Heinrich Schreibersen (Scott DeWar)

===Basic Information===
Heinrich's Abode
DM Credits
 Race: Human
 Class: Wizard, elementalist: Fire
 Level: 12
 Experience: 158,884 Alignment: Neutral Good
 Languages: Common, Draconic, Dwarven, gnome, Terran, Auran and Ignan.
 home lang: Olde Landellian
 Deity: Pantheistic
 Current: Mynhear's Bane
===Abilities===
STR: 10 +0 (00 pts)
DEX: 14 +2 (05 pts)
CON: 10 +0 (00 pts)
INT: 24 +7 (10 pts) +2 Racial +2 levels +4 Item 
WIS: 14 +2 (03 pts) +1 @ lv 12
CHA: 12 +1 (02 pts) 
===Combat Statistics===
(Max-2) HP: 50 = [12d6(50) + CON (00) + Fav Class (0)] (Wizard 12)
 Base
 AC: 15 = [10 + DEX (02) + Armor (00) + natural (03) + Misc (00)] 
 *W/shield 
 AC: 19 = [10 + DEX (02) + natural (03) + shield (04) + Misc (00)]
 *W/ abl. barr 
 AC: 17 = [10 + DEX (02) + natural (03) + shield (00) + Armor (02)]
 *W/ shield & abl. barr 
 AC: 21 = [10 + DEX (02) + natural (03) + shield (04) + Armor (02)]
 AC Touch: 12* = [10 + DEX (02) ]
 AC Ff: 13* = [10 + natural (03) + shield (00) + Natural (00)]
 INIT: +2 = [DEX (2)]
 BAB: +6/+1 = [Wizard (12)]
 CMB: +6 = [BAB (6) + STR (00) + Misc (00)]
 CMD: 18 = [10 + BAB (6) + STR (00) + DEX (02) + Misc (00)]
 Fortitude: +7 = [Wizard 04 + CON (00) + cloak (+3)]
 Reflex: +9 = [Wizard 04 + DEX (02) + cloak (+3)]
 Will: +13 = [Wizard 08 + WIS (02) + cloak (+3)]
 Speed: 30'
 DR: 00/Any
 Spell Res: 00
Energy Res: fire 10
* shield or ablative barrier may apply
 conc: +23 = 12 [lv] +7 [int] + 4 [feat]
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
Dagger, Melee: Attack: +6/+1 = [BAB (+6/+1) + STR (00) + Misc (00) + Magic (00)]
 Damage: 1d4, Crit: 19-20/x2, Special: range 10 feet, type P/S
 Dagger, Thrn: Attack: +8/+3 = [BAB (+6/+1) + DEX (02) + Misc (00) + Magic (00)]
 Damage: 1d4, Crit: 19-20/x2, Special: range 10 feet, type P/S
 Fire Jet(Su): Attack: Auto hit 
 Damage: 1d6+6(fire), Special: Reflex save for 1/2 dmg (DC 22)
 or catch fire and take additional 1d6(fire) dmg 
 -Range: 20' line
 weapon: Attack: +x = [BAB (0x) + DEX (0x) + Magic (0x)]
 Damage: 1dx+x, Crit: xx-xx/x-, Special: range xx feet, type x
* 
===Racial Features===
Ability Adjustments: +2 INT
 Bonus Feat: One at 1st Level
 Skilled: +1 Skill Point/Level
 Favored Class: Wizard (12x +1 Skill Point, 0x +1 HP)
 Size: Medium
 Speed: 30 ft
===Class Features===
Wizard Elementalist (fire) 
 Weapon Proficiency: Proficient with club, dagger, heavy crossbow, light crossbow,
 quarterstaff
 Spells: Casts arcane spells
 Arcane Bond: Silver pendant on chain. geometric shape in fashion of 3-d
 design with arcane symbols on geometric shape. Allows use of
 one extra spell in spell book per day of any level that can
 currently be cast.
 Arcane School: elementalist: fire (opposition: water)
 Cantrips: Prepare cantrips
 Spell Focus: Gains Spell Focus of choice as bonus feat at 1st level.
Fire Supremacy (Su): You gain resistance 5 to fire. At 10th level, this resistance
 increases to 10. At 20th level, you gain immunity to fire
 damage. In addition, whenever you are within 5 feet of a source
 of flame at least as large as a campfire, you can draw the fire
 around you for 1 round as a swift action. Anyone striking you
 with a melee weapon or unarmed strike takes an amount of fire
 damage equal to 1/2 your wizard level (Dam: 5). Weapons with
 reach avoid this damage.
