks to cast defensively
Skill Focus - +3 bonus on one skill; +6 at 10 Ranks
Magical Aptitude - +2 on Spellcraft and Use Magical Device skills (+4 with 10 or more ranks)
Signature Abilities:
Energy Substitution - Can switch elemental aspect of a spell to Fire type
Extra Powerful - All 1's rolled count as a 2 on the damage dice with Fire type magics
Extra Powerful - All 1's and 2's rolled count as a '3' on the damage dice with Fire type magics
Skill Points: 121 - 11 per level
+1 - Acrobatics: +2 Dex
+19 - Arcana: Ranks 13, +6 Int
-3 - Athletics
+17 - Crafting (Carpentry): Ranks 11, +6 Int
-1 - Deception
+5 - Diplomacy: Ranks 5
-1 - Intimidation
+13 - Lore - Geography (Averlund): Ranks 7, +6 Int
+14 - Lore - History (Averlund): Ranks 8, +6 Int
+18 - Lore - Monster: Ranks 12, +6 Int
+14 - Lore - Planes (General): Ranks 8, +6 Int
+0 - Medicine
+9 - Nature: Ranks 8, +1 Wis
+16 - Occultism: Ranks 10, +6 Int
+10 - Perception: Ranks 9, +1 Wis
+5 - Performance: Ranks 5
+11 - Religion: Ranks 10, +1 Wis
+12 - Society: Ranks 5, +6 Int
+16 - Stealth: Ranks 12, +2 Dex
+8 - Survival: Ranks 7, +1 Wis
+1 - Thievery: +2 Dex
Languages Known: Elvish, Dwarven, Draconic, Celestial, Common, Sylvan one language slot still open
Evocation School - Opposition Schools: Necromancy and Diviniation
Evocation Powers
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.
Force Missile 9x per day, equal to Magic Missile in that it never misses - 1d4 per missile plus the bonus damage from the Evoker school
Increased power to Evocation School spells; adds damage equal to 1/2 my caster level to all spells of that school +7 to damage
Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like the spell Wall of Fire.
Spell Slots - 4
Resistance - Gain +1 on a single saving throw
Acid Splash - Orb deals 1d3 damage
Detect Magic - Detects all magic in 60ft
Detect Poison - Detects poison in one person or object
Read Magic - Read scrolls or spellbooks
Daze - Single creature with 4HD or less loses its next action
Dancing Lights - Creates torches or other lights
Flare - Dazzles one creature (-1 on attack rolls)
Light - Object shines like a torch for 10 minutes per level
Ray of Frost - Ray deals 1d3 of damage
Spark - Ignites flammable objects
Mage Hand - 5lb telekinesis
Mending - Make minor repairs on a single object
Message - Whisper conversation at a distance
Open/Close - Open or close small or light things
Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible)
Prestidigitation - Perform minor tricksSave DC 17 (20 for Evocation Fire spells) - Spell Slots 6 +1 Evoker Spell (+2 from Int Bonus)
Alarm
Animate Rope
Burning Hands** - 1d4/level fire damage, max 5d4, 15 foot cone
Comprehend Languages
Detect Undead - Reveals undead within 60 feet
Ear-Piercing Scream - Deal 1d6 sonic damage per 2 levels (max 5d6) and Daze target
Enlarge Person - Humanoid creature doubles in size for 1 minute/level
Feather Fall - Object or creatures fall slowly 1 round/level or until landing
Floating Disk - Creates 3ft diameter disk that carries 100lbs per level for 1 hour per level
Gravity Bow - Arrows and bolts fired do damage as if one size category bigger for one minute/level
Mage Armor** - Gives subject a +4 armor bonus for 1 hour per level
Magic Missile - 1d4+1 damage, +1 missile every 2 levels, max of 5 missiles, 100 ft +5 ft per level
Mount - Summons riding horse for 2 hours/level
Obscuring Mist - Fog surrounds you 1 minute/level
Reduce Person
Shield** - Invisible disk gives +4 to AC, blocks Magic Missiles for 1 minute per level, Self Only
Shocking Grasp - Touch delivers 1d6/level electrical damage, max 5d6. +3 if the target is using or wearing metal
Sleep - Puts 4 HD of creatures into magical slumber
