I have a level 20 character from an old Pathfinder game that I would love to play again, but have no game for. An old elf wizard-druid who's goal in life is to learn every spell possible, learn every wild shape possible, and to map the entire world. He has made a lot of progress, but still has a long way to go. (I'll post the actual character sheet below in spoiler tags so you can see what you would be working with. I am definitely open to alterations as necessary.)
The original game was a mythic campaign, but our does not need to be. It also took place in Golarion, but again, ours does not need to. The game can be just me and you, or we can bring in other adventurers as well. I am fine with the game being adult, mature, or neither, so long as awesome adventures are involved.
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Basic Information
Character Name : Beezle Rivlet Height : 6 ft
Player Name : Cloudbreaker Weight : 137 lb
Character Race : Elf Eyes : Deep Brown, knowing and lighthearted
Alignment : Neutral Hair : White, medium, straight
Deity : Nature in general Size : Medium
Total Level : 20 Speed : 30
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Character Class Information
Class and Level : Wizard 1/Druid 1 HP Roll: 8 (Max)
Class and Level : Wizard 2/Druid 2 HP Roll: 8 (Max)
Class and Level : Wizard 3/Druid 3 HP Roll: 8 (Max)
Class and Level : Wizard 4/Druid 4 HP Roll: 2 4
Class and Level : Wizard 5/Druid 5 HP Roll: 4
Class and Level : Wizard 6/Druid 6 HP Roll: 8
Class and Level : Wizard 7/Druid 7 HP Roll: 4
Class and Level : Wizard 8/Druid 8 HP Roll: 8
Class and Level : Wizard 9/Druid 9 HP Roll: 6
Class and Level : Wizard 10/Druid 10 HP Roll: 6
Class and Level : Wizard 11/Druid 11 HP Roll: 1 4
Class and Level : Wizard 12/Druid 12 HP Roll: 5
Class and Level : Wizard 13/Druid 13 HP Roll: 1 4
Class and Level : Wizard 14/Druid 14 HP Roll: 2 4
Class and Level : Wizard 15/Druid 15 HP Roll: 2 4
Class and Level : Wizard 16/Druid 16 HP Roll: 4
Class and Level : Wizard 17/Druid 17 HP Roll: 6
Class and Level : Wizard 18/Druid 18 HP Roll: 6
Class and Level : Wizard 19/Druid 19 HP Roll: 6
Class and Level : Wizard 20/Druid 20 HP Roll: 4
Total = 111 (+5 x 20)
Favored Class(es) : Wizard
Favored Class Bonus : +1 hit point or +1 skill point
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Ability Scores
Strength : 11 (+ 0) 11 point buy + 0 racial + 0 level + 0 misc
Dexterity : 26 (+ 8) 14 point buy + 2 racial + 0 level +10 misc
Constitution : 18 (+ 4) 14 point buy - 2 racial + 0 level + 6 misc
Intelligence : 38 (+14) 17 point buy + 2 racial + 5 level +11 misc + 3 age
Wisdom : 28 (+ 9) 14 point buy + 0 racial + 0 level +11 misc + 3 age
Charisma : 16 (+ 3) 13 point buy + 0 racial + 0 level + 0 misc + 3 age
(+3 on Ability Checks)
Maximum Load : 100 lbs.