 Fire Jet (Su): As a standard action, you can send forth a 20-foot 
 line of fire. Anyone in this line takes 1d6 points of
 fire damage + 1 point for every two wizard levels [+5] you
 possess. A successful Reflex save halves this damage.
 The DC of this save is equal to 10 + 1/2 your wizard
 level + your Intelligence modifier. Creatures that fail
 their saving throw catch fire and take 1d6 points of
 fire damage on the following round. Creatures that catch
 fire can avoid this damage by taking a full-round action
 to extinguish the flames by making a DC 16 Reflex save.
 Rolling on the ground gives a +2 circumstance bonus on
 the save. Dousing the creature with water automatically
 extinguishes the flame. You can use this ability a
 number of times per day equal to 3 + your Intelligence
 modifier. 
 DC 22 Unused: 00000 0000 Used: 
 Dancing Flame [SU]: At 8th level, as a standard action, you can sculpt fire 
 to suit your desires. With one use of this ability you 
 can move any nonmagical fire up to 30 feet. Alternati-
 vely you can use this ability to alter any fire spell 
 that you cast with a duration of instantaneous by 
 removing any number of squares from its area of affect. 
 If the fire spell has a duration, you can use this 
 ability to reposition the spell, within its original 
 range (treat this as if you had just cast the spell, 
 even though the duration is unchanged). You cannot use 
 this ability on a fire spell that you did not cast. If 
 you move a nonmagical flame, it must have a new source 
 of fuel. If it does not, it is extinguished in one round. 
 You can use this ability a number of times per day equal 
 to 1/2 your wizard level.
 Unused: 00000 0 Used: 
===Feats===
 Spell Focus [Evocation] (Wizard 1): +1 Bonus to DC of Evocation Spells
 Gtr Spell Focus [Evocation] (Human): +1 Bonus to DC of Evocation Spells
 (Stacks with Spell Focus)
 Elemental Focus [Fire] (Level 1): +1 Bonus to DC of 'Fire' Spells
 Elemental Spell (level 3): You may replace a spell’s normal damage 
 [Metamagic][acid][level with that energy type or split the spell’s 
 increase +1] damage between that and the normal. this 
 causes a spell to take up a slot 1 level 
 higher then its normal slot
 Spell Specialization (level 5) : - Pre-reqs: Int 13, Spell Focus.
 [spell chosen: fireball] Benefit: Select 1 spell of a school for
 which you have taken the Spell Focus
 feat. Treat your caster level as being 2
 higher for all level-variable effects
 of the spell.
 -- Every time you gain an even level in 
 the spell casting class you chose your spell 
 from, you can choose a new spell to replace 
 the spell selected with this feat, and that 
 spell becomes your specialized spell.
 Piercing spell (Wizard 5) : Benefit: When you cast a piercing spell
 [Metamagic - against a target with spell resistance, 
 Level Increase +1] it treats the spell resistance of the target
 as 5 lower than its actual SR.
 Combat Casting (level 7) : 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.
 Silent spell(level 9) : A silent spell can be cast with no 
 verbal components. Spells without verbal
 components are not affected.
 Level Increase: +1
 Ectoplasmic spell (Wizard 10) : An ectoplasmic spell has full effect against
 [Metamagic - Level increase +1] incorporeal or ethereal creatures.
 Gtr Spell specliz (level 11) : By sacrificing a prepared spell of the same
 or higher level than your specialized spell,
 you may spontaneously cast your specialized
 spell. The specialized spell is treated as
 its normal level, regardless of the spell
 slot used to cast it. You may add a metamagic
 feat to the spell by increasing the spell
 slot and casting time, just like a cleric 
 spontaneously casting a cure or inflict spell
 with a metamagic feat.
