Name:      K’tanya of Eveningstar, Daughter of Caspar<br/>Race:      Elfkin (Half Elf)<br/>Height:      5’2”<br/>Weight:   100lbs<br/>Bust:      Pert B (base, 2lbs)<br/>Hair:      Red<br/>Eyes:      Violate<br/>Skin:      Pale Gold<br/>Slender and petite as a young woman, when K'tanya's stepfather the War Wizard Caspar found her on the streets of Proskur he recognized not only her courage and intelligence, but that she was blessed by the daughters of Kaitlea and would one day grow into a woman of great power and fantastic charms.<br/><br/>Class:   Wizard (Transmuter, Cannot Evoke or perform Necromancy)<br/>Favored Classes:   Rogue  and Wizard<br/><br/>Speed      35<br/>Initiative   +7<br/><br/>STR   14<br/>Dex   18<br/>Con   16   +3   17   +3<br/>Int   21<br/>Wis   13<br/>Chrs   18<br/><br/>HP   8<br/><br/>AC   14   (Dexterity +4)<br/><br/>Saves:<br/>Fort   0   +3   =d20+3<br/>Refl   0   +4   =d20+4<br/>Will   2   +1   =d20+3<br/><br/>Base Attack   +0   Melee +2   Missile    +4<br/><br/>Daggers (Thrown)<br/>TAB       +4<br/>Damage   d4+2<br/>Crit      19X2<br/>Range      10’<br/><br/>Staff<br/>TAB      +2<br/>Damage   d6+3<br/>Crit      20X2<br/><br/><br/><br/><br/>Feat:<br/>L 1: Always Growing<br/>L 1: Scribe Scroll<br/>L 1: Skill Focus: Slight of Hand<br/><br/>Skills:<br/>Acrobatics      0+0+4      =d20+4<br/>Appraise      1+3+5      =d20+9<br/>K. Arcana      1+3+5      =d20+9<br/>K. Geography      1+3+5      =d20+9<br/>K. History      1+3+5      =d20+9<br/>K. Local (Cormyr)   1+3+5      =d20+9<br/>K. Nobility      1+3+5      =d20+9<br/>K. Religion      1+3+5      =d20+9<br/>Linguistics      1+3+5      =d20+0<br/>Perception      0+0+1+2   =d20+3<br/>Slight of Hand      1+3+4+3   =d20+11<br/>Spellcraft      1+3+5      =d20+9<br/>Arcane Bond: Amythest Pendant that dangles in her cleavage.  Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, 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 object is a ring or amulet, it occupies the ring or neck slot accordingly.<br/>A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).<br/>A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.<br/>If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond 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. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.<br/>Transmutation School<br/>Transmuters use magic to change the world around them.<br/>Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.<br/>Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.<br/>Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.<br/><br/>Sorcerer/wizard Spells<br/>0-Level Sorcerer/Wizard Spells (Cantrips)<br/>Abjuration<br/>Resistance: Subject gains +1 on saving throws.<br/>Conjuration<br/>Acid Splash: Orb deals 1d3 acid damage.<br/>Divination<br/>Detect Magic: Detects all spells and magic items within 60 ft.<br/>Detect Poison: Detects poison in one creature or small object.<br/>Read Magic: Read scrolls and spellbooks.<br/>Enchantment<br/>Daze: A single humanoid creature with 4 HD or less loses its next action.<br/>Transmutation<br/>Mage Hand: 5-pound telekinesis.<br/>Mending: Makes minor repairs on an object.<br/>Message: Whisper conversation at distance.<br/>Open/Close: Opens or closes small or light things.<br/>Universal<br/>Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).<br/>Prestidigitation: Performs minor tricks.<br/><br/>1st-Level Sorcerer/Wizard Spells<br/>Abjuration<br/>Endure Elements: Exist comfortably in hot or cold regions.<br/>Conjuration<br/>Grease: Makes 10-ft. square or one object slippery.<br/>Mage Armor: Gives subject +4 armor bonus.<br/>Unseen Servant: Invisible force obeys your commands.<br/>Enchantment<br/>Charm Person: Makes one person your friend.<br/>Illusion<br/>Color Spray: Knocks unconscious, blinds, and/or stuns weak creature.<br/>Transmutation<br/>Animate Rope: Makes a rope move at your command.<br/>Jump: Subject gets bonus on Acrobatics check<br/><br/><br/>Half-Elf Racial Traits<br/>+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.<br/>Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.<br/>Normal Speed: Half-elves have a base speed of 30 feet.<br/>Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.<br/>Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.<br/>Elf Blood: Half-elves count as both elves and humans for any effect related to race.<br/>Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.<br/>Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.<br/>Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.<br/>Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).<br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?action=profile;u=11659">Quote from: Lyell on 17-11-2010, 22:48:26</a></div></div><blockquote class="bbc_standard_quote">- I am confident I did well.<br/>- Battle Experience<br/>- Pround to fight for my kingdom<br/>- Combat Tactics<br/>- Endurance<br/>- Fire<br/>- Amethyst<br/>- Defend and prepare to counter<br/><br/>"Here are the results of your exam. Study them and use the information to improve your performance in the future."<br/><br/>+2 Skill Ranks. 1 additional skill may be considered a class skill for you.<br/><br/>Int/Will +1<br/><br/>+4 to Charisma checks when dealing with persons of authority<br/><br/>Int +3<br/><br/>HP -1<br/><br/>-2 to fire damage against you<br/><br/>-1 to divine energy against you. Base land speed +5<br/><br/>Once per day you may cast Entropic Shield as though it were cast by a 3rd level cleric and its casting time is reduced to a free action.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>