Name: Luna Callen
Ancestry: Human
Background: Noble
Deity: Boccob, God of Magic
Class: Wizard - 1st Level
Size: Medium
Alignment: Chaotic Good
Speed: 35 feet per action (25' base, no armor penalty,+10 speed bonus via Boots of Striding and Springing)
Gender: Female
Age: 21
Hair: Brown ("Dark")
Eyes: Brown ("Dark")
Height: Unknown (not listed)
Weight: Unknown (not listed)
Strength: 7 (-2)
Dexterity: 15 (+2)
Constitution: 13 (+1)
Intelligence: 22 (+6)
Wisdom: 12 (+1)
Charisma: 11 (+0)
Hit Points: 15/15 (+8 Ancestry, +6 Class, +1 Constitution)
Armor Class: 18 (10, +2 Dexterity, +2 Bracers of Armor, +2 Ring of Deflection, +1 Ring of Protection, +1 Ioun Stone)
Touch Armor Class: 17 (10, +2 Dexterity,+2 Bracers of Armor, +2 Ring of Deflection, +1 Ring of Protection, +1 Ioun Stone)
Resonance: 1/1 (Charisma modifier + character level)
Spell Points: 5/5
Hero Points: 1/1
Maximum Bulk: 3 (STR modifier + 5 = encumbered. Cannot carry STR modifier +10).
Fortitude Save: +3 (+0 Trained, +1 Con, +1 Ring of Protection, Cloak of Resistance +1)
Reflex Save: +4 (+0 Trained, +2 Dex, +1 Ring of Protection, Cloak of Resistance +1)
Will Save: +5 (+2 Expert, +1 Wis, +1 Ring of Protection, Cloak of Resistance +1)
Signature Ability #1: Energy Substitution
Can switch elemental aspect of a spell to Fire type.
Signature Ability #2: Extra Powerful
All 1s rolled count as a 2 on the damage dice with Fire type magics.
Background: Noble
To the common folk, the life of a noble seems one of idyllic luxury, but growing up as a noble or member of the aspiring gentry, you know the reality: a noble’s lot is obligation and intrigue. Whether you seek to escape your duties by adventuring or to thereby better your station, you have traded silks and pageantry for an adventurer’s life.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You gain the Courtly Graces skill feat, and you’re trained in the Nobility Lore skill.
Feats
Total character feats: 3 (Ancestry Feat, Background Feat, 1st level Wizard Feat)
Ancestry Feat: Natural Ambition
You were raised to be ambitious and always reach for the stars, causing you to progress quickly in your chosen field. You gain a 1st-level class feat for your class.
Wizard Feat: Familiar (Wizard)
An animal serves you and assists your spellcasting. You gain a familiar (rules for familiars are found on page 287).
Page: 37
Background Feat: Courtly Graces
You either were raised among the nobility or have learned proper etiquette and bearing as well as noble lineages, allowing you to present yourself as a member of the nobility. You can use the Recall Knowledge action with Society to gain useful facts about these topics, using the DC for Nobility Lore if it is lower, and you can use your Society modifier on all Nobility Lore checks. If you want to impersonate a specific noble or create a false noble backstory for yourself, you still need to additionally use Deception when presenting yourself in your noble persona.
Prereqs: Society skill.
Page: 164
1st level Class Feat: Eschew Materials (Wizard)
When casting a spell that requires a material component, you can replace any Material Casting actions with Somatic Casting actions. This doesn’t remove the need for any expensive materials listed in the spell’s cost entry.
Page: 139
Skills
Ranks are: Untrained (level -2), Trained (level + 0), Expert (level +1), Master (level +2), Legendary (level +3) - only Signature skills can be trained at Master or Legendary ability.