 Interested in: Arcane discovery: split slot; 
 feat: Burning spell,elemental spell [force];
 spell perfection; heighten spell; preferred spell, 
 Arcane blast, Arcane shield
===Spell Lists (Known)===
0 Level Level 01 Level 02 
* Resistance * Break * Arcane Lock 
* Acid Splash [c] * Burning Hands (E,*) * Burning gaze (E) 
* Detect Magic * Chill Touch * Cat's grace 
* Detect Poison * comp lang * darkvision
* Read Magic * Ear piercing scream * Elemental Touch 
* Daze * Endure Elements (E) * Flaming Sphere (E)
* Dancing Lights * enlarge person * Fox's cunning
* Flare * expeditious retreat * Knock
* Light * Feather Fall * Levitate
* Spark * Identify * Resist Energy
* Disrupt Undead * Jump [c] * Scorching Ray (E)
* Touch of Fatigue * Magic Missile * See Invisibility
* Mage Hand * magic weapon * Spectral Hand
* Mending * Shield * Warding Weapon
* Message * Touch of the Sea & * false life
* Open/Close * Touch of Gracelessness
* Arcane Mark 
* Prestidigitation
 
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 
Level 03 Level 04 Level 05
* Dispel magic * Black tentacles * Elemental body II [E] 
* Displacement * darkvision, gtr * Feuer vyrm [fire snake] [E,ev}
* Draconic Reservoir * Detonate * Life Bubble
* Fire ball (**,E,ev) * Dimension door * lightning arc (ev)
* Flame Arrow (E) * scrying * Summon monster V [E]
* Haste * Stone Shape * Teleport
* -Lightning bolt- (ev) * stone skin * Wall of force
* Tiny Hut * summ monst IV [E]
* Ablative Barrier [c]
* Fly 
 
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 
 
Level 6
* Chains of fire (E,ev) 
* forceful hand
* form of the dragon I (E)
* legend lore
* siricco (E,ev)
* tar pool (E)
* undeath to death
* summ monst 6 [E]
* Disintegrate 
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 
( - ) cast through bonded object
(*) cast at +1 level (trait) 
(**) cast at +2 levels (Feat)
(E) elemental: flame school
(ev) evocation
(A) denotes changed to acid
(&) takes 2 spell slots to cast
(#) recalled via pearl of power
[c] conjuration
(***) cast or sacrificed
*
*
*
Spells Memorized
Save DC: General: 17 + SL
 Evocation: 19 + SL
 Elemental (Fire): 18 + SL
 Evoc + (Fire): 20 + SL
0 Level Level 01 Level 02 
* Resistance * Burning Hands(ev,E,*) * cat's grace 
* Detect Magic * Endure Elements (E) * Levatate
* Dancing lights * Expeditious Retreat * resist energy
* acid splash * feather fall * See invisibility
 * magic missile * Scorching Ray (ev,E)
 * endure elements (E) * Scorching ray (ev,E)
 * shield * Warding Weapon 
 P magic missile P ***scorching ray (ev,E)
 P magic missile P cat's grace
 P Ear pierce scream (ev)P Levetate 
LEVEL 3 LEVEL 04 LEVEL 05
* Flame arrow (E) * summon monster 4 (E) * lightning arc
* Haste * stone skin * Elemental body [E]
* Dispel Magic * dimension door * wall of force
* Ablative barrier * Stone shape * Teleport
* lightning bolt * Blk Tentacles * Fire snake 
* Displacement p stone skin
* Draconic reservoir 
P Haste 
»special: Gtr Spell Spec: Fire ball (**,ev,E) 
LEVEL 6
* Tar Pool (E)
* forceful hand
* Forceful hand 
* Form of the dragon I (E)
notes
( - ) denotes a cast spell 
(*) cast at +1 level (trait) 
(**) cast at +2 levels (Feat)
(E) elemental: flame school 
(ev) evocation
(A) denotes changed to acid
(&) takes 2 spell slots to cast
(#) recalled via pearl of power
(E,A) denotes 50% fire/50% acid 
spells per level:
Level 0: 4 =4
Level 1: 4+2(Int)+1(Fire)=6+1 +2 re-callable (pearl of power) 
Level 2: 4+2(Int)+1(Fire)=6+1 +3 re-callable (pearl of power) 
Level 3: 4+2(Int)+1(Fire)=6+1 +1 re-callable (pearl of power) 
Level 4: 3+1(Int)+1(fire)=4+1 +1 re-callable (pearl of power) 
Level 5: 3+1(Int)+1(fire)=4+1
Level 6: 2+1(Int)+1(fire)=3+1
