"If there is magic on this planet, it is contained in water."
User: Bobby
Campaign: Skull and Shackles
Race: Human (Varisian)
Gender: Male
Role: Other
Class/Level: Wizard - Water Elementalist/8
Caleb is Varisian and 18 years old, 5' 9" and a little over 170 lbs, though the time spend aboard the Wormwood has leaned him down, replacing the fat of a leisured life with the lean muscles of a sailor. Caleb has dark and tanned skin with sun-bleached brown hair and brown eyes.
The son of a exiled Taldan noble and a Varisian seer from Magnimar, Caleb is a man who straddles the mysticism of his Varisian heritage with the realism and pragmatic approach of the Taldan people. He experienced some wanderlust after his training as a wizard and has now found himself captive and a crewman of the pirate vessel the Wormwood.
Male Human (Varisian) Wizard 8
NG Medium Humanoid (human)
Init +6; Senses Perception +0
AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural, +1 deflection)
hp 55 (8d6+16)
Fort +4, Ref +5, Will +7
Speed 30 ft.
Melee Masterwork Dagger +6 (1d4+3/19-20) or
Melee Tidewater cutlass +2 (1d6+4/18-20)
Ranged Masterwork Light crossbow +7 (1d8+2/19-20) or
Ranged Masterwork Dagger +6 (1d4+3/19-20) or
Special Attacks cold blast (1d6+4) (9/day) (DC 20)
Spell-Like Abilities Hydraulic Push (1/day)
Wizard Spells Prepared (CL 8):
4 (3/day) Dragon's Breath (DC 20), Dragon's Breath (DC 20), Ice Storm, Ride The Waves (DC 20)
3 (4/day) Aqueous Orb (DC 20), Haste, Vampiric Touch, Fly, Battering Blast (DC 19)
2 (5/day) Summon Monster II, False Life, Alter Self, Blindness/Deafness (DC 18), Glitterdust (DC 19), Freezing Ray
1 (6/day) Magic Missile, Magic Missile, Shield, Mage Armor, Hydraulic Push, Summon Monster I, True Strike
0 (at will) Ray of Frost, Detect Magic, Read Magic, Light
Str 13, Dex 14, Con 12, Int 22, Wis 10, Cha 10
Base Atk +4; CMB +5; CMD 18
Feats Arcane Strike, Elemental Spell (Cold), Improved Initiative, Leadership (Base Score 8), Scribe Scroll, Spell Focus (Conjuration), Toughness
Traits Gifted Adept (Magic Missile), Touched by the Sea
Skills Appraise +11, Craft (carpentry) +13, Diplomacy +8, Fly +6, Heal +2, Knowledge (arcana) +17, Knowledge (dungeoneering) +13, Knowledge (engineering) +10, Knowledge (geography) +12, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +11, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +15, Profession (sailor) +13, Spellcraft +17, Swim +13
Languages Aklo, Aquan, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Osiriani, Polyglot, Sylvan, Varisian
SQ +1 spells in spellbook, arcane bonds (object [tidewater cutlass] [1/day]), hold breath (x4), opposition schools (fire), specialized schools (water), wave (40'w x 20'h) (4 rounds/day) (dc 20)
Combat Gear Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (2nd level) (1/day), Rime metamagic rod (lesser) (3/day), Snapleaf, Wand of - Add custom wand -, Mirror Image, Wand of - Add custom wand -, Web, Antiplague, Antitoxin, Healer's kit, Holy water; Other Gear Tidewater cutlass, Crossbow bolts (20), Masterwork Dagger, Masterwork Dagger, Masterwork Light crossbow, Amulet of natural armor +1, Besmara's tricorne (1/day), Cloak of resistance +1, Headband of vast intelligence +2 (Diplomacy), Hospitality's hammock, Ring of protection +1, Adventurer's sash (5 @ 1 lbs), Artisan's tools, masterwork (Craft [carpentry]), Backpack (6 @ 17.5 lbs), Bedroll, Belt pouch (1 @ 1 lbs), Chest, large (4 @ 39 lbs), Flask, Flint and steel, jewelry, necklace, rings, pendant, Lock, good, Noble's outfit, Scralet Dagger, Scroll case (empty), Signal whistle, Spell component pouch, Spellbook, Waterproof bag (1 @ 5 lbs), Waterskin, whale skull of scrolls, Whetstone, Wrist sheath, spring loaded (1 @ 1 lbs), 2548 gp, 4 sp, 6 cp
Antiplague - 0/1
Antitoxin - 0/1
Arcane Bond (Tidewater cutlass) (1/day) (Sp) - 0/1
Besmara's tricorne (1/day) - 0/1
Cold Blast (1d6+4) (9/day) (DC 20) (Su) - 0/9
Crossbow bolts - 0/20
Healer's kit (10/10 uses remaining) - 0/10
Holy water - 0/1
Hydraulic Push (1/day) (Sp) - 0/1
Masterwork Dagger - 0/1
Masterwork Dagger - 0/1
Pearl of power (1st level) (1/day) - 0/1
Pearl of power (1st level) (1/day) - 0/1
Pearl of power (2nd level) (1/day) - 0/1
Rime metamagic rod (lesser) (3/day) - 0/3
Snapleaf - 0/1
Wand of - Add custom wand -, Mirror Image - 1/22
Wand of - Add custom wand -, Web - 0/37
Wave (40'w x 20'h) (4 rounds/day) (DC 20) (Su) - 0/4
Special Abilities
+1 Spells in Spellbook Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Arcane Bond (Tidewater cutlass) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Besmara's tricorne (1/day) Spoken command word transforms hat into a small boat for 8 hrs.
Cold Blast (1d6+4) (9/day) (DC 20) (Su) 5' burst deals 1d6+4 Cold damage and staggers for 1r. Ref halves/negates.
Elemental Spell (Cold) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Fire Classical opposition school for: Water
Five-Element opposition school for: Metal