Unseen Servant - Invisible force obeys my commands for 1 hour/levelSave DC 18 (21 for Evocation Fire spells) - Spell Slots 6 +1 Evoker Spell (+2 from Int Bonus)
Arcane Lock
Blur - Attacks miss subject 20% of the time for 1 minute per level
Enhance Ability - Add +4 to an attribute for 1 minute per level, TBD at time of casting
Glitterdust - Blinds creatures, outlines invisible creatures in a 10 foot radius, 100 ft +5 ft per level
Invisibility - Subject is invisible for 1 minute/level or until it attacks
Levitate
Locate Object
Mirror Image - Creates 1d4 images of you +1 image per 3 caster levels for 1 minute per level
Protection from Arrows - Subject gains DR 10/magic vs ranged attacks, 1 hour/level, 10 points/level (max 100 pts)
Resist Energy - Ignores first 20pts of specific energy type for 10 minutes per level, increased to 30pts at 11th level
Rope Trick - As many as eight creatures can hide in an extra dimensional space for 1 hour per level
Scorching Ray** - Ranged touch attack deals 4d6 fire damage, +1 ray per 4 levels, max 3 rays at level 11 - 25ft + 5ft per 2 levels
Web - Fills 20 foot radius with sticky spiderwebs to impair movement, 100 ft +5 ft per levelSave DC 19 (22 for Evocation Fire spells) - Spell Slots 5 +1 Evoker Spell (+1 from Int Bonus)
Dispel Magic - Disrupts active magic or can be used to counter a spell being cast
Displacement - Attacks miss subject 50% of the time for 1 round per level
Fireball** - 1d6 damage per level in a 20 ft radius, max of 10d6, 400 ft +40 ft per level
Flame Arrow - Arrows or other projectiles deal +1d6 fire damage for 10 minutes per level
Fly - Subject flies at a speed of 60 ft for 1 minute/level
Haste - One creature/level moves faster, +1 AC, +1 attack rolls and Reflex saves for one round per level
Lightning Bolt - 1d6 electrical damage per level, max of 10d6, 120 ft range
Phantom Steed
Protection From Energy - Absorb 12 pts per level of chosen energy type 10 minutes per level, max of 120 pts at 10th level
Slow - Reverse of Haste, 1 creature per level, takes only one action per round
Tiny HutSave DC 20 (23 for Evocation Fire spells) - Spell Slots 4 +1 Evoker Spell (+1 from Int Bonus)
Ball Lightning** - Two or more flying balls inflict 3d6 electrical damage each, use Move action to steer, one round per level (2 globes at level 8, 3 globes at 11th, 4 globes at 15th, to the max of 5 globes at 19th), 100ft +10ft per level
Mage Armor II - adds +6 to Armor Class for 1 hour per level
Mnemonic Enhancer
Recharge Item - Able to recharge Wands and other magic items
Remove Curse - Frees object or person from curse
Shout - Deafens all within 30' cone for 2d6 rounds and deal 5d6 sonic damageSave DC 21 (24 for Evocation Fire spells) - Spell Slots 4 + 1 Evoker Spell (+1 from Int Bonus)
Cone of Cold - 1d6 per level of cold damage in a 60' cone, max 15d6
Feeblemind - 5th level - Target's Int and Cha drops to 1
Hold Monster - As Hold Person, but any creature 1 round/level
Summon Monster 5 - Summons extraplanar creature to fight for me, 1 round/levelSave DC 22 (25 for Evocation Fire spells) - Spell Slots 3 + 1 (+1 from Int Bonus)
Chain Lightning - 6th level - 1d6 per level, +1 secondary bolt per level, max of 20d6
Disintegration - 6th level - Ranged Touch attack does 2d6/level, max of 40d6, reduces targets to dust
Repulsion - Opponents are unable to approach you, 10 ft radius per level, 1 round per levelSave DC 23 (26 for Evocation Fire spells) - Spell Slots 1 + 1
Prismatic Spray - 7th level - Cone shaped ray hits targets with a variety of effects
Mage Sword - 7th level - makes a floating blade that strikes opponents, force effect does 4d6+3 per hit
Delayed Blast Fireball - 7th level - 1d6/level, max 20d6 blast that can be delayed up to 5 rounds