Perception - Trained
Total skill ranks: 8 (+2 Class, +6 Intelligence bonus). Skills chosen at 1st level are: Arcana, Crafting, Lore: Geography, Lore: Monster Lore, Nature, Religion, Society, Stealth
Acrobatics +1 (+2 DEX, -1 Untrained)
Arcana +7 (+1 level, +6 INT - Wizard Signature Skill, Trained by 1st level skills)
Athletics +1 (+2 STR, -1 Untrained)
Crafting +7 (+1 level, +6 INT - Wizard Signature Skill, Trained by 1st level skills)
Deception -1 (+0 CHA, -1 Untrained)
Diplomacy -1 (+0 CHA, -1 Untrained)
Intimidation -1 (+0 CHA, -1 Untrained)
Lore: Geography +7 (+1 level, +6 INT - Trained via 1st level skills)
Lore: Monster Lore +7 (+1 level, +6 INT - Trained via 1st level skills)
Lore: Nobility +7 (+1 level, +6 INT - Trained via Background)
Medicine 0 (+1 WIS, -1 Untrained)
Nature +2 (+1 level, +1 WIS - Trained via 1st level skills)
Occultism +5 (+6 INT, -1 Untrained)
Performance -1 (+0 CHA, -1 Untrained)
Religion+2 (+1 level, +1 WIS - Trained via 1st level skills)
Society +4 (+1 level, +6 INT - Trained by 1st level skills)
Stealth +3 (+1 level, +2 DEX - Trained by 1st level skills)
Survival 0 (+1 WIS, -1 Untrained)
Thievery +1 (+2 DEX, -1 Untrained)
Languages Known: Elvish, Dwarven, Draconic, Celestial, Common, Sylvan, one language slot open.
Class Features
You gain these abilities as a wizard. Abilities gained at higher levels list the requisite levels next to the features’ names.
Arcane Spellcasting
You have the power to cast arcane spells using the Cast a Spell activity, and gain access to the Material Casting, Somatic Casting, and Verbal Casting actions (see Casting Spells on page 195). At 1st level you can prepare up to two 1st-level spells and four cantrips each morning from the spells in your spellbook (see page 137), plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare are called your
spell slots.
As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown on the Wizard Spells per Day table on page 137.
Some of your spells require you to attempt a spell roll to see how effective they are, or have your enemies roll against your spell DC. Since your key ability is Intelligence, your spell rolls and spell DCs use your Intelligence modifier. See page 291 for details on calculating your spell rolls and spell DCs.
Heightening Spells
When you get spell slots of 2nd level and higher, you can prepare lower-level spells in those slots to strengthen them (see page 192). This increases the spell’s level to match the heightened spell slot. Many spells have specific improvements when they are heightened to certain levels.
Cantrips
A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to the highest level of spell you can cast as a wizard. For example, as a 1st-level wizard, the highest level of spell
you can cast is 1st, so your cantrips are 1st-level spells. As a 5th-level wizard, the highest level of spell you can cast is 3rd, so your cantrips are 3rd-level spells.
Spellbook
You start with a spellbook worth 10 sp or less (as detailed on page 187), which you receive for free. The spellbook contains your choice of 10 arcane cantrips and eight 1st level arcane spells. You choose these from the common spells on the arcane spell list from this book (see page 199)
or from other arcane spells you gain access to.
Each time you gain a level, you automatically add two more arcane spells to your spellbook. These can be of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find, as described on page 146.
If you’re creating a higher-level character, it’s usually easiest to assume you always picked new spells of the highest level possible. At an odd-numbered level, this means that in addition to your total of 10 cantrips, your spellbook holds two spells of your highest level and four spells of all lower levels. At an even-numbered level, it means you’d have 10 cantrips and four spells of every level.
Arcane School
If you want to be a specialist wizard, choose one school of magic in which to specialize. You gain one additional spell slot for each spell level you can cast, but you may use these spell slots to prepare only spells from your arcane school. You can also prepare one additional cantrip each day, which must be from your specialized school. You gain Spell Points and a special power based on your school (see Arcane Schools on page 137) and add another spell from your chosen school to your spellbook.
Arcane Focus
You can place some of your magical power into an item called an arcane focus. Each day when you prepare your spells, you can designate a single item you own as your arcane focus. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Arcane Focus free action.
Drain Arcane Focus
Frequency once per day.
Trigger: Your turn begins.
You expend the magical power stored in your arcane focus. This gives you the ability to cast one spell you prepared today and previously cast, without spending a spell slot. You must still complete the required spellcasting actions and meet the spell’s other requirements.
KEY ABILITY - Intelligence
HIT POINTS - 6 plus your Constitution modifier
PROFICIENCIES
Perception - Trained
Saving Throws
Trained in Fortitude (+0)
Trained in Reflex (+0)
Expert in Will (+2)
Skills
Trained in a number of skills equal to 2 plus your Intelligence modifier
Weapons
Trained in the club, dagger, heavy crossbow, light crossbow, and staff
Armor
Untrained in all armor
Spells
Trained in arcane spell rolls and DCs and in attack rolls for arcane spells
Signature Skills
Arcana
Crafting
Cast as Wizard with Arcane spells. DC = 16 (10 + Intelligence modifier). A superscript "(H)” included after a spell’s name indicates that this spell has stronger effects when heightened. A superscript “(U)” indicates that the spell has an uncommon rarity, and a superscript “(R)” indicates that it is rare.
