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Arforth

Male Elf Wizard 3 - CR 2 Neutral Good Humanoid (Elf); Deity: Nethys; Age: 124; Height: 6' 1"; Weight: 117lb.; Eyes: Blue; Hair: White; Skin: Fair
Ability Score Modifier Temporary

STR
STRENGTH

10 17 12 18 13 12
Total Base Ability

0 +3 +1 +4 +1 +1
Resist Misc Temp Notes

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

Saving Throw

FORTITUDE
(CONSTITUTION)

+2 = +4 = +4 =

+1 +1 +3

+1 +3 +1
Elven Immunities - Sleep
Size Natur Deflec Dodge Misc Skill Name Total Ability Ranks Temp

Elven Immunities: +2 vs. enchantments

REFLEX
(DEXTERITY)

Elven Immunities: +2 vs. enchantments


(WISDOM)

WILL

Elven Immunities: +2 vs. enchantments

Damage Resistance, Fire (5) Elven Immunities


Total Armor Shield Dex

AC

13

Touch AC

= 10

+3 13 Flat-Footed AC
BAB Strength

10
Size Misc

CM Bonus CM Defense
Total

+1 14

= = 10

+1
BAB

0
Strength

Dexterity

Size

+1

+3

Damage / Current HP

HP

16 +1 Initiative Speed +3 30 ft

Base Attack

Dagger

Acrobatics Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate Perception Ride Sense Motive Spellcraft Stealth Survival Swim
Combat Casting

+4 +8 +1 +3 +1 +1 +4 +3 +1 +1 +6 +3 +1 +10 +6 +1 +3

DEX (3) INT (4) CHA (1) STR (0) CHA (1) CHA (1) DEX (3) DEX (3) WIS (1) CHA (1) WIS (1) DEX (3) WIS (1) INT (4) DEX (3) WIS (1) STR (0)

1 1 3 1 3 3 3 3

Mainhand: +1, 1d4 Ranged: +4, 1d4


Light crossbow

Crit: 19-20/x2 Rng: 10' Light, P/S Crit: 19-20/x2 Rng: 80' 2-Hand, P

Feats, Traits & Flaws


+4 to Concentration checks to cast while on the defensive.

Elven Weapon Proficiencies


You are proficient with the Longsword, Rapier, Longbow (including Composite Longbow) and Shortbow (including Composite Shortbow).

Ranged: +2, 1d8 Ranged, Both Hands: +4, 1d8

Scribe Scroll
You can create magic scrolls.

Spell Focus (Evocation)


Spells from one school of magic have +1 to their save DC.

Wizard Weapon Proficiencies


You are proficient with the Dagger, Crossbow (Light and Heavy) and Quarterstaff.
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Gear
Total Weight Carried: 54/100lbs, Medium Load (Light: 33lbs, Medium: 66lbs, Heavy: 100lbs)
Assorted Gems (worth 300 gp) Backpack (empty) Bedroll Crossbow bolts x30 Dagger Flint and steel Light crossbow Oil x3 Spell component pouch Spellbook Staff Staff of frost Wizard's kit 2 lbs 5 lbs 0.1 lbs 1 lb 4 lbs 1 lb 2 lbs 3 lbs 5 lbs 5 lbs 21 lbs

Experience & Wealth


Current Cash: 300 GP of Valuables

Spells & Powers


Wizard Spell DC: 14 + spell level CL: 3 (vs. SR: +5, Concentration: +7) Melee Touch +1 Ranged Touch +4 Maximum Wizard spells per day: 4/*x0; 3x1; 2x2 Wizard 0: Detect Poison, Read Magic, Flare (DC 15), Detect Magic Wizard 1: Magic Missile, Ray of Enfeeblement (DC 15), Burning Hands (DC 16), Burning Hands (DC 16) Wizard 2: Burning Gaze, Burning Gaze, Burning Gaze

Background
On Retainer to Isabella. - 8gp per day, 6 days a week, with one day off rest UNLESS on adventure then all 7 days must be paid. This amount must be paid at the end of each week. - 50% of EQUAL share of treasure found. - Half XP earned. Current XP: 5466 Next Level: 9000 GP: 85 SP: 20

Special Abilities
Bonded Object (Staff) (1/day) (Sp)
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the Elven Magic or ring, it must be worn to have effect, while staves, wands, object is an amulet +2 racial bonus on be wielded. If to overcome spell resistance. +2 to spellcraft and weapons must caster checks a wizard attempts to cast a spell without his checks object worn the hand, he of a make a concentration check or lose the bonded to determine or inproperties mustmagic item. spell. The DC for this check is equal to 20 + (Su) Fire Jet (1d6+1) (8/day) (DC 15) the spell's level. If the object is a ring or amulet, action, you can ring or neck slot accordingly. Anyone in this line As a standard it occupies the send forth a 20-foot line of fire. takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A bonded object cansave halves this damage. cast any of this save is equal to 10 A successful Reflex be used once per day to The DC one spell that the wizard has inyourspellbook and is capable of casting, even Creatures that fail their saving + 1/2 his wizard level + your Intelligence modifier. if the spell is not prepared. Fire Supremacylike any other spellfire1)by the wizard, following round. time, This spell is fire and take 1d6damage damage on the including casting throw catch treated (Fire points of cast You gain resistance 5 to can avoid this damageresistance a This spell cannot be duration, and other effects dependent on the wizard's level. full-round action to Creatures that catch fire fire. At 10th level, this by taking increases to 10. At 20th level, you gain flames by to fire other abilities. The whenever on cannot be gives modified by metamagic feats ordamage. In addition,bonded object the ground used extinguish the immunity making a DC 15 Reflex save. Rolling you are within 5 feet circumstance the wizard's oppositionas a campfire, you with draw the to+2of a source of flame at least save. Dousing the(see arcane school). fire a cast spells from bonus on the as large schools creature can water around you for 1 round as a swift action. Anyone striking you with a melee automatically extinguishes the flame. You use this ability a Low-Lightunarmed strike takes anabilitiescanhis bonded objectnumber of times weapon equaladd additional magic amountto fire damage equal toif1/2 your the of A wizardor Vision as he has per day can far as+ayour Intelligence modifier. See twice as to 3 wizard level (minimum feats and if hewith reach avoid prerequisites of the 1). Weapons meets the level this damage. required item creationhuman in low light, distinguishing color and detail. feat. For example, Water a wizard with a bonded dagger must be at least 5th level to add magic abilities toopposition schoolthe Craft Magic Arms and Armor feat in Chapter 5). If Classical the dagger (see for: Fire the bonded object is a wand, it loses Fire Five-Element opposition school for: its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used 2 slots to cast spells from magic properties of a bonded object, You must spend to craft a new wand. The the Water school. including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

Tracked Resources

Bonded Object (Staff) (1/day) (Sp)

Cone prepares his spells. If the object of an arcane bond is lost or destroyed, it wizard of Cold Crossbowof the masterwork item. This ritual takes 8 hours to complete. Items plus the cost bolts
can be replaced after 1 week in a special ritual that costs 200 gp per wizard level replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks Dagger of becoming a bonded item. Note: If your bonded object does not have Fire Jetpower-less versions of the wand, any other powers or properties yet, the (1d6+1) (8/day) (DC 15) (Su) and amulet available on there are staff, ring, magic tab. Ice Storm

If a bonded object is damaged, it is restored to full hit points the next time the

Staff of frost Wall of Ice

Languages
Celestial Common Draconic Elven Gnoll Sylvan

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

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