**Indicates what spells can be learned with Spell Mastery.
Bold and Italics indicates Evoker School spells
Metamagic Feat Extend Spell - Doubles duration of a spell at one spell level higher
Metamagic Feat Empower Spell - increases all spell variables by 50% at two spell levels higher
Metamagic Feat Maximize Spell - maximizes all spell variables at 3 levels higher
Blink - 3rd level - You randomly vanish and reappear for 1 round/level
Globe of Invulnerability Lesser - 4th level - Blocks 1st through 3rd level spell effects, 1 round/level
Permanency - 5th level - Makes certain spells permanent
Wall of Force - 5th level - Wall that is immune to damage
Teleport - 5th level - Instantly transports you up to 100 miles per level
Freezing Sphere - 6th level - Freezes water or deals cold damage, max of 15d6/15d8 vs water type creatures
Antimagic Field - 6th level - Negates magic in a 10 foot radius
Globe of Invulnerability - 6th level - Blocks 1st through 4th level spell effects, 1 round/level
Hardening - 6th level - Permanently adds 1 level of Hardness per 2 caster levels
Teleport, Greater - 7th level - Like Teleport, but with no range limit or off-target arrival
Mage Armor III - 7th level - Adds +8 to Armor Class for 1 hour per level
12,862 gold
25 silver
3,500 gold in assorted jewels
The price to make a scroll is equal to the level of the spell × the creator’s caster level × 12.5 gp.
The price to make a wand is equal to the level of the spell x the creator's caster level x 375
Scrolls on hand:
2 Feather Fall, 6 round duration
2 Shield spells, 2 minute duration
2 Flame Arrow for 50 minutes
Wand of Scorching Rays (50 Charges) Fires two Rays that do 4d6 damage each, Range of 45 feet. May target more than one person if they are within 30 feet of one another.
Glamored Robe - As a standard action, can be made into any set of clothing I desire.
Ring of Force Shield - Adds +2 to Armor Class
Ring of Protection +1 - Adds to both armor class and to saving throws
Bracers of Armor +2
Ring of Deflection +2
Hand of the Mage - Magic necklace. Allows use of one extra magic ring.
Bag of Holding Type 1 - Holds 250lbs of gear
Boots of Striding and Springing
Cloak of Resistance +1 to all saving throws
Ioun Stone +1 to Armor Class
Ring of Mind Shielding
3 Potions of Cure Wounds, 2d8+10 Hit Points
Potion of Invisibility, 8 minute duration
Potion of Fast Healing 7, unknown duration
Helm of Comprehend Languages and Read Magic
Appearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Linguistics checks to understand messages written in incomplete, archaic, or exotic forms.
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
The Callen Encyclopedia of Averlundian Adventures by Lord Callen of Summerset appears to be 50 pages of material all bookmarked-by-category for easy finding, but once perused it magically becomes 1,000 pages chockfull of all kinds of information including geography, nobility, nature, weather, monstrous creatures, to name a few. The Encyclopedia not a magical tome in itself, but a full encyclopedia made to be an addition to an existing magical tome or spellbook. The very first page has a simple spell that, once spoken and the Encyclopedia and magical book are physically pushed together, will permanently merge the encyclopedia to the tome in question (the sole exception is this - removing the Encyclopedia requires a successful Disjunction spell and only when cast with this intent).
The Encyclopedia adds +2 to all Lore Skill checks Averundian in nature (meaning not of Rhumian or other-planar natures). This applies whether or not Luna is Trained in a particular Lore Skill. In such cases, Luna is considered to have 2 Ranks in each Lore Skill.
