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Ability |
Score |
Mod |
Temp Score |
Temp Mod |
Strength |
10 |
+0 |
+0 |
+0 |
Dexterity |
16 |
+3 |
+0 |
+3 |
Constitution |
14 |
+2 |
+0 |
+2 |
Intelligence |
20 |
+5 |
+0 |
+5 |
Wisdom |
12 |
+1 |
+0 |
+1 |
Charisma |
10 |
+0 |
+0 |
+0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class |
|
Saving Throws |
Base |
Bonus |
Total |
Total |
Base 10 + 3 Dexterity +0 armor = 13 |
|
Fortitude |
+0 |
+3 |
+3 |
Flat-Footed |
10 |
|
Reflex |
+0 |
+4 |
+4 |
Touch |
13 |
|
Will |
+3 |
+3 |
+5 |
BAB |
Mod |
Total Range/Melee |
Initiative |
CMB |
CMD |
+1 |
+3/+0 |
+4/+1 |
+3 |
Str+bab+size/other mods = 0 |
+10 + 1 + 3 = 14 |
Skills |
Ranks |
Stat Bonus |
Synergy |
Magical Bonuses |
Total |
X |
Acrobatics (Dex) |
+0 |
+3 |
+0 |
+0 |
+3 |
C |
Appraise (Int) |
+2 |
+5 |
+3 |
+0 |
+10 |
X |
Bluff (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Climb (Str) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Craft (Int) |
+0 |
+5 |
+0 |
+0 |
+5 |
X |
Diplomacy (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Disable Device (Dex) |
+0 |
+3 |
+0 |
+0 |
+0 |
X |
Disguise (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Escape Artist (Dex) |
+0 |
+3 |
+0 |
+0 |
+3 |
C |
Fly (Dex) |
+1 |
+3 |
+3 |
+0 |
+7 |
X |
Handle Animal (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Heal (Wis) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Intimidate (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Knowledge (Arcana) (Int) |
+2 |
+5 |
+3 |
+0 |
+10 |
C |
Knowledge (Dungeoneering) (Int) |
+1 |
+5 |
+3 |
+0 |
+9 |
C |
Knowledge (Engineering) (Int) |
+1 |
+5 |
+3 |
+0 |
+9 |
C |
Knowledge (Geography) (Int) |
+1 |
+5 |
+3 |
+0 |
+9 |
C |
Knowledge (Local) (Int) |
+1 |
+5 |
+3 |
+0 |
+9 |
C |
Knowledge (Planes) (Int) |
+1 |
+5 |
+3 |
+0 |
+9 |
C |
Knowledge (Religion) (Int) |
+1 |
+5 |
+3 |
+0 |
+9 |
C |
Knowledge (Nature) (Int) |
+1 |
+5 |
+3 |
+0 |
+9 |
C |
Knowledge (Nobility) (Int) |
+1 |
+5 |
+3 |
+0 |
+9 |
C |
Linguistics (Int) |
+1 |
+5 |
+3 |
+0 |
+9 |
X |
Perception (Wis) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Perform (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Profession (merchant) (Wis) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Ride (Dex) |
+0 |
+3 |
+0 |
+0 |
+3 |
X |
Sense Motive (Wis) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Sleight of Hand (Dex) |
+0 |
+3 |
+0 |
+0 |
+3 |
C |
Spellcraft (Int) |
+2 |
+5 |
+3 |
+0 |
+10 |
X |
Stealth (Dex) |
+0 |
+3 |
+0 |
+0 |
+3 |
X |
Survival (Wis) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Swim (Str) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Use Magic Device (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
Where X is Cross Class and C is a Class Skill
Skills per level -
Level 1: 8
Level 2: 8
Total: 16
Languages Known: Common, Elven, Draconic, Dwarven, Gnome, Celestial, Sylvan, Undercommon
Feats:
Level 1 - Spell Focus(conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Level 1 - Augment Summoning: +4 to STR and CON to summoned creatures
Level 3 - Feat: Description
Level 5 - Feat: Description
Level 7 - Feat: Description
Level 9 - Feat: Description
Level 11 - Feat: Description
Level 13 - Feat: Description
Level 15 - Feat: Description
Level 17 - Feat: Description
Level 19 - Feat: Description
Class Abilities:
Arcane Bond – Bonded Object (Ring)
Arcane School: Conjuration (Teleportation Variant). Opposition schools: Necromancy, Divination
Scribe Scroll
Racial Abilities:
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Gift of Tongues: Humans gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Fearless: Humans tend to be stubborn and arrogant, shirking caution when other races might heed such. They gain a +2 to all saving throws against fear effects.
