Daryl Diviner Wyvernkeeper

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Daryl the struggling Wizard Dragon, thing...
Daryl using Dumbledore mini
Daryl custom painted mini

Stats

Name: Daryl Diviner Wyvernkeeper is a player character

True name (learned later in the story): Karstim

Age: 18

Deity: Cayden

Birthplace: Durandal

Experience: 2,152,100

NEXT LEVEL: 3,850,000

HP: 149

Armor

Haramaki (+1 to AC) speed 30, weight 1lb

Bio

Brother: Nautz

Father/Mother: both burned to death by Zarkan during it's destruction*

Nautz lived on for a short while in "Dong Spire"

Killed by Dranas via hamburgification in the Clockwork Caves. Resurrected shortly thereafter by Volkorn

Spell Tattoos: 2 silent/still spell tattoos, 1 on each arm. storage spell on neck, storage spell on calf. Teleport left hand, dispell right hand.

Can now polymorph 3xDaily into a (chromatic) red dragon

Level: 17

Acrobatics +7 5
Appraise +13 4
Bluff +6 5
Climb +5 4
Craft: Dildo +9 2
Diplomacy +10 9
Disguise +8 7
Escape Artist +10 8
Fly +7 2
Handle Animal +5 4
Heal +2 1
Intimidate +2 1
Knowledge (Arcana) +14 5
Knowledge (Dungeoneering) +11 2
Knowledge (Engineering) +11 2
Knowledge (Geography) +11 2
Knowledge (History) +11 2
Knowledge (Local) +11 2
Knowledge (Nature) +11 2
Knowledge (Religion) +7 5
Linguistics +10 1
Perception +10 9
Profession: Therapist +10 6
Ride +4 2
Sense Motive +9 8
Sleight of Hand +10 8
Spellcraft +16 7
Stealth +10 8
Survival +10 9
Swim +6 5
Use Magic Device +8 7

STR - 12 +1
Dex 15 +2
CON 14 +2
INT 22 +6
WIS 13 +1
CHA 12 +1

Fortitude +7 +5
Reflex +7 +5
Will +11 +10

Feats

Combat Casting You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Craft Wand You can create magic wands.
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.
Dodge Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Enlarge Spell Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level.
Level Increase: +1 (an enlarged spell uses up a spell slot one level higher than the spell’s actual level.)
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.
Extend spell You can make your spells last twice as long.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Level Increase: +1 (an extended spell uses up a spell slot one level higher than the spell’s actual level.)
Improved Initiative Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
Persistent Spell You can modify a spell to become more tenacious when its targets resist its effect.

Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.
Level Increase: +2 (a persistent spell uses up a spell slot two levels higher than the spell’s actual level.)
Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
Scribe Spell You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Silent Spell You can cast your spells without making any sound.
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected.
Level Increase: +1 (a silent spell uses up a spell slot one level higher than the spell’s actual level.)
Special: Bard spells cannot be enhanced by this feat.
Spell Mastery Scorching Ray Ranged Attack You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.
Prerequisite: 1st-level wizard
Benefit: Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
FAQ
Can an alchemist, magus, or witch select the Spell Mastery feat?
As written, no, as the feat’s prerequisite is “1st-level wizard.”
However, the feat was written before the existence of the alchemist, magus, and witch classes, and it is a perfectly reasonable house rule to allow those classes to select the feat and apply its benefits to an alchemist’s formula book, magus’s spellbook, or witch’s familiar.
Still Spell You can cast spells without moving.
Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected.
Level Increase: +1 (a stilled spell uses up a spell slot one level higher than the spell’s actual level.)
Uncanny Mind
Improved Feint
Weapon Finesse
Wizard Weapon Proficiencies Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Traits

Focused Mind Reactionary



Spells

Aqueous Orb - Scorching Ray - Black Tentacles - Teleport (Greater) - Scrying - Lightning Bolt - Invisibility - Form of Dragon III - Mage Armor - Mage Hand - Mage's Magnificent Mansion - Mage's Faithful Hound - Parchment Swarm - Mage's Sword - Phase Door - Acid Arrow - Acid Splash - Permanency - Acid Fog - Acid Pit - Mage's Perusal - Punishing Armor - Revenant Armor - Expeditious Construction - True Strike - Shield - Cat's Grace - Fox's Cunning

Spell Slots

0 = 4 slots
1 = 6 slots, Shield, Mage Armor
, Charm Person x3 2 = 6 slots, Cat's Grace x3, Invisibility x3
3 = 5 slots, Phantom Steedx1, Aqueous Orbx2, Flyx1 Lightning Boltx1
4 = 5 slots, Persistent Scorching Ray, 3 X Acid Pit
5 = 5 slots, Parchment Swarm, Teleport (Greater)
1 teleport used 6 = 4 slots, Quickened Scorching Ray
7 = 2 slots, Mage Mansion, Mage's Sword
8 = 1 slots
9 = 0 slots

Tactics

Prep:
Mage Armor
Shield
Cats Grace
Fly
Invisibility


Battle:
1. (First round only) True Strike if possible (+20 bonus to next attack within 6 seconds) (hide/surprise round with Tattoo)
2. Persistent Spell +2 spell levels (Scorching Ray is now lvl4)
3. Quickened Spell +4 spell levels (Scorching Ray is now lvl6)
4. Parchment Swarm using Scorching Ray scroll

Scorching Ray D20+9 (CG +2 bonus) touch attack. 4D6 dmg x3 Rays

Backpack

Prances with wolves (book)

picture of little girl with key on back, made of copper

small ring, silver, wrapped in a weird braided shape (Karstim braided silver ring)

Adamantite armor headpiece chestpiece saddle (Karstim Gift Armor)

Glowing Red Vial attained from Brumhilda in Sangra (already drank)

Empty Gourd of Dragon Milk

100 ft. of rope

100 ft. Spider Rope

100 ft. Silk Rope

Mask of Morkan

Water skin (2) filled with fairy water

Books: Dragonomicon, Sorcerer Book (2), Continents Planes (1), Goosebumps (1), Book of Apsu, Bottany 102, History of the 8 kingdoms

Goblet of Apsu

Wand lvl 10 Fireball, Purple wand

Pebble

Potion of Light

Pickaxe

Hygeine kit

Billy Shaher Mask?

Antivenom (2)

Glow weed (1 oz)

Scroll: Cone of Cold

Music: Garalyn Manson

Brokeback Capes Black/Red (5)

BP Blue Potion? (5)

2 bottles of of liquer half fairy water now

Broken Scimitar

Pink vial

autocrossbow (do i still have this?)

Cherry red staff

Silver Sicle

Silver Dagger

FShovel

Red Pot of Heal (2)

Mythril Shield

Brokeback Paper (1)

Pirates of the Maelstrom book

4gm of elf caps a strain of glow-weed

SCROLLS 1xFireball

Notes

Daryl has 6 tattoos of magic.

1 on each hand, dispel and teleport for emergencies.

1 on each arm that can be used once per day (free action) to effect a spell in the same round with Silent Spell and Still Spell

1 on his neck for storing spells

1 on his calf for storing spells (art by an UHH! band member)