Lift Overhead : 100 lbs. (equal to Maximum Load)
Lift : 200 lbs. (equal to Maximum Load x2)
Drag or Push : 500 lbs. (equal to Maximum Load x5)
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Combat Statistics
Hit Points : 214
Base Attack (BAB) : +15/+10/+5
Initiative : + 8 8 Dex + 0 misc
Base Melee : +17 15 BAB + 0 Str + 2 misc
Base Ranged : +25 15 BAB + 8 Dex + 2 misc
Combat Maneuver : +29 15 BAB + 0 Str + 0 misc + 14 Int <- CMB
Maneuver Defense : +47 10 + 15 BAB + 0 Str + 8 Dex + 0 misc + 14 Int <- CMD
Armor Class : 28 10 base + 0 armor + 0 shield + 8 Dex + 5 deflection + 0 misc + 5 natural armor
Touch AC : 23 10 base + 8 Dex + 5 deflection + 0 misc
Flat-Footed AC : 15 10 base + 0 armor + 0 shield + 5 natural armor + 0 misc
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Saving Throws
Fortitude : +24 12 base + 4 Con + 3 misc + 5 resistance
Reflex : +22 6 base + 8 Dex + 3 misc + 5 resistance
Will : +29 12 base + 9 Wis + 3 misc + 5 resistance
Conditional Bonuses and Penalties :
Improved Evasion while flying
Immune to sleep effects
Immune to poisons
Immune to aging effects
+2 against enchantment spells and effects
+4 bonus against many fey effects
Possible size bonuses and other adjustments depending on current Wild Shape form
True Seeing active
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Mythic Tier
Tier : 1
Mythic Power: 5 of 5
Path : Archmage
Bonus HP : 3
Abilities
Hard to Kill
Surge
Archmage Arcana: Wild Arcana
Path Ability: Perfect Preparation
Tier 1 Feat: Natural Spell
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Racial Abilities and Features
quote:
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail.
They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose
from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus
against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties
of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords,
rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven”
in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
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Class Abilities and Features
Wizard
Weapon and Armor Proficiency
quote:
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.
Spells and Cantrips
Bonus Language - can learn Draconic
Arcane Bond - Ring
Arcane School - Universalist: Arcane Crafter
quote:
Metacharge (Ex)
As an Arcane crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic
feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using
metamagic feats to create magic items, your skill and understanding of the principles involved in the
item’s creation give you a +2 bonus on the skill check made to create the item.
Metamagic Mastery (Su)
At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does
not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and
one additional time per day for every two wizard levels you possess beyond 8th (7 total). Any time you use this ability
to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily
usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the
spell’s actual level, you cannot use this ability to cast a spell whose modified spell level would be above
the level of the highest-level spell that you are capable of casting.
Scribe Scroll bonus Feat
Bonus feats at every 5th level
Spellbook - not needed with chosen Mythic ability
Druid
Weapon and Armor Proficiency
quote:
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff,
scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all
natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
Druids are proficient with light and medium armor but are prohibited from wearing metal
armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear
wooden armor that has been altered by the ironwood spell so that it functions as though
it were steel. Druids are proficient with shields (except tower shields) but must use only
wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid
spells or use any of her supernatural or spell-like class abilities while doing so and
for 24 hours thereafter.
Spells and Orisons
Can Spontaneously cast summon nature’s ally spells
Can't cast spells of opposite alignments
Bonus Languages - Know Druidic and can learn Sylvan
Nature Bond - Cleric Domain: Eagle
quote:
Your spirit soars with the mightiest and noblest of all winged creatures.
Granted Powers:
Familiar: You gain a hawk familiar. Your effective wizard level for this ability is equal
to your druid level. Your druid level stacks with levels from other classes that grant
familiars when determining the powers of your familiar.
Hawkeye (Su): As a swift action, you may add a bonus equal to half your druid level (minimum +1)
on one ranged attack or on one Perception check. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.
1 of 12 uses used.
Aerial evasion (Ex): At 6th level, you gain the evasion ability (as a rogue) when you are flying.
At 12th level, you gain improved evasion while flying.
Domain Spells: 1st—aspect of the falcon, 2nd—eagle’s splendor, 3rd—fly, 4th—river of wind,
5th—overland flight, 6th—eagle aerie, 7th—animal shapes (birds only), 8th—sunburst, 9th—winds of vengeance.