Destined: Humans gain a +1 racial bonus on all saving throws.
Life Bound: Humans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class: Wizard
Bonuses:
Level 1: +1 HP
Level 2: +1 HP
Weapon |
Attack Bonus |
Damage |
Crit |
Damage Type |
Club |
- |
1d6 |
x2 |
B |
Dagger |
- |
1d4 |
19-20, x2 |
P or S |
Crossbow, Light |
- |
19-20,1d8 |
x2 |
P |
Armour / Shield |
Armour/Shield Bonus |
Max Dex |
Armour Check |
Arcane Spell Failure |
Movement Speed |
Weight |
- |
- |
- |
- |
- |
ft |
lb |
Slot |
Item |
Description |
Head |
Item name goes here |
Brief item description |
Face |
Item name goes here |
Brief item description |
Neck |
Item name goes here |
Brief item description |
Shoulders |
Item name goes here |
Brief item description |
Torso |
Item name goes here |
Brief item description |
Arms |
Item name goes here |
Brief item description |
Hands |
Item name goes here |
Brief item description |
Right Ring |
Item name goes here |
Brief item description |
Left Ring |
Item name goes here |
Brief item description |
Waist |
Item name goes here |
Brief item description |
Feet |
Item name goes here |
Brief item description |
Pack |
Item name goes here |
Brief item description |
List of Items Here:
backpack 2 gp 2 lbs*
bedroll 1 sp 5 lbs*
1-pint flask 3 cp 1.5 lbs
3 days' trail rations 1.5 gp 3 lbs
steel mirror 10 gp .5 lbs
50 foot silk rope 10 gp 5 lbs
Spellbook (Free for starting Wizard) 3 lbs
20 crossbow bolts 2 gp 2 lbs
Statistics of Items Here:
Total Cost/Weight 25.63 gp 22 lbs
Bought:
4 Potions of Cure Light Wounds
Spells per Day:
Level 0: 4
Level 1: 2 (+2 INT) = 4 (+ 1 conjuration-only slot)
Spell DCs:
10+5+Spell Level= 16
Spells Known:
Cantrips:
Level 1:
Grease
Color Spray
Mage Armor
Enlarge Person
Summon Monster I
Expeditious Retreat
Shield
Sleep
Unseen Servant
Charm Person
Identify
Andrik is the youngest son of five, the second youngest of a total of seven children of the Seravaan. The Seravaan are a wealthy merchant family dealing in the finest furniture, often making huge deals with noble families, and knowing exactly how to convince 'those pretentious fops' on how to pay far more for things than they should and think they're getting the best deals. Unfortunately for Andrik, this life was not to be his. Being the fifth youngest son and the sixth child means that taking over any of the family's business was out of question for it.
Thankfully, his talents lie elsewhere. Inspired by the stories of the discovery of magic that drove back the Talarian Empire, he always was fascinated by magic, and began to do his own independant study when he was just a child. While keeping him away from trying to practice it on his own with his inexperience, his family encouraged this interest, and soon allowed him a tutor to teach him the basics of the art, together with the rest of his family's tutors. Many years later, at nineteen years old, he finds himself well-learned enough in the field to go out on his own, taking a rather sizeable allowance, with the promise that he will, one day make it back many-fold.