Revooth (MPHoob) Adventurer
Posts : 68 Join date : 2009-07-20 Age : 55 Location : Greenwood, IN
Character sheet Name: Revooth HP: 12/12 AC:: 14
| Subject: Revooth Half-Elf Wizard Thu Sep 03, 2009 9:43 am | |
| Revooth Mayleem the Respectable Male Half-Elf Wizard 4 Neutral Good Representing Martin Hoober Sr. XP: 6300 Strength 15 (+2) Dexterity 17 (+3) Constitution 16 (+3) Intelligence 18 (+4) Wisdom 14 (+2) Charisma 12 (+1) Size: Medium Height: 5' 5" Weight: 120 lb Skin: Pale Eyes: Green Hair: Light Brown; Straight; Light Beard Total Hit Points: 26 Speed: 30 feet Armor Class: 14 = 10 +2 [leather] +3 [dexterity] -1 [aggressive] Touch AC: 10 Flat-footed: 11 Initiative modifier: +3 = +1 [dexterity] +2 [aggressive] Saves: - Spoiler:
Fortitude save: +4 = 1 [base] +3 [constitution] Reflex save: +2 = 1 [base] +1 [dexterity] Will save: +7 = 4 [base] +3 [wisdom] Attack (handheld): +5 = 1 [base] +3 [strength] Attack (unarmed): +5 = 3[base] +3 [strength] Attack (missile): +3 = 2 [base] +1 [dexterity] Grapple check: +5 = 2 [base] +3 [strength]
Light load: 86lb or less Medium load: 87-173 lb Heavy load: 174-260 Lift over head: 260lb Lift off ground: 520lb Push or drag:1300lb Languages: Aquan, Common, Drow, Elven, Goblin Equipment: - Spoiler:
(2) Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning] (4) Dart [1d4, crit x2, range inc. 20 ft., 1/2 lb, piercing] Short Sword: {d6, crit 19-20/x2, 4lb, light, piercing] Light Cross bow: [1d8, crit 19-20/x2, 4lb, 80', Piercing] Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.; arcane spell failure 10%]
Feats: - Spoiler:
Magical Aptitude (+2 to spell craft and Use Magical Devices) Spell Mastery x1 Spells: Magic Missile, Shield, Mage Armor, Sleep Scribe Scroll [free to wizard]
Traits: Aggressive Honest
Skills: - Spoiler:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 4 = +4 Balance Dex* 2 = +1 +1 Bluff Cha 1 = +2 -1 [honest] Climb Str* 4 = +3 +1 Concentration Con 5 = +3 +2 Craft_wands Int 4 = +4 +2 Craft_2 Int 4 = +4 Craft_3 Int 4 = +4 Decipher Script Int 7= +4 +3 Diplomacy Cha 6 = +2 +1 +2 [half-elf] +1 [honest] Disable Device Int 6 = +4 +2 Disguise Cha 2 = +2 Escape Artist Dex* 1 = +1 Forgery Int 4 = +4 Gather Information Cha 4 = +2 +2 [half-elf] Heal Wis 2 = +2 Hide Dex* 5= +3+2 Intimidate Cha 2 = +2 Jump Str* 3 = +3 Knowledge (local) Int 7 = +4 +3 Knowledge (nature) Int 9 = +4 +5 Knowledge (planes) Int 6 = +4 +2 Listen Wis 3 = +2 +1 [half-elf] Move Silently Dex* 1 = +1 Perform_1 Cha 2 = +2 Perform_2 Cha 2 = +2 Perform_3 Cha 2 = +2 Perform_4 Cha 2 = +2 Perform_5 Cha 2 = +2 Ride Dex 2 = +1 +1 Search Int 5 = +4 +1 [half-elf] Sense Motive Wis 1 = +2 -1 [honest] Spellcraft Int 13 = +4 +7 +2(magical Aptitude) Spot Wis 3 = +2 +4 +1 [half-elf] Survival Wis 2 = +2 Swim Str** 4 = +3 +1 Use Rope Dex 1 = +1 Autohypnosis Wis 3 = +2 +1 Knowledge (psionics) Int 5 = +4 +1
* = check penalty for wearing armor Know Nature >=5 ranks gives +2 on survival checks above ground. The hawk confers +3 on spot checks in well-lit conditions. If the familiar is within reach, +2 on spot and listen ("alertness").
Spells: - Spoiler:
Zero-level Wizard spells: 4 per day All Cantrips Usually prepared (as is unless said otherwise) Acid Splash* Daze* Ray of Frost* Light*
First-level Wizard spells: 4(2+1) per day * are prepared spells *Disrupt Undead Hold Portal Shocking Grasp *Ray of Enfeeblement *Protection from Evil True Strike Magic Weapon Obscuring Mist Detect Secret Doors Enlarge Person *magic missle sleep
2nd level spells 3/day Knock Scorching Ray* Identify flaming sphere* daze monster* mirror image command undead spider climb acid arrow*
Important Spell Descriptions: - Spoiler:
1st level: Protection From Evil: Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: No; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Arcane Material Component A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded. You should RP this out, just assume you have the silver powder.
Identify: Identify can only be used on object at a time. The component is also a "rare" component, a pearl worth 100gp and needs to be crushed and stirred into wine mixed with a owls feather. This concoction needs to be RPed, it takes 1 hour to successfully make the potion. After drinking, the spell must be used within the next hour. A wizard may make the potions any length of time in advance.
2nd level:
Scorching Ray: Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more rays Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit (Meaning Hawkeye can cast this for you) and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
Magic Missles Description: Magic Missile Evocation [Force] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Misc Details - Spoiler:
Half-Elf: Immune to magical sleep
+2 racial bonus on saves vs. enchantments
Low-light vision (darkvision if half-drow)
+1 racial bonus on listen, search, and spot checks
+2 racial bonus on diplomacy and gather information checks
Wizard Familiar / Alertness, etc. Bonus Feats (already included) High intelligence gains bonus spells daily
Class HP rolled Level 1: Wizard 4 Level 2: Wizard 2 Revooth Mayleem's Equipment: - Spoiler:
95 lb Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 10) x1 Backpack Bedroll Blanket, winter x1 Bottle Candle Case (for map or scroll) Chalk Ink vial Ink pen Rope (50', hempen) x1 Sealing wax Sewing needle Signet ring Soap Alchemist lab Holy symbol (silver) Magnifying glass Spell component pouch Spellbook x1 Thieves' tools
Total Hawk familiar: - Spoiler:
Str 6 Dex 17 Con 10 Int 6 Wis 14 Chr 6; Hit points: 14; Initiative +3 (dex); Speed 10 ft., fly 60 ft. (average); AC: 18 (+2 size, +3 dex, +2 natural, +1 level); Claws +5 melee, Claws 1d4-2; Fort +2, Ref +5, Will +5, Listen +6, Spot +6, weapon finesse (claws) Alertness feat when in arm's reach; improved evasion; share spells; empathic link; More about Revooth Mayleem: Energetic and calm, curious and cooperative......calm doesn't always mean patient
Last edited by Revooth (MPHoob) on Wed Oct 14, 2009 11:31 am; edited 4 times in total | |
|
Revooth (MPHoob) Adventurer
Posts : 68 Join date : 2009-07-20 Age : 55 Location : Greenwood, IN
Character sheet Name: Revooth HP: 12/12 AC:: 14
| Subject: Re: Revooth Half-Elf Wizard Sat Oct 10, 2009 10:36 am | |
| - Random number (1,4) :
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+3 Hawkeye
- Random number (1,4) :
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Hawkeye
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- 2
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