Cantrips available: Choose 6 to cast at will (4 Wizard, 1 Familiar, 1 Evocation Specialization)
1st level spells available: Choose 3 (2 1st-level spells per day, plus 1 from Evocation Specialization)
Evocation Specialist Cantrip - Acid Splash (H)
Evocation Specialist 1st level Spell - Burning Hands (H)
Cantrips Memorized
Dancing Lights
Daze
Light (H)
Prestidigitation
Ray of Frost (H)
1st Level Spells Memorized
Shocking Grasp (H)
Magic Missile (H)
Spellbook
DM Note:The 8 cantrips stricken-through are either no longer arcane cantrips or are not in Pathfinder 2.0 Playtest altogether. Sherwood should now select 8 different cantrips to replace these from Page 199 in the Pathfinder 2.0 Playtest Rulebook.(Sherwood requested I choose Luna's cantrips and 1st level spells. She has all but two - Ghost Sound (from Illusion) and Disrupt Undead (from Necromancy).
Cantrips and spells with "H" by their names signify spells that can be Heightened (more powerful at higher levels, essentially).
Acid Splash (H) - Splash a target or object at range for 1d4 damage and 1 splash damage.
Chill Touch (H) - Your touch weakens the living and disorients the undead.
Dancing Lights - Create 4 candle-sized lights that move at your direction.
Daze - You cloud the target’s mind with effects determined by its Will save.
Detect Magic (H) - You send out a magical pulse that registers the presence of magic.
Electric Arc (H) - You deal 1d6 electricity damage; each target must attempt a Reflex save.
Light (H) - You make a single object glow with the light of a torch.
Mage Hand (H) - You create a disembodied, magic hand that can manipulate objects at range.
Message (H) - You mouth words that only your target can hear.
Prestidigitation - You can perform simple magical effects for as long as you Concentrate on the Spell.
Produce Flame (H) - A flame appears in your palm. You may attack with it.
Ray of Frost (H) - You deal cold damage against a single ranged target.
Read Aura (H) - You learn magic-related knowledge about your target.
Shield (H) - You raise a magical shield of force to protect you.
Sigil (H) - You harmlessly place your unique magical sigil on the touched creature or object.
Tanglefoot (H) - You cause a sticky vine to entangle your target.
Telekinetic Projectile (H) - You hurl a loose, unattended object in range at the target.
DM Note:The 7 spells stricken-through are either no longer arcane 1st level spells or are not in Pathfinder 2.0 Playtest altogether (Shield, for example, is now a cantrip!). Sherwood should now select 7 different spells to replace these from Page 199 in the Pathfinder 2.0 Playtest Rulebook.(Sherwood requested I choose Luna's cantrips and 1st level spells.
Air Bubble - Create a temporary bubble of air around a creature's head so it can breathe.
Alarm (H) - Create an area that sends either a mental alert to you or audible alarm when a creature enters the spell's area.
Ant Haul - Carry more Bulk.
Burning Hands** (H) - 1d4/level fire damage, max 5d4, 15 foot cone
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
Grease - Create globs of greasy goo on a object or area.
Gust of Wind - Create a violent blast of wind that can cause a number of effects.
Lock (H) - Locks one door, lock, or container.
Mage Armor** (H) - Gives subject a +4 armor bonus for 1 hour per level
Magic Missile (H) - 1d4+1 damage, +1 missile every 2 levels, max of 5 missiles, 100 ft +5 ft per level
Ray of Enfeeblement - Causes the enfeebled condition on one target.
Shocking Grasp (H) - Touch delivers 1d6/level electrical damage, max 5d6. +3 if the target is using or wearing metal
Sleep (H) - Puts 4 HD of creatures into magical slumber
Spider Sting - Deal 1d4 Piercing and 1d4 Poison damage by touch.
Unseen Servant - Invisible force obeys my commands for 1 hour/level
Sparkle, the pseudodragon dame. =)
Perception +7*; darkvision 60 feet., low-light vision, See Invisible, scent.
Languages: Draconic, Common. Bonus Languages: Elvish, Dwarven, Giant, Sylvan, Terran.
Skills: Arcana +6, Acrobatics +7* Diplomacy +4, Society +6, Stealth +7* (racial modifier improves by +4 in forests), Survival +6
* (Page 287) Its Perception, Acrobatics, and Stealth modifiers are equal to your level plus your spellcasting ability modifier.