Nature Sense - +2 bonus on Knowledge (nature) and Survival checks
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
quote:
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like
and supernatural abilities of fey. This bonus also applies to spells and effects that target
plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape - at will
Venom Immunity
A Thousand Faces - Alter Self at will in normal form
Timeless Body
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Skills and Languages
Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
CS? TRAINED ONLY Ability Total Ability Ranks Class Misc
[ ] Disable Device Dex +11 = + 8 0 +0 +3
[*] Knowledge [arcana] Int +40 = +14 20 +3 +3
[*] Knowledge [dungeoneering] Int +40 = +14 20 +3 +3
[*] Knowledge [local] Int +40 = +14 20 +3 +3
[*] Knowledge [nature] Int +42 = +14 20 +3 +5
[*] Knowledge [planes] Int +40 = +14 20 +3 +3
[*] Knowledge [religion] Int +40 = +14 20 +3 +3
[*] Spellcraft Int +40 = +14 20 +3 +3
+2 to identify the properties of magic items
[ ] Use Magic Device Cha + 6 = + 3 0 +0 +3
CS? CAN USE UNTRAINED Ability Total Ability Ranks Class Misc
[ ] Acrobatics Dex +11 = + 8 0 +0 +3
[ ] Bluff Cha + 6 = + 3 0 +0 +3
[*] Climb Str +26 = + 0 20 +3 +3
[ ] Diplomacy Cha + 6 = + 3 0 +0 +3
[ ] Disguise Cha + 6 = + 3 0 +0 +3
[ ] Escape Artist Dex +11 = + 8 0 +0 +3
[*] Fly Dex +34 = + 8 20 +3 +3
[*] Heal Wis +12 = + 9 0 +0 +3
[*] Intimidate ChaInt +40 = +14 20 +3 +3
[*] Perception Wis +37 = + 9 20 +3 +5
+2 with familiar, and additional +3 in bright light
[*] Ride Dex +11 = + 8 0 +0 +3
[ ] Sense Motive Wis +12 = + 9 0 +0 +3
+2 with familiar
[*] Stealth Dex +35 = + 8 20 +3 +4
[*] Survival Wis +37 = + 9 20 +3 +5
[*] Swim Str +26 = + 0 20 +3 +3
CS? BACKGROUND SKILLS Ability Total Ability Ranks Class Misc
[*] Appraise Int +17 = +14 0 +0 +3
[*] Artistry [] Int +17 = +14 0 +0 +3
[*] Craft [] Int +17 = +14 0 +0 +3
[*] Handle Animal Cha + 6 = + 3 0 +0 +3
[*] Knowledge [engineering] Int +40 = +14 20 +3 +3
[*] Knowledge [geography] Int +40 = +14 20 +3 +3
[*] Knowledge [history] Int +40 = +14 20 +3 +3
[*] Knowledge [nobility] Int +40 = +14 20 +3 +3
[*] Linguistics Int +40 = +14 20 +3 +3
[*] Lore [] Int +17 = +14 0 +0 +3
[ ] Perform [] Cha + 6 = + 3 0 +0 +3
[*] Profession [Cartographer] Wis +35 = + 9 20 +3 +3
[ ] Sleight of Hand Dex +11 = + 8 0 +0 +3
Languages : Common, Elven, Druidic, Celestial, Draconic, Sylvan, Gnome
Aboleth, Abyssal, Aklo, Aquan, Auran, Dwarven, D'ziriak, Giant, Gnoll, Goblin,
Halfling, Ignan, Infernal, Necril, Orc, Protean, Tengu, Terran, Sphinx, Cyclops
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Traits and Feats
Trait #1 : Bruising Intellect (Social) - Intimidate with Int
Trait #2 : Silent Hunter (Regional) - Stealth is class skill and +1
Familiar Feat: Alertness - +2 Perception and Sense Motive with familiar near
Wizard Feat : Scribe Scroll
Level 1 Feat : Extend Spell
Level 3 Feat : Wild Vigor - Can gain extra HP in Wild Shape equal to BAB (1 of 9 uses used)
School Feat : Craft Wondrous Item
Level 5 Feat : Natural Spell - can cast spells in Wild Shape
Wizard Feat : Arcane Discovery: Forest's Blessing - use gems in place of material
components for arcane spells, and gain bonus to spells on both wizard and druid lists