Luna must be reading her spellbook in order to receive this benefit! Therefore it is of no benefit if she is in a situation where she is unable to read.
A sturdy leather backpack,
stone chess set,
spell components,
a comfy bedroll,
2 small sacks,
1 large sack,
a dagger,
a hooded lantern
3 flasks of oil,
50 feet of hemp rope,
two outfits of choice,
6 tindertwigs (Matches, basically, but better. Lighting a torch is a standard action instead of a full-round action with flint and steel),
a tinderbox (much like flint and steel, but far more convenient),
two weeks of good rations,
two full waterskins.
Luna comes from a long line of mages; the arcane arts run strong in her family. Her father was her driving force behind learning magic, and at the tender age of twelve she was enrolled with the local wizarding school. Diving into her studies, Luna quickly developed an affinity towards fire magic, and has done well with her chosen school. Since she has focused so much of her time on studying magic, her physical abilities have suffered somewhat, but her instructors did make sure that she knows how to use a weapon besides having to focus solely on her spells. Taking up the crossbow, Luna hopes to keep her distance from the enemy. That would be the ideal situation for her to be able to pepper her targets from a long distance and follow up with her magic.
Luna typically dresses in long flowing robes of various shades of red to honor her passion for fire magic, but on some rare occasions will be seen in some other color. With her exceptional intelligence, Luna excels in any mental task, and will most commonly be found with her nose in a book; either a story for pure entertainment or one of her magic texts. Any physical test of might will be one that she will do her best to avoid.
Besides living in her books, Luna is a skilled chess player, and has won more games than she has lost, even to the other mages of her school. She is quite knowledgeable, and in her studies she has dabbled in nearly every subject. With her delicate constitution, she rarely drinks to excess, but she does enjoy an occasional beer now and then.
Her favorite food is chicken, and if there is ever a blueberry pie in sniffing range, Luna will find it. Having focused so much on her learning of the more esoteric arts of the mage, she has stayed away from getting involved with members of the opposite sex. Luna understands the concepts of love and intimacy, but remains woefully ignorant of how to deal with real life relationships and is dreadfully shy. With her apprenticeship behind her, the young wizard has set forth to master her art, and intends on becoming this generation's greatest fire mage. She knows that she has a long ways to go, but with her eyes set on the far horizon, she continues to strive for greatness.
Luna's family, House Callen, boasts a long line of potent wizards and political powerhouses for a minor house. House Callen is one of few houses that is filled with magic-users, especially wizards. A House Callen wizard is something special indeed. While most of them do not adventure (Luna is considered a rarity), there has never been a poor wizard from this line. House Callen is respected for their knowledge, arcane power, and genuine loyalty to the crown. Master Illusionist Lord Callen is not afraid of any enemy of Summerset and has proven it beyond doubt on more than one occasion. Credit for this last paragraph goes to Dannigan.
Chosen Deity: Boccob The god of magic and knowledge has been established in Summerset for some time, hence the proliferation of spellcasters in the city. Boccob's library/temple is not only a historical landmark, but an excellent place to find, well, just about any sort of information you're looking for - assuming you can convince the librarians you've got a good reason to know it. Meta-game: This version is based on the D&D 3.x books. As such, Boccob's alignment is neutral; his domains are Knowledge, Magic, and Trickery; and his favored weapon is the quarterstaff.
Due, let's say, to a college prank that Luna fell for and was never let in on, Luna honestly believes the following:
The city of Glimmerdawn is actually a fabrication and cover for a magical kingdom of gay gnomes who secretly rule the entire city. The revered and royal name of the Beeblebobble clan is spoken in hushed whispers, for the Beeblebobble clan cannot stand disrespect, and are known for turning their foes into seagulls.
Their power is only outmatched by the Wizards and Sorcerers of Summerset, whom they hold in awe, especially those from noble houses.
So, to make oneself known as their ally, one must pull the gay gnomes aside, and speaking only in their presence, loudly and proudly proclaim that ancient and secret arcane passphrase...
"Bare Beeblebobble buns are second to none!"
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