Level 7: X+1(Int)+1(fire)=X+1
===Skills===
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 108 = [[Base(2) + INT(5) + Human(1)]*Level + FC(12)] (Wizard 12)
 
Skills Total Rank CS Ability ACP Misc
Acrobatics +4 2 0 2 -0 +0 
Appraise c +19 9 3 7 +0 
Bluff +1 - 0 1 +0 
Climb - - 0 0 -0 +0 
Craft c(paper making) +11 1 3 7 +0 
Diplomacy +1 - 0 1 +0 
Disable Device - 0 0 -0 +0 
Disguise +1 - 0 1 +0 
Escape Artist +2 - 0 2 -0 +0 
Fly c +12 7 3 2 -0 +0 
Handle Animal - 0 0 +0 
Heal +2 - 0 2 +0 
Intimidate - - 0 0 +0 
Knowledge c(Arcana) +22 12 3 7 +0 
Knowledge c(Dngnrng) +23 3/12* 3 7 +1 (trait)(item*) 
Knowledge c(Engnrng) +14 4 3 7 +0 
Knowledge c(Geography)+15 4 3 7 +1 (trait) 
Knowledge c(History) +14 4 3 7 +0 
Knowledge c(Local) +11 1 3 7 +0 
Knowledge c(Nature) +14 4 3 7 +0 
Knowledge c(Nobility) +14 4 3 7 +0 
Knowledge c(Planes) +22 9/12* 3 7 +0 (item*)
Knowledge c(Religion) +14 4 3 7 +0 
Linguistics c +8 1 0 7 +0 
Perception +14 12 0 2 +0 
Perform ( ) - - 0 0 +0 
Profession c( ) - 0 1 +0 
Ride +2 - 0 2 -0 +0 
Sense Motive +3 1 0 2 +0 
Sleight of Hand - 0 2 -0 +0 
Spellcraft c +22 12 3 7 +0 
Stealth +14 12 0 2 -0 +0 
Survival +3 1 0 2 +0 
Swim +1 1 0 0 -0 +0 
Use Magic Device - 0 0 +0
*: Headband of vast intelligence bonus (Max Ranks in Kn:Dngnrng and Kn:Planes)
 
===Traits===
 Gifted Adept (Magic): 1 spell is at +1 caster level (Burning hands) 
Scholar of Ruins (Racial): Gain a +1 trait bonus on Knowledge (Geography)
 and Knowledge (Dungeoneering) checks.
===Equipment===
Equipment Cost Weight
Explorer's Outfit 0.0 gp --- lb [8 lb]
Dagger, adament kris blade 3,002.0 gp 1.0 lb
+1 1/4 staff, 8,340.0 gp 1.0 lb
 Darkwood, spell storing; spell stored: Lightning Bolt
Infinite Scrollcase 2800.0 gp 3.0 lb see below for inventory 
Handy Haversack 2000.0 gp 5.0 lb
 Bag: Waterproof NT 0.5 lb Haversack
 Spellbook 00.0 gp 3.0 lb 99/100 pages filled
 Bag: Waterproof NT gp 0.5 lb Haversack
 Spellbook 15.0 gp 3.0 lb 55/100 pages filled
 Winter Blanket 0.5 gp 3.0 lb Haversack
 Bedroll 0.1 gp 5.0 lb Haversack
 Sun Rod x 4 NT gp 4.0 lb Haversack
 Flint and Steel 1.0 gp --- lb Haversack
 Lamp, Common 0.1 gp 1.0 lb Haversack
 Oil x 1 pint 0.1 gp 1.0 lb Haversack
 Oil x 5 pint NT gp 5.0 lb Haversack
 Trail Rations x 20 NT gp 20.0 lb Haversack
 Scroll Tube 1.0 gp 0.5 lb Haversack
 Paper X 2 0.8 gp --- lb Haversack
 Ink Pen 0.1 gp --- lb Haversack
 Ink 8.0 gp --- lb Haversack
 Oil (Alchemist's Fire) x1 20.0 gp 2.0 lb 
 hemp rope, 100 ft NT gp 20.0 lb Haversack
Belt Pouch 1.0 gp 0.5 lb
Spell Component Pouch 5.0 gp 2.0 lb
silvered mirror 1000.0 gp --- lb
cloak of resistance +3 9000.0 gp 1.0 lb 
Wand Acid arrow 3420.0 gp --- lb 38 charges Haversack
amulet of natural armor +3 18000.0 gp --- lb
headband of Int +4 16000.0 gp 1.0 lb
pearl of power lv 1 1000.0 gp
pearl of power lv 1 1000.0 gp
pearl of power lv 2 4000.0 gp
pearl of power lv 2 4000.0 gp
pearl of power lv 2 4000.0 gp
pearl of power lv 3 9000.0 gp
pearl of power lv 4 16000.0 gp
Wand of CLW (50/50 charges) 750.0 gp
 gp
wealthy lifestyle * 1000.0 gp
Cold weather outfit 8.0 gp 7.0 lb --> Haversack
cleats 5.0 gp 2.0 lb "
snow shoes 5.0 gp 4.0 lb "
 ========= 
<nowiki> </nowiki> Total: 106,363.7 gp +18 
<nowiki> </nowiki> Total Weight: 15.5 lb carried, haversack: 79.5 lb
infinite scroll case inventory: Empty
potion:
 (2 x potion cat's grace 600.0 gp --- lb Haversack)
<nowiki> </nowiki> Light Medium Heavy 
Max Weight: 0-33 34-66 67-100
<nowiki>*:</nowiki>The PC has a sizable home. He can secure any non-magical item worth 5 gp or less 
from his belongings in his home in 1d10 minutes, and need only track purchases of 
meals or taxes in excess of 10 gp.