Level 7 Feat : Planar Wild Shape - Wild Shape can have the celestial or fiendish template
Level 9 Feat : Quick Wild Shape - can use Wild Shape as a move or swift action
Wizard Feat : Maximize Spell
Level 11 Feat: Quicken Spell
Level 13 Feat: Powerful Shape - Wild shape is treated as larger for some purposes
Level 15 Feat: Spell Penetration - +2 to overcome SR
Wizard Feat : Arcane Discovery: Knowledge is Power - add int to certain Str checks
Level 17 Feat: Greater Spell Penetration - +2 to overcome SR
Level 19 Feat: Heighten Spell - increase effective spell level
Wizard Feat : Arcane Discovery: Immortality - Don't die of old age or take age penalties
Mythic Feat : Natural Spell (Mythic) - use spell completion/trigger items and talk normally
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Money and Equipment
Armor :
Belt : Belt of Physical Might
Body :
Chest :
Eyes : Truesight Goggles
Feet :
Hands :
Head : Headband of Mental Prowess
Headband :
Neck :
Ring #1 : Arcane bond item
Ring #2 :
Shield :
Shoulders :
Wrists :
Weapon : Mithral Dagger
Weapon : Mithral Dagger
Weapon : Mithral Dagger
Weapon : Mithral Dagger
Weapon : Cold Iron Scepter
Other Equipment :
Explorer's Outfit ( Free) worn (-- lb)
Tome of Understanding +5 (137,500) used
Tome of Clear Thought +5 (137,500) used
Manual of Quickness of Action +4 (110,000) used
Headband of Mental Prowess ( 90,000) int and wis ( 1 lb)
(Headband adds Climb, Intimidate, and Know: Nobility skills)
Belt of Physical Might ( 90,000) Dex and con ( 1 lb)
Portable Hole. ( 20,000) (-- lb)
Stone of Good Luck ( 20,000) (-- lb)
(+1 luck bonus on saving throws, ability checks, and skill checks)
Pale Green Prism (Ioun Stone) ( 30,000) (-- lb)
(+1 competence bonus on attack rolls, saves, skill checks, and ability checks)
Pale Green Prism - Flawed ( 28,000) (-- lb)
(+1 morale bonus on attack rolls, saves, skill checks, and ability checks)
Truesight Goggles (184,800) (-- lb)
Traveler's Any-tool ( 250) ( 2 lb)
Spell Component Pouch ( 5) ( 2 lb)
Gems for spells ( 3,910) (?? lb)
(components appropriate for Forest's Blessing Arcane Discovery)
Scrolls - used ( 76,260)
Level 1 : Grease, Unseen Servant, Floating Disk, Disguise Self, Darting Duplicate, Restore Corpse,
Sculpt Corpse, Blood Money, Lighten Object, Snapdragon Fireworks, Touch of Gracelessness, Mount,
Protection from Evil, Protection from Good, Protection from Chaos, Protection from Law, Memorize Page
(17 Spells x 25 = 425)
Level 2 : Resist Energy, Fog Cloud, Communal Protection from Evil, Communal Protection from Good,
Communal Protection from Chaos, Communal Protection from Law, Communal Mount, Shackle, Carrion Compass,
Detect Thoughts, Spell Gauge, Share Memory, Hidden Presence, Hideous Laughter, Investigative Mind,
Pilfering Hand, Scorching Ray, Invisibility, Blindness-Deafness, Command Undead, Defending Bone, Web,
Bear's Endurance, Cat's Grace, Bull's Strength, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Warding Weapon*,
Diminish Resistance, Kinetic Reverberation, Knock, Levitate, Make Whole, Merge with Familiar, Steal Breath
(36 Spells x 150 = 5400)
Level 3 : Shrink Item, Selective Alarm, Find Fault, Hold Person, Fearsome Duplicate, Major Image,