You must spend 2 slots to cast spells from the Fire school.
Gifted Adept (Magic Missile) A chosen spell gets +1 CL.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Leadership (Base Score 8) You attract loyal companions and devoted followers.
Rime metamagic rod (lesser) (3/day) The wielder can cast up to three spells with the cold descriptor per day that entangle creatures that take cold damage from that spell for a number of rounds equal to the spell’s actual level as though using the Rime Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Requirements Craft Rod, Rime Spell; Cost 1,500 gp
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Touched by the Sea Underwater attack penalties are lessened by 1.
Wand of - Add custom wand -, Mirror Image Add this item to create a wand of a chosen spell.
Wand of - Add custom wand -, Web Add this item to create a wand of a chosen spell.
Wave (40'w x 20'h) (4 rounds/day) (DC 20) (Su) Wave moves 30'/round and carries those it hits along with it.
6035 ghost points


Lochan CR 5
XP 1600
Male Human (Vudrani) Rogue 6
CG Medium Humanoid (human)
Init +4; Senses Perception +10
AC 21, touch 14, flat-footed 17 (+5 armor, +2 shield, +4 Dex)
hp 36 (6d8+6)
Fort +4, Ref +10 (+2 bonus vs. traps), Will +4
Defensive Abilities evasion, trap sense, uncanny dodge
Speed 30 ft.
Melee +1 Qama +6 (1d6+2/19-20/x2) and
. . Punching dagger +5 (1d4+1/x3) and
. . Sap +5 (1d6+1/x2)
Ranged Masterwork Shortbow +9 (1d6/x3)
Special Attacks sneak attack +3d6
Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 12
Base Atk +4; CMB +5; CMD 19
Feats Combat Expertise +/-2, Flanking Foil, Improved Feint, Shadow Strike
Skills Acrobatics +13, Appraise +7, Bluff +10, Climb +6, Diplomacy +10, Disable Device +18, Knowledge (geography) +8, Knowledge (local) +11, Perception +10 (+13 to locate traps, +14 to hear the details of a conversation or to find concealed or secret objects (including doors and traps)), Profession (gambler) +6, Profession (sailor) +10, Sleight of Hand +13, Stealth +13, Swim +10
Languages Aquan, Common, Polyglot, Vudrani
SQ menacing, rogue talents (assault leader [1/day], canny observer, rope master), trapfinding +3
Combat Gear Daredevil boots (10 rounds/day), Oil of magic weapon, Potion of cure light wounds (2), Potion of cure moderate wounds, Potion of invisibility, Caltrops; Other Gear +1 Mithral Chain shirt, +1 Arrows (50), +1 Qama, Arrows (20), Masterwork Shortbow, Punching dagger, Sap, Cloak of resistance +1, Ring of force shield, Backpack (16 @ 16 lbs), Bedroll, Belt pouch (3 @ 4 lbs), Chalk (10), Flint and steel, Grappling hook, Mirror, Pirate clothes, fancy, Piton (10), Silk rope, Soap, Thieves' tools, masterwork, Trail rations, Waterskin, Whetstone, 722 GP, 2 SP, 7 CP
+1 Arrows - 34/50
Arrows - 0/20
Assault Leader (1/day) (Ex) - 0/1
Daredevil boots (10 rounds/day) - 0/10
Oil of magic weapon - 0/1
Potion of cure light wounds - 0/2
Potion of cure moderate wounds - 0/1
Potion of invisibility - 0/1
Trail rations - 0/1
Special Abilities
Assault Leader (1/day) (Ex) When you miss an attack, allow an ally also flanking that target an immediate attack.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Daredevil boots (10 rounds/day) +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs that enemy.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flanking Foil Foes you strike lose their flanking bonus against you
Improved Feint You can make a Bluff check to feint in combat as a move action.
Menacing Increase bonus for flanking adjacent creature by +2.
Ring of force shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

Note: In order to get the AC bonus from this, it must be equipped and then activated on the in-play tab.

Requirements: Forge Ring, wall of force; Cost 4,250 gp
Rope Master (Ex) A rogue with this ability can move at her normal speed when using rope on a Climb check, can take 10 when using Acrobatics to move over narrow surfaces even when in danger or distracted, and gains a +4 bonus when determining the DC to escape bonds wh
Shadow Strike You can deal precision damage against targets with some concealment.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.