Age: | 25 |
Hair: | Black |
Eyes: | Brown |
Height: | 5'8" |
Weight: | 165 lbs. |
Race: | human |
Class: | Wizard 1 |
Alignment: | Neutral Good |
Level: | 1 |
Experience: | 1,015xp |
Hit Points: | 10/10 |
Hero Points: | 1/3 |
Gold: | 1,046gp |
Current Status: | Active |
Played by Abbassia (Hussam) |
- Description
- Abilities & Skills
- Feats,Traits, Class Abilities
- Equipment
- Spells
- Familiar: Gram
- Character Information
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 10 | +0 | +0 | +0 |
Dexterity | 16 | +3 | +0 | +0 |
Constitution | 16 | +3 | +0 | +0 |
Intelligence | 20 | +5 | +0 | +0 |
Wisdom | 10 | +0 | +0 | +0 |
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 | +6 | +6 | |
Flat-Footed | 13 | Reflex | +0 | +4 | +4 | |
Touch | 10 | Will | +2 | +1 | +3 |
BAB | Mod | Total Range/Melee | Initiative | CMB | CMD |
+0 | +3/+0 Dex/+Str | +4/+0 | +8 | 0 Str+ 0 BAB + 0 size/other mods = +0 | +10 + 0 strength + 4 dex + 0 other mods = 14 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Acrobatics (Dex) | +0 | +3 | +0 | +0 | +3 |
C | Appraise (Int) | +0 | +5 | +0 | +0 | +5 |
X | Bluff (Cha) | +0 | +0 | +0 | +1 | +1 |
X | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
C | Craft (Stuff) (Int) | +0 | +5 | +0 | +0 | +5 |
X | Diplomacy (Cha) | +0 | +0 | +0 | +1 | +1 |
X | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Escape Artist (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Heal (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Knowledge (Arcana) (Int) | +1 | +5 | +3 | +0 | +9 |
C | Knowledge (Nature) (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 | Linguistics (Int) | +1 | +5 | +3 | +0 | +9 |
X | Perception (Wis) | +1 | +0 | +0 | +2 | +3 |
X | Perform (Song) (Cha) | +1 | +0 | +0 | +0 | +1 |
C | Pilot (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Ride (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Sense Motive (Wis) | +0 | +0 | +0 | +2 | +2 |
C | Spellcraft (Int) | +1 | +5 | +3 | +0 | +9 |
X | Stealth (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Survival (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
Where X is Cross Class and C is a Class Skill
skills per level
Level 1: 2 wizard + 5 int + 1 human = 8
Languages Known: Common, Celestial, Infernal, Abyssal, Terran, Ingan, Aurian, and Aquan.
Feats:
Familiar: within arm's reach - Alertness: +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Human: Bonus Feat - Spell Focus (Conjuration): +1 to the Difficulty Class for all saving throws against spells
Level 1 - Improved Initiative: +4 bonus on initiative checks
Class Abilities:
- Arcane bond: Dire Mouse (Rat) Familiar (See Tab)
- Arcane school: Focused Conjuration (Teleportation) Specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot.
- Forbidden Schools: Necromancy, Enchantment –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
- School Powers:
- Summoner's Charm (Su): (Current Bonus: 1 round) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
- Shift (Su): (Current Bonus: 5 feet 3+ 5 int = 8 times/day) At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
- Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.
- Scribe Scroll: 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.
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
Level 1: +1 Extra HP
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Crossbow, light (Bolt(s), crossbow (50)) | +3 | 1d8 | 19–20/×2 | 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:
Standard Spellbook (32 of 100 Pages full) - 3 lbs
Pouch, Spell components - 2 lbs
Basic Scholar's Kit - 3.5 lbs
Basic Wilderness Kit - 25 lbs
Full Essentials Kit - 15.5 lbs
Statistics of Items Here:
Spells per Day:
Cantrips: 3
Level 1: 3
Spell DCs:
Level 0: 10 + 5 int + 0 Spell Level = 15 (Conjuration: 16)
Level 1: 10 + 5 int + 1 Spell Level = 16 (Conjuration: 17)
Spells Known:
Orisons:
Conjuration:
Acid Splash: Orb deals 1d3 acid damage.
Others:
Resistance: Subject gains +1 on saving throws.
Drench: A sudden downpour soaks a target creature or object.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.
Breeze: Create a light wind that blows against target from direction of your choice.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Penumbra: Protects creature or object touched from bright light.
Ray of Frost: Ray deals 1d3 cold damage.
Scoop: Create a scoop of force to pick up or carry liquids.
Spark: Ignites flammable objects.
Ghost Sound: Figment sounds.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Jolt: Deal 1d3 electrical damage with a ranged touch attack.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Root: Reinforces a subjects defense against being moved or tripped.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.
Level 1:
Conjuration:
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Unseen Servant: Invisible force obeys your commands.
Others:
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Silent Image: Creates minor illusion of your design.
Enlarge Person: Humanoid creature doubles in size.
Feather Fall: Objects or creatures fall slowly.
Mouse (Rat) 8/8 hp
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 2 | -4 | +0 | +0 |
Dexterity | 15 | +2 | +0 | +0 |
Constitution | 11 | +0 | +0 | +0 |
Intelligence | 6 | -2 | +0 | +0 |
Wisdom | 13 | +1 | +0 | +0 |
Charisma | 2 | -4 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | Saving Throws | Base | Bonus | Total | ||
Total | Base 10 + 2 Dexterity + 2 size + 1 natural armor = 15 | Fortitude | +2 | +0 | +2 | |
Flat-Footed | 13 | Reflex | +2 | +2 | +4 | |
Touch | 15 | Will | +2 | +0 | +2 |
BAB | Mod | Total Natural | Initiative | CMB | CMD |
+0 | +2 Dex | +2 | +2 | 0 Str+ 0 BAB - 2 size/other mods = -2 | +10 + 0 strength + 2 dex + 0 other mods = 12 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
C | Acrobatics (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Appraise (Int) | +0 | -2 | +0 | +0 | +5 |
C | Climb (Str) | - | - | - | - | +10 |
X | Escape Artist (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Knowledge (Arcana) (Int) | +1 | -2 | +0 | +0 | -1 |
X | Knowledge (Nature) (Int) | +1 | -2 | +0 | +0 | -1 |
X | Knowledge (Planes) (Int) | +1 | -2 | +0 | +0 | -1 |
X | Knowledge (Religion) (Int) | +1 | -2 | +0 | +0 | -1 |
C | Perception (Wis) | +1 | +1 | +3 | +0 | +5 |
C | Pilot (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Sense Motive (Wis) | +0 | +1 | +0 | +0 | +1 |
C | Stealth (Dex) | - | - | - | - | +18 |
C | Swim (Str) | - | - | - | - | +10 |
Where X is Cross Class and C is a Class Skill
Racial Abilities:
- Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
- Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
- Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
- Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
- Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
- Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Feats:
Mouse (Rat) - Weapon Finesse: use your Dexterity modifier instead of your Strength modifier on attack rolls.
Character History or Personality information:
<to be written>