Tatyana
Player Characters » Tatyana
Tatyana Eva Svetlanov | |
---|---|
Aliases | None |
Faction | Free League |
Home | Unknown |
Gender | Female |
Age | 19 |
Hair | Blonde |
Eye Color | Grey |
Height | 5'7 |
Weight | - |
Race | Human |
Class | Wizard 1 |
Level | 1 |
Experience | 0 |
Hit Points | 8/8 |
Coin | 250 |
Current Status | Unapproved |
Played by | Def |
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Ability | Score | Mod |
---|---|---|
Strength | 10 | 0 |
Dexterity | 14 | +2 |
Constitution | 12 | +2 |
Intelligence | 20 | +5 |
Wisdom | 14 | +2 |
Charisma | 10 | 0 |
Armor Class | Base | Dex Mod | Armor | Shield | Misc |
---|---|---|---|---|---|
Standard AC | +10 | +2 | 0 | 0 | 0 |
Touch AC | +10 | +2 | N/A | N/A | 0 |
Flat-Footed AC | +10 | N/A | 0 | 0 | 0 |
Saving Throws | Base | Mod | Other |
---|---|---|---|
Fortitude | 0 | +2 | 0 |
Reflex | 0 | +2 | 0 |
Will | +2 | +2 | 0 |
Type | BAB | Mod |
---|---|---|
Melee | 0 | 0 |
Range | 0 | +2 |
Initiative | +2 | 0 |
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Combat Maneuver Bonus | 0 | 0 | 0 |
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Combat Maneuver Defence | +10 | 0 | 0 | +2 | 0 |
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Skills | Class | Mod | Rank | Misc |
---|---|---|---|---|
Acrobatics1 | +0 | +2 | 0 | 0 |
Appraise2 | +3 | +5 | 0 | 0 |
Autohypnosis3 | +0 | +2 | 0 | 0 |
Bluff4 | +0 | 0 | 0 | 0 |
Climb5 | +0 | 0 | +1 | 0 |
Craft6 | +3 | +5 | +1 | 0 |
Diplomacy7 | +0 | 0 | 0 | 0 |
Disable Device8 | +0 | +5 | 0 | 0 |
Disguise9 | +0 | 0 | 0 | 0 |
Escape Artist10 | +0 | +2 | 0 | 0 |
Fly11 | +3 | +2 | 0 | 0 |
Handle Animal12 | +0 | 0 | 0 | 0 |
Heal13 | +0 | +2 | 0 | 0 |
Intimidate14 | +0 | 0 | +1 | 0 |
Knowledge15 | +3 | +5 | +1 | 0 |
Linguistics16 | +3 | +5 | +1 | 0 |
Perception17 | +0 | +2 | +1 | 0 |
Perform18 | +0 | 0 | +1 | 0 |
Profession19 | +3 | +2 | 0 | 0 |
Psicraft20 | +0 | +5 | 0 | 0 |
Ride21 | +0 | +2 | 0 | 0 |
Sense Motive22 | +0 | +2 | 0 | 0 |
Sleight of Hand23 | +0 | +2 | 0 | 0 |
Spellcraft24 | +3 | +5 | 0 | 0 |
Stealth25 | +0 | +2 | +1 | 0 |
Survival26 | +0 | +2 | 0 | 0 |
Swim27 | +0 | 0 | 0 | 0 |
Use Magic Device28 | +0 | 0 | 0 | 0 |
Use Psionic Device29 | +0 | 0 | 0 | 0 |
Total Skill Points Spent | 8 |
Crafting Skills | Glass |
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Knowledges | Arcana |
Languages Spoken | Celestial, Common, Elven, Draconic |
Languages Read | Celestial, Common, Elven, Draconic |
Perform Specialties | Harp |
Professions | None |
Feats:
1st Level: Elemental Spell: You can manipulate the elemental nature of your spells.
1st Level Wizard Bonus: Scribe Scroll: You can create magic scrolls.
Class Abilities:
- Wizard:
- 1st Level: Arcane Bond - Masterwork Ruby Ring.
- Air Elementalist:
- Air Supremacy (Su): +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will.
- Lightning Flash (Su): 3+ Int mod per day. As a standard action, you can unleash a flash of electricity. 1d6 elec. dmg + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzle them for 1d4 rounds. Reflex negates the dazzled effect and halves the damage. DC 10 + 1/2 your wizard level + your Intelligence modifier.
- Cyclone (Su): At 8th level, you can create a vortex of turbulent wind around yourself as a standard action.
Racial Abilities:
Human Bonus Feat: Spell Focus: Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Weapon | Attack Bonus | Damage | Crit | Range | Damage Type |
---|---|---|---|---|---|
Quarterstaff | 0 | 1d6 | x2 | Melee | Bludgeoning |
Dagger | 0 | 1d4 | 19-20/x2 | 10 ft | Piercing, Slashing |
Armor Name | Armor Bonus | Max Dex | Arcane Spell Failure | Movement Speed | Weight |
---|---|---|---|---|---|
None | 0 | 10 | 0% | 30 ft | 0 lb |
None | 0 | 10 | 0% | 30 ft | 0 lb |
Slot | Item | Description |
---|---|---|
Head | - | - |
Face | - | - |
Neck | - | - |
Shoulders | - | - |
Torso | - | - |
Arms | - | - |
Hands | - | - |
Right Ring | Masterwork Ring | Ruby ring with silver band |
Left Ring | - | - |
Waist | - | - |
Feet | - | - |
Pack | - | - |
Other Possessions
Spell Level | Spells Per Day | Bonus Spells | Save DC |
---|---|---|---|
Cantrip | Inf | Inf | 15 |
1st | 1 | 2 | 16 |
Spells Known
- Abjuration
- Resistance: Subject gains +1 on saving throws.