**spell storing: 
 ☀http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/spell-storing
===Finances===
 PP: 0 Initial Character Monies: + 150 GP
 GP: 464 -18 Little Rock of Horrors: + 1,541.5 GP 
 SP: 9 The Sword and Fallen Angel: + 3,410.12 GP
 CP: 2 Daggers at Midnight I: + 4,014.2 GP
 Daggers at Midnight II: + 350 GP
 Mopping Up part 1: + 2,825 gp
 Mopping up part 2: + 5,311 gp
 School Days: + 5,372 gp
 Coils of flame: + 18,581 gp
 Evil unto Evil: + 54,057 gp
 4 DMCs: + 8,640 gp
 Blancher's Revenge: + 22,000 gp
 =============
 Career Earnings: 148,251.82 gp 
 Consumed or Destroyed items:- 21,365.5 gp 
 Carried Inventory Value:- 106,363.7 gp
 =============
 Coinage: 464.92 gp 
 Expenditures:
 Purchase/scribing of scrolls: 21,365 GP [double checked on 11/6/14 Aura] 
 
 Endure Elements (35), Touch of the Sea (35), Elemental Touch (190),
 Magic Weapon (35), Ear Piercing Scream (35), Break (35), Jump (35),
 Fox's Cunning (190), Flaming Sphere (190),See Invisibility (190),
 Knock (190), Resist Energy (190), Levitate (190), Enlarge Person (35)
 Spectral Hand (190), Arcane Lock (190), Darkvision (190), False Life (190)
 Leo's Tiny Hut (465), Dispel Magic (465), Flame Arrow (465), fly (465),
 Lightning Bolt (465), Ablative Barrier (465), Stone Shape (860)
 Scrying (860), Evard's Black Tentacles (860), Greater Darkvision (860),
 Wall of Force (1375), Elemental Body II (1375), form of the dragon I (2010)
 Sirocco (2010), Tar Pool (2010), Bigby's Forceful Hand (2010), Legend Lore (2010)
 
 Gambling losses: Dunn Wright Inn 0.50 gp
===Details===
 Size: Medium
 Gender: Male
 Age: 21
 Height: 5' 10"
 Weight: 165 lbs.
Hair Color: flame red
 Eye Color: Blue
Skin Color: fair
Appearance: well groomed, clothing neat and clean, of good repair
 Demeanor: not snooty, but confident.
Background: Was sent away from father and mother in the baronies because of a 
 mishap involving teenage angst, a baron who took perverse pleasure
 in bulling his subjects around, namely his parents who taught him
 the wizardly skills, and a very well studied burning hands. The
 baron survived, though heavily scarred. Mother and father sent him
 to his uncle in Venza for fear of his life.
Homeland: Nestled against the Sethir mountains and just a bit south of Tal Hollow
 at the headwaters of the Ouhm river is a barony where a hard life is 
 carve out. So far there is nothing but marble quarries and caves, however
 deep in the caves are passages that lead to a crossroads market for 
 exotic and rare items. It is from this land, Olde Landadel, that Heinrich
 comes from; A tough land and a beaten people. A part of the Landadel 
 Baronies, its remoteness allows for a wide range of near nefarious 
 activities by the ruler, one Baron Staben von Drei-Spitzen [three peaks]
 of Weiße Klippe Landgut [White cliff manor], commonly referred to as 
 Düster Haus or dark home.
 Despite the fact that it is actually in the Ouhm River Compact, they 
 still swear to be a part of the Landadel Baronies. 