Halt Undead, Hostile Levitation, Polymorph Familiar, Versatile Weapon
(10 Spells x 375 = 3750)
Level 4 : Greater Invisibility, Greater Make Whole, Medusa’s Bane, True Form, Dimension Door, Solid Fog,
Fleshworm Infestation, Charm Monster, Dragon’s Breath, Resilient Sphere, Phantasmal Killer
(11 Spells x 700 = 7700)
Level 5 : Mage’s Private Sanctum, Siphon Magic, Dismissal, Hostile Juxtaposition, Fire Snake, Feeblemind,
Major Creation, Roaming Pit* (+10gp), Telepathic Bond, Trace Teleport, Apparent Master, Dominate Person, Hold Monster,
Cone of Cold, Fabricate, Rubberskin, Telekinesis, Hungry Pit*
(18 Spells x 1125 = 2250 + 10 = 2260)
Level 6 : Geas/Quest, Getaway, Greater Heroism, Vengeful Outrage, Decapitate, Permanent Image, Wither Limb,
Fluid Form, Stone to Flesh, Flesh to Stone
(10 Spells x 1650 = 16500)
Level 7 : Mage’s Magnificent Mansion*, Planeshift, Greater Black Tentacles, Particulate Form
(4 Spells x 2275 = 9100)
Level 8 : Greater Prying Eyes, Moment of Prescience, Discern Location, Greater Angelic Aspect
(4 Spells x 3000 = 12000)
Level 9 : Freedom, Interplanetary Teleport, Wail of the Banshee, Salvage, Mass Suffocation
(5 Spells x 3825 = 19125)
miniature shovel ( 10) Spell Focus Item
miniature ivory door ( 5) Spell Focus Item
a piece of polished marble ( 5) Spell Focus Item
a silver spoon ( 5) Spell Focus Item
Cold Iron Scepter ( 1,000)Spell Focus Item(?? lb)
10'x10' Piece of embroidered cloth( 100) Spell Material (?? lb) In Hole
Chest, 3 feet by 2 feet by 2 feet ( 5,000) in hole (?? lb)
Chest Replica ( 50) Spell Focus Item
Silver Mirror ( 1,000) in hole (?? lb)
Four Mithral Daggers ( 2,008) masterwork ( 2 lb)
Trail Rations x20 ( 10) in hole (20 lb)
Belt Pouch x2 ( 2) ( 1 lb)
Canteen ( 2) ( 1 lb)
Money - 6 GP ( 6)
Totals = (937,500) (10+ weight carried on body) 15ish total?
Money to Spend: 750,000 GP +25% for Feat = 937,500 GP
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Magic - Wizard
Level 0 4 spells per day 0 bonus DC 24 (10 + level + 14 ability)
Prepared:
Prestidigitation, Detect Magic, Scoop, Ghost Sound
Level 1 8 spells per day 4 bonus DC 25 (10 + level + 14 ability)
Prepared:
Blood Money, Keep Watch, Feather Fall, Windy Escape, Restore Corpse, Mage Armor, Blood Money, Floating Disk
Level 2 8 spells per day 4 bonus DC 26 (10 + level + 14 ability)
Prepared:
Create Treasure Map*, Create Treasure Map*, Share Memory, Share Memory, Hidden Presence, Pilfering Hand,
Communal Protection from Evil, Diminish Resistance
Level 3 7 spells per day 3 bonus DC 27 (10 + level + 14 ability)
Prepared:
Slow, Ablative Sphere*, Battering Blast, Polymorph Familiar, Hostile Levitation, Extended Bull's Strength,
Shrink Item
Level 4 7 spells per day 3 bonus DC 28 (10 + level + 14 ability)
Prepared:
Animate Dead*, Medusa’s Bane, Scrying*, Charm Monster, True Form, Trade Item, Fleshworm Infestation
Level 5 7 spells per day 3 bonus DC 29 (10 + level + 14 ability)
Prepared:
Wreath of Blades*, Fabricate, Telekinesis, Dismissal, Telepathic Bond, Extended Antithetical Constraint,
Roaming Pit
Level 6 7 spells per day 3 bonus DC 30 (10 + level + 14 ability)
Prepared:
Quickened Spectral Hand, Maximized Vampiric Touch, Disintegrate, Greater Dispel Magic, Geas/Quest,
Extended Hold Monster, Fluid Form