- Conjuration
- Acid Splash: Orb deals 1d3 acid damage.
- Drench: A sudden downpour soaks a target creature or object.
- Divination
- Detect Magic: Detects all spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or small object.
- Read Magic: Read scrolls and spellbooks.
- Enchantment
- Daze: A single humanoid creature with 4 HD or less loses its next action.
- Evocation
- Breeze: Create a light wind that blows against target from direction of your choice.
- Dancing Lights: Creates torches or other lights.
- Flare: Dazzles one creature (–1 on attack rolls).
- Light: Object shines like a torch.
- Penumbra: Protects creature or object touched from bright light.
- Ray of Frost: Ray deals 1d3 cold damage.
- Scoop: Create a scoop of force to pick up or carry liquids.
- Spark: Ignites flammable objects.
- Illusion
- Ghost Sound: Figment sounds.
- Haunted Fey Aspect: You surround yourself with disturbing illusions.
- Necromancy
- Bleed: Cause a stabilized creature to resume dying.
- Disrupt Undead: Deals 1d6 damage to one undead.
- Touch of Fatigue: Touch attack fatigues target.
- Transmutation
- Universal
- Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
- Prestidigitation: Performs minor tricks.
- Abjuration
- Peacebond: Locks a weapon in place on the target’s body.
- Protection from Chaos: +2 to AC and saves, plus additional protection against selected alignment.
- Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
- Protection from Good: +2 to AC and saves, plus additional protection against selected alignment.
- Shield: Invisible disc gives +4 to AC, blocks magic missiles.
- Conjuration
- Air Bubble: Creates a small pocket of air around your head or an object.
- Corrosive Touch: Touch attack deals 1d4 acid/level.
- Mage Armor: Gives subject +4 armor bonus.
- Obscuring Mist: Fog surrounds you.
- Summon Monster I: Summons extraplanar creature to fight for you.
- Unseen Servant: Invisible force obeys your commands.
- Divination
- Anticipate Peril: Target gains a bonus on one initiative check.
- Comprehend Languages: You understand all spoken and written languages.
- Detect Charm: As detect magic, except you immediately detect the strength and location of each charm, compulsion, and possession aura on all creatures in the area.
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Detect Undead: Reveals undead within 60 ft.
- Identify: Gives +10 bonus to identify magic items.
- See Alignment: Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
- Enchantment
- Charm Person: Makes one person your friend.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Memory Lapse: Subject forgets events back to last turn.
- Sleep: Puts 4 HD of creatures into magical slumber.
- Evocation
- Burning Hands: 1d4/level fire damage (max 5d4).
- Flare Burst: As flare, but affects all creatures in 10 ft.
- Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
- Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
- Illusion
- Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
- Disguise Self: Changes your appearance.
- Illusion of Calm: You appear to be standing still, even when you take some actions.
- Shadow Weapon: Create a quasi-real masterwork weapon.
- Silent Image: Creates minor illusion of your design.
- Vanish: As invisibility for 1 round/level (5 max).
- Ventriloquism: Throws voice for 1 min./level.
- Necromancy
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
- Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
- Transmutation
- Alter Winds: Increase/decrease strength of natural winds.
- Animate Rope: Makes a rope move at your command.
- Break: Gives an object the broken condition.
- Burning Disarm: A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
- Enlarge Person: Humanoid creature doubles in size.
- Expeditious Excavation: Moves 5-ft. cubes of earth.
- Expeditious Retreat: Your base speed increases by 30 ft.
- Feather Fall: Objects or creatures fall slowly.
- Magic Weapon: Weapon gains +1 bonus.
- Reduce Person: Humanoid creature halves in size.
- Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Footnotes
1. You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, avoiding attacks and confusing your opponents.
2. You can evaluate the monetary value of an object.
3. You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities.
4. You know how to tell a lie.
5. You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs.
6. You are skilled in the creation of a specific group of items, such as armor or weapons.
7. You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.
8. You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors.
9. You are skilled at changing your appearance.
10. Your training allows you to slip bonds and escape from grapples.
11. You are skilled at flying, either through the use of wings or magic, and you can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly.
12. You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.
13. You are skilled at tending to the ailments of others.
14. You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.
15. You are educated in one field of study and are capable of answering both simple and complex questions. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.
16. You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. Your skill in writing allows you to create and detect forgeries as well.
17. Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell.
18. You are skilled at one form of entertainment, from singing to acting to playing an instrument.
19. You are skilled at a specific job.
20. You are skilled at the art of using powers, identifying psionic items, crafting psionic items, and identifying powers as they are being manifested.
21. You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus.
22. You are skilled at detecting falsehoods and true intentions.
23. Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.
24. You are skilled at the art of casting spells, identifying magic items, crafting magic items, and identifying spells as they are being cast.
25. You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.
26. You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others.
27. You know how to swim and can do so even in stormy water.
28. You are skilled at activating magic items, even if you are not otherwise trained in their use.
29. You are skilled at activating psionic items, even if you are not otherwise trained in their use.