===Adventure Log===
Little Rock of Horrors (DM:GlassEye)
 XP Received: 1,307 XP (915 EXP + 392 TXP)(12/08/2010 - 02/01/2011)
 Treasure Received: 1,541.5 GP (1,205.5 EGP+ 336 TPG) total payment received
 Taken as
 Items: Bracers of armor +1 (1000 GP)
 ioun torch (75 gp)
 Loose spell pages: Endure Elements (25 gp), Touch of the Sea (25 gp), 
 Elemental Touch (150 gp) and 266.5 gp worth of coins
The Sword and the Fallen Angel (DM:perrinmiller)
 XP Received: 2,719 XP (1487 EXP + 1232 TXP)(2/6 - 6/17/2011) 112 days)
 XP Received: 120 XP (0 EXP + 120 TXP)(6/18/2011 - 6/25/2011) 8 days)
 ========
 Total XP Received: 2,839 XP 
 Treasure Received: 3,410.12 GP (833.42+1208.7 + 112*11 + 8*17)
Daggers at Midnight I
 XP Received: 2,733 XP by Oct 6th to level to fourth
 XP Received: 550 XP by Oct 30th, last post
 ========
 Total XP Received: 3,283 XP 
 Treasure Received: 4,014.2 GP = 1065gp + (102days x 17gp = 1734gp) 
 + (25days x 25gp = 625gp) + 590.2gp
[4195.2]
Daggers at Midnight II
 XP Received: 308 XP (22 Jan 2012 - 4 Feb 2012)
 Treasure Received: 350 GP
[Mopping Up part 1&2] DM: sunshadow21 (start:7,737 xp; end 14,424 xp)
 XP Received: 6,687 XP (1367 EXP + 902 TXP + 2150 EXP + 2268 TXP)
 Treasure Received: 8,136 GP (1800 EGP + 1025 TGP + 2800 EGP + 2511 TGP) 
 Taken as gold + 50gp voucher for alchemical item;
[School Days : DM sunshadow21 (start: 14,424 xp, end 19,664 xp )
 XP Received: 5220 XP
 Treasure Received: 5372 GP
Coils of Flame DM: Mowgli (start: 19,664 xp; end 41,651 xp) (not starting at 20,707 as game stated)
 XP Received: 22,007 XP 
 Treasure: 18,581 GP 
 Taken as: Infinite Scroll Case 2800 gp + 15,781 in coins.
http://www.enworld.org/forum/showthread.php?350423-LPF-Evil-Unto-Evil/page21&p=6415798#post6415798 DM: Systole (start: 52,,351 xp; end 130,722 xp) 
 XP Received: 78,471 XP 
 Treasure: 54,057 GP 
 Taken as: silvered mirror (1000 gp); 2 x potion cat's grace (600 gp); Wand Acid arrow 38 chgs (3420 gp) 
 49,037 in coin
 Spending 4 DMCs at 8th level (start: 41,651 xp; end 52,331 xp)
 XP Received: 10,680 XP = 120 days * 89/day
 Treasure: 8,640 GP = 120 days * 72/day
http://www.enworld.org/forum/showthread.php?409720-LPF-Blancher-s-Revenge/page4&p=6591485&viewfull=1#post6591485 DM: Perrinmilleri (start: 130,722 xp; end 158,884 xp) 
 XP Received: 28,162 XP 
 Treasure: 22,000 GP 
 Taken as: All coins.
===Level Ups===
 Level 2:
 Class: Wizard
 BAB: +0 to +1
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +2 to +3
 Feat: Feat
 Features: spells (casting): +1 cantrip, + 1st level
 spells (learned): comprehend languages, feather fall
 HP: max-2 = 6+4=10 
Skill Pts: +8 = +4(Int) +2(base) +1 (Human) +1(FC); +8(Old Total) = 16
the following skills were improved:
Appraise, Knowledge (Arcana), Knowledge (Engnrng), Knowledge (Geography), 
Knowledge (Planes), Perception, Spellcraft, Stealth
*
 Level 3:
 Class: Wizard
 BAB: +1 to +1
 Fort: +0 to +1
 Ref: +0 to +1
 Will: +3 to +3
 Feat: Elemental Spell (Metamagic)[acid]
 Features: spells (casting): +1 2nd level
 spells (learned): Scorching Ray, cat's grace
 HP: Max -2 6+4+4=14
Skill Pts: +8 = +2(Class) +1(Race) +4(INT) +1(FC); +16(Old Total) = 24
skills improved:
Appraise, Knowledge (Arcana, Engineering, Geography, Nature, Religion),
Perception, Spellcraft
*
 Level 4 (approved 15 Oct 2011):
 Class: wizard
 Abilities: +1 to Intelligence
 BAB: +1 to +2
 Fort: +1 to +1
 Ref: +1 to +1
 Will: +3 to +4
 Features: +1 first, +1 second level spells
 Spells gained: Burning Gaze (elementalist spell) and Warding weapon
 HP: Max -2 6+4+4+4=18
 Skill Pts: +8 = +2 (Class) +4 (Int) +1 (Race) +1 (FC Bonus) 
 +24 (Old Total)= 32 (New Total)
Skills Improved: Appraise, Knowledge(Arcana, Dngnrng, Engnrng, Geog, Planes), 
 Perception and Spellcraft
*