Level 7 6 spells per day 2 bonus DC 31 (10 + level + 14 ability)
Prepared:
Project Image, Greater Black Tentacles, Greater Teleport, Finger of Death, Extended Greater Heroism,
Maximized Dragon’s Breath
Level 8 6 spells per day 2 bonus DC 32 (10 + level + 14 ability)
Prepared:
Polymorph Any Object, Polymorph Any Object, Greater Prying Eyes, Moment of Prescience, Greater Angelic Aspect,
Death Clutch
Level 9 6 spells per day 2 bonus DC 33 (10 + level + 14 ability)
Prepared:
Maximized Chain Lightning, Time Stop, Gate, Mass Suffocation, Spellbane*, Maximized Contagious Flame
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Spellbook
Level 0 : All
Level 1 : Mage Armor, Stone Shield, Windy Escape, True Strike, Detect Undead, Charm Person, Keep Watch,
Grease, Unseen Servant, Floating Disk, Disguise Self, Darting Duplicate, Restore Corpse, Magic Missile,
Sculpt Corpse, Blood Money, Lighten Object, Snapdragon Fireworks, Touch of Gracelessness, Mount, Feather Fall,
Protection from Evil, Protection from Good, Protection from Chaos, Protection from Law, Memorize Page
Level 2 : Protection from Arrows, Spectral Hand, Create Treasure Map*, Locate Object, Steal Breath,
Resist Energy, Fog Cloud, Communal Protection from Evil, Communal Protection from Good, Warding Weapon*,
Communal Protection from Chaos, Communal Protection from Law, Communal Mount, Shackle, Carrion Compass,
Detect Thoughts, Spell Gauge, Share Memory, Hidden Presence, Hideous Laughter, Investigative Mind,
Pilfering Hand, Scorching Ray, Invisibility, Blindness-Deafness, Command Undead, Defending Bone, Web,
Bear's Endurance, Cat's Grace, Bull's Strength, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Knock,
Diminish Resistance, Kinetic Reverberation, Levitate, Make Whole, Merge with Familiar
Level 3 : Ablative Sphere*, Slow, Vampiric Touch, Battering Blast, Polymorph Familiar, Versatile Weapon,
Shrink Item, Selective Alarm, Find Fault, Hold Person, Fearsome Duplicate, Major Image, Hostile Levitation,
Halt Undead
Level 4 : Animate Dead*, Scrying*, Trade Items, Antithetical Constraint, Greater Invisibility, Medusa’s Bane,
Fleshworm Infestation, Charm Monster, Dragon’s Breath, Resilient Sphere, Phantasmal Killer, Greater Make Whole,
True Form, Dimension Door, Solid Fog
Level 5 : Permanency*, Treasure Stitching*, Wreath of Blades*, Secret Chest*, Rubberskin, Telekinesis,
Mage’s Private Sanctum, Siphon Magic, Dismissal, Hostile Juxtaposition, Fire Snake, Feeblemind, Hungry Pit*,
Major Creation, Roaming Pit*, Telepathic Bond, Trace Teleport, Apparent Master, Dominate Person,
Cone of Cold, Fabricate, Hold Monster
Level 6 : Chain Lightning, Contagious Flame, Disintegrate, Greater Dispel Magic, Stone to Flesh, Flesh to Stone,
Geas/Quest, Getaway, Greater Heroism, Vengeful Outrage, Decapitate, Permanent Image, Wither Limb, Fluid Form
Level 7 : Control Undead, Finger of Death, Greater Teleport, Project Image, Greater Black Tentacles, Particulate Form
Mage’s Magnificent Mansion*, Planeshift
Level 8 : Polymorph Any Object, Death Clutch, Temporal Stasis*, Polar Ray, Discern Location, Greater Angelic Aspect
Greater Prying Eyes, Moment of Prescience
Level 9 : Scribe's Binding*, Time Stop, Wish*, Teleportation Circle*, Gate, Spellbane*, Etherealness, Meteor Swarm,