Str 7, Dex 15, Con 13, Int 21, Wis 17, Cha 13
AC 17, TAC 17 (same as Luna's); Fort +2, Ref +3, Will +4 (same as Luna's)
HP 5/5 (4 hit points per every one of Luna's levels, +1 Constitution)
Telepathy (can transmit what she sees and hears up to 24 feet away), Camouflage (80%).
Cantrips: Can cast Detect Magic, Light, and Prestidigitation at will (gift from Daughters of Summertime).
Speed: Run 25 feet, climb 25 feet, fly 25 feet, swim 25 feet.
Melee: bite +2, Damage d4+1 piercing; sting +6, Damage 1d4+1 piercing + poison
Pseudodragon Venom (poison) Saving Throw Fortitude DC 14.
Maximum Duration: 1-6 days; Stage 1 coma with 25% chance of death (is a Sleep effect so dragons, elves, and half-elves are immune).
Gear: Glamoured shawl (gift from Bria).
Master Abilities (abilities that Luna gains for having Sparkle)
• You can prepare one additional cantrip. You must be able to prepare cantrips to select this master ability.
• You can prepare one additional spell at least 3 levels lower than your highest-level spell; you must be able to prepare level 4 spells to select this master ability.
• If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move toward a target of your choice and attempt to touch that target; it uses
your attack modifier for touch spells instead of its own if the target isn’t willing. If the familiar hits or critically hits, the spell has its usual effect. If the familiar misses or doesn’t reach the target to touch it this turn, the spell has no effect.
Weapons
Illuminating Crossbow +2
-- 20/20 bolts
-- Range: 120 feet
-- Damage: d8+2 Piercing
-- Bulk L
-- Hands 2
-- Group: Bow
-- Traits: provides Light on command as a torch unlimited times per day.
Dagger
-- Range: 10 feet
-- Damage: d4 Piercing
-- Bulk L
-- Hands 1
-- Group: Knife
-- Traits: Agile, finesse, thrown 10 ft., versatile S.
Armor
Bracers of Armor +2 (adds +2 to AC when worn)
-- Armor Bonus +2
-- Touch Armor Bonus +2
-- Dexterity Modifier -0
-- Check Penalty -0
-- Speed Penalty -0
-- Bulk 0
Ring of Deflection +2 (adds +2 to Armor Class when worn)
-- Armor Bonus +2
-- Touch Armor Bonus +2
-- Dexterity Modifier -0
-- Check Penalty -0
-- Speed Penalty -0
-- Bulk 0
Ring of Protection +1 (adds +1 to Armor Class and Saving Throws when worn)
-- Armor Bonus +1
-- Touch Armor Bonus +1
-- Dexterity Modifier -0
-- Check Penalty -0
-- Speed Penalty -0
-- Bulk 0
Ioun Stone +1 to Armor Class
-- Armor Bonus +1
-- Touch Armor Bonus +1
-- Dexterity Modifier -0
-- Check Penalty -0
-- Speed Penalty -0
-- Bulk 0
Magic Items
- 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.
- Glamered Robe - As a standard action, can be made into any set of clothing I desire.
- Bag of Holding Type I (250 pound/30 cubic foot limit). Wt: 15 lbs
- Cloak of Resistance +1 to all saving throws
- Ring of Mind Shielding
- Boots of Striding and Springing - Or sandals or cloth shoes or whatever footwear you like most. These boots, while worn, increase the wearer's base land speed by 10 feet. In addition to this enhanced Striding ability, these boots allow the wearer to make greater leaps. He can jump with a +5 competence bonus on Acrobatics checks.
Scrolls
3 Fireball at 6d6 damage
1 Displacement for 6 rounds
1 Lightning Bolt at 6d6 damage
2 Feather Fall, 6 round duration
2 Shield spells, 2 minute duration
2 Magic Missile with 4 bolts each
2 Haste for 6 rounds
2 Flame Arrow for 50 minutes
Adventuring Gear
Apparel
- Outfit (unspecified)
- Extra Outfit (unspecified)
Consumables
- Potion of Troll Gunk (Fast Healing 7, unknown duration, smells just as foul as its name)
- Potion of Heal (restores 2d8+10 hit points in one draught; this fresh-smelling potion strongly hints of aloe vera plant mixed with strawberries)
- Waterskin x2 (full)
- Good Rations (2 weeks)
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),
Wealth: 2,855 g.p.
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