 Level 5 9 June 2012)
 Class: Wizard
 BAB: +2 to +2
 Fort: +1 to +1
 Ref: +1 to +1
 Will: +4 to +4
 lv 5 wiz Feat: Spell Specialization
lev 5 char feat: Armor Proficiency, Light (Combat)
 Features: +1 lev 3; +1 int; +1 school spells to memorize
 HP: Max -2 6+4+4+4+4=22 
 Skill Pts: +8 = +2 (Class) +4 (Int) +1 (Race) +1 (FC Bonus) 
 +32 (Old Total)= 40 (New Total)
Skills Improved: Appraise, Knowledge (Arcana), Knowledge (Engnrng)
 Knowledge (Geography), Knowledge (History), Knowledge (Nature) 
 Perception, Spellcraft
 Spells gained: Fireball (Elemental spell) and haste 
*
 Level 6:goal: 15,000 xp approval: http://www.enworld.org/forum/6055660-post403.html
 Class: Wizard
 BAB: +2 to +3
 Fort: +1 to +2
 Ref: +1 to +2
 Will: +4 to +5
 Features: +1 2nd and +1 3rd level spells
 HP: Max -2 [6+4+4+4+4+4]=26
 Skill Pts: +8 = +2 (Class) +4 (Int) +1 (Race) +1 (FC Bonus) 
 +40 (Old Total)= 48 (New Total)
Skills Improved: Appraise, Knowledge: (Arcana), (Dngnrng), (Local), (Planes)
 Perception, Spellcraft, Stealth
 Spells gained: Draconic Reservoir, Displacement
*
 Level 7: goal: 23,000 xp
 Class: Wizard, fire elementalist
 level 7 feat: combat casting
 BAB: +3 to +3
 Fort: +2 to +2
 Ref: +2 to +2
 Will: +5 to +5
 Features: no new features
 HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+[4]=30
 Skill Pts: +8 = +2 (Class) +4 (Int) +1 (Race) +1 (FC Bonus) 
 +48 (Old Total)= 56 (New Total)
Skills Improved: Appraise, Knowledge c(Arcana), Knowledge c(Engnrng), Knowledge c(Planes), Linguistics, Perception, Spellcraft, Stealth
 Spells gained: summon monster IV [fire elemental]; scrying
*
 Level 8: goal: 34,000 xp
 Class: Wizard
 BAB: +3 to +4 
 Fort: +2 to +2 
 Ref: +2 to +2 
 Will: +5 to +6 
 Attrbt incr* : +1 to Int. to 20
 Features: Dancing Flame [Su]
 HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+4 =34 
 Skill Pts: +9 = +2(Class)+5*(Int)+1(Race)+1 (FC Bonus) 
 +63 (Old Total)= 72 (New Total)
Skills Improved: Stealth; Spellcraft; Perception; Knowledge: Arcana, Dungeoneering, Engineering, Geography, History, Nature, Planes, Religion; Appraise
 Spells gained: +1 3rd,+1 4th; new spells in book: Detonate, Stoneskin
*
 Level 9:goal: 50,000 xp
 Class: Wizard
 BAB: +4 to +4
 Fort: +2 to +3
 Ref: +2 to +3
 Will: +6 to +6
 Features: char lv feat: silent spell
 HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4] =38 
 Skill Pts: +9 = +2(Class)+5(Int)+1(Race)+1 (FC Bonus) 
 +72 (Old Total)= 81 (New Total)
Skills Improved: Appraise; Knowledge: Arcana, engineering, geography, Nature,
 Planes*2; Perception; spellcraft; stealth*3; survival
 Spells gained: wall of force, elemental body II
*
 Level 10: goal: 74,078 xp gained during 'evil unto evil'
 Class: Wizard
 BAB: +4 to +5
 Fort: +3 to +3
 Ref: +3 to +3
 Will: +6 to +7
 Features: fire res increases to 10, 
 magic feat: Ectoplasmic spell [metamagic]
 HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4] =42 
 Skill Pts: +9 = +2(Class)+5(Int)+1(Race)+1 (FC Bonus) 
 +81 (Old Total)= 90 (New Total)
Skills Improved: Appraise; Knowledge: Arcana, engineering, Planes; Perception
 sense motive; spellcraft; stealth; swim
 Spells gained: [+1 4th lvl; +1 5th lvl]
 Fire: Feuer vyrm [fire snake]; other: Summon monster V
*
 Level 11: goal: 105,000 xp, gained from evil unto evil
 Class: Wizard
 BAB: +5 to +5
 Fort: +3 to +3
 Ref: +3 to +3
 Will: +7 to +7
 Features: 
 HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4] =46 
 Skill Pts: +9 = +2(Class)+5(Int)+1(Race)+1 (FC Bonus) 
 +90 (Old Total)= 99 (New Total)
Skills Improved: Appraise; Fly; Knowledge: Arcana, geog, planes; perception; spellcraft; stealth
 Spells gained: +1 3rd; +1 6th; chains of fire (fire), undeath to death
 Feat gained: greater spell specialization
* 
 Level 12: goal: 145,000 xp, not yet...