Freedom, Interplanetary Teleport, Wail of the Banshee, Salvage, Mass Suffocation
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Magic - Druid
Level 0 4 spells per day 0 bonus DC 19 (10 + level + 9 ability)
Prepared:
Mending, Create Water, Purify Food and Drink, Spark
Level 1 7 spells per day 3+1 bonus DC 20 (10 + level + 9 ability)
Prepared: Aspect of the Falcon
Ant Haul, Liberating Command, Charm Animal, Wave Shield, Liberating Command, Wave Shield, Wave Shield
Level 2 6 spells per day 2+1 bonus DC 21 (10 + level + 9 ability)
Prepared: Eagle’s Splendor
Eagle Eye, Forest Friend, Riversight, Resist Energy, Resist Energy, Resist Energy
Level 3 6 spells per day 2+1 bonus DC 22 (10 + level + 9 ability)
Prepared: Fly
Protection From Energy, Extended Resist Energy, Burrow, Resinous Skin, Communal Resist Energy, Water Breathing
Level 4 6 spells per day 2+1 bonus DC 23 (10 + level + 9 ability)
Prepared: River of Wind
Absorb Toxicity, Bountiful Banquet, Communal Protection From Energy, Life Bubble, Globe of Tranquil Water, Forest’s Sense
Level 5 6 spells per day 2+1 bonus DC 24 (10 + level + 9 ability)
Prepared: Overland Flight
Extended Freedom of Movement, Commune with Nature, Cure Critical Wounds, Death Ward, Stoneskin*, Sturdy Tree Fort
Level 6 5 spells per day 1+1 bonus DC 25 (10 + level + 9 ability)
Prepared: Eagle Aerie
Stone Tell, Transport via Plants, Transport via Plants, Wall of Stone, Quickened Resist Energy
Level 7 5 spells per day 1+1 bonus DC 26 (10 + level + 9 ability)
Prepared: animal shapes (birds only)
Wind Walk, Planar Refuge*, Heal, Heal, Heal
Level 8 5 spells per day 1+1 bonus DC 27 (10 + level + 9 ability)
Prepared: Sunburst
Seamantle, Wall of Lava, Word of Recall, Repel Metal or Stone, Euphoric Tranquility
Level 9 5 spells per day 1+1 bonus DC 28 (10 + level + 9 ability)
Prepared: Winds of Vengeance
Storm of Vengeance, Regenerate, Mass Cure Critical Wounds, Clashing Rocks, Clashing Rocks
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Background (from RTJ)
Beezle is an ancient elf, old even for one of his kind. He has dedicated his life to exploration and
discovery of many sorts. He has traveled the world trying to fill in all of the blanks on the maps, which
he helps create. On his journey he has taken it upon himself to seek out rare magics and try to add the
associated spells to his ever expanding library. Mental library. Beezle's mind works on such a level
that he no longer has need for carrying around his burdensome spellbooks.
Despite this thirst for arcane knowledge, Beezle has not lost connection with his racial affinity with nature.
Almost as much as he enjoys discovering a new scroll, Beezle enjoys adding a new shape to the list of animals
he can become. He has mastered the art of transformation and revels in altering his form on a whim.
He is a lighthearted individual who tries not to take everyday life too seriously. That being said, he
knows the value of being prepared and keeping your head on a swivel. The wild places of the world can be
a dangerous place even in the best of times.
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This message was last edited by the user at 12:56, Thu 18 July 2019.