 Class: Wizard
 BAB: +5 to +6/+1
 Fort: +3 to +4
 Ref: +3 to +4
 Will: +7 to +8
 Features: spells 4/4/4/4/3/2
 HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4] =50
 Skill Pts: +11 = +2(Class)+7(Int)+1(Race)+1(FC Bonus) 
 +121 (Old Total)= 132 (New Total) ** change due to item upgrade **
 Skills Improved: Appraise,fly x2,Knowledge: Arcana, nobility,perception,spellcraft,stealth x2,
 Spells gained: Summon Monster 6, disintegrate
 Ability improved: Wisdom
* 
 Level 13: goal: 210,000 xp, not yet...
 Class: Wizard
 BAB: +6/+1 to +6/+1
 Fort: +4 to +4
 Ref: +4 to +4
 Will: +8 to +8
 Features: spells 4/4/4/4/4/3/2/1
 
 HP: Max -2, [6]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4]+[4] =54 
 Skill Pts: +9 = +2(Class)+5(Int)+1(Race)+1 (FC Bonus) 
 +108 (Old Total)= 117 (New Total)
 Skills Improved: 
 Spells gained: 
 Ability improved:
 special information: 
wish list:
.
*
Alchemical Power Components
This dwarven favorite can make fire spells last longer.
 Burning Hands (M): One target that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
 Fireball (M): One target per caster level that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
 Flaming Sphere (M): Any creature damaged by a flaming sphere catches on fire as if it has been struck by alchemist's fire.
 Protection from Energy (M): If cast to ward against cold, increase the amount of cold damage absorbed by 5.
 Resist Energy (M): If cast to ward against cold, increase the cold resistance to 12. At caster level 7th, you may use two flasks of alchemist’s fire as a power component to increase the cold resistance to 24. At caster level 11th, you may use three flasks as a power component to increase the cold resistance to 36.
 Scorching Ray (F): Add a +1 circumstance bonus on your attack roll with all rays from the spell.
 Scorching Ray (M): Any target damaged by a scorching ray catches on fire as if it has been struck by alchemist's fire.
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects; your GM may allow other combinations.
Spells followed by an (M) expend the alchemical item as a material component;
Spells followed by an (F) use the item as a focus and do not expend it.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
*
Infinite Scroll case 
scrolls in case:
Read more: http://www.enworld.org/forum/showthread.php?335820-LPF-Coils-of-Flame/page8#ixzz2jdPmYDTT An infinite scroll case allows you to store and easily retrieve many scrolls or other parchments in an extra dimensional space.
 Description: This elaborate mahogany tube has a slit that runs its length. A wooden dowel, capped on the ends with gold, fits against the slit, locking into place with jeweled clasps.
Activation: When you release the clasps and pull the dowel away from the main tube, the desired scroll is unfurled through the slit, ready to cast. Retrieving a scroll from the infinite scroll case is a move action that does not provoke attacks of opportunity. If you have at least a +1 base attack bonus, you can retrieve a scroll from the infinite scroll case as part of a move action, similar to drawing a weapon.
Effect: The infinite scroll case holds up to fifty scrolls or other parchments, which can be placed within it or removed as with any normal scroll case. Regardless of the number of scrolls within the scroll case, the dowel always pulls the scroll you desire. When you cast a spell from a scroll unfurled from the infinite scroll case, you gain a +4 competence bonus on Concentration checks made to cast that spell defensively.
Aura/Caster Level: Moderate conjuration. CL 9th.
Weight: 3 lb.
Price: 2,800 gp.
Read more: http://www.enworld.org/forum/showthread.php?335820-LPF-Coils-of-Flame/page8#ixzz2jdPUB8mC
===Approvals===
*Approval (Dec. 29, 2010) (Mowgli) level 1
*Approval (Dec. 26, 2010) (HolyMan) level 1
*Approval (Feb. 23, 2011) (HolyMan) level 2
*Approval (July 09, 2011) (GlassEye) level 3
*Approval (Oct 15, 2011) (perrinmiller) level 4
*Approval (June 8, 2012) (jkason) level 5
*Approval (Nov. 28, 2012) (Satin Knights) level 6
*Approval (June 07, 2013) (Mowgli) Level 7
*Approval (Dec 26, 2013) (Satin Knights) level 8 & 9
*Approval (Jun 6, 2014) (perrinmiller) level 10
*Approval (Nov 6, 2014) (Aura) level 11
*Approval (May 11, 2014) (Aura) level 12
Category:Approved Characters
Category:The Dunn Wright Inn