Ander Lewis (WIP)
May 25, 2014 9:54:17 GMT -6
Post by alfouginn on May 25, 2014 9:54:17 GMT -6
Character Name: Ander Lewis
Alias:
Race: Human
Age: 40
Sex: Male
Height: 5'5"
Weight: 150
Build: average
Traits: Theoretical Magician, Resilient Caster
Complexion: Pale
Hair Color: Black, Graying
Hair Style: Shaggy, kept back in a tail
Class Information:
ECL: 3
Experience: 3300/6000
Classes: Wizard 3
Class Archetypes: N/A
Faith: None
Alignment: Lawful Neutral
Defensive Scores and Skills:
Initiative: +6
Perception: +2
Sense Motives: +2
Languages: Common, Dwarven, Draconic, Goblin , Terran
HP: 21/21 (3+3Con+1Fav) (5+3Con+1Fav) (1+3Con+1Fav)
AC: 12 [10 + 2Dex Bonus]
Touch: 12 [10 + 2 Dex Bonus ]
Flat Footed: 10 [10]
Special Modifiers: List circumstantial modifiers below.
Fortitude: +3 [Class Bonus + 3Con Bonus + Other Modifiers]
Reflex: +2 [Class Bonus + 2Dex Bonus + Other Modifiers]
Will: +5 [3Class Bonus + 2Wis Bonus + Other Modifiers]
Special Modifiers: List circumstantial modifiers below.
Damage Reduction: N/A
Spell Resistance: N/A
Immunities: N/A
Vulnerabilities:N/A
Combat Statistics:
Base Attack Bonus [BAB]: +1
Combat Maneuver Bonus: +2 [1BAB + 1Str Bonus + 0Size Modifier + Other Modifiers]
Combat Maneuver Defense: +14 [10 +1 BAB + 1Str Bonus + 2Dex Bonus + 0Size Modifier + Other Modifiers]
Movement: 30 [30Racial Speed]
Movement Modifiers: N/A
Type of Attack - Quarterstaff
Standard Attack: 1d20+3 [1BAB +1Str +1Masterwork]
Full Round Attack: 1d20+3 [1BAB +1Str +1Masterwork]
Damage: 1d6 +1 Str
Range: 5'
Critical: 20/x2
Special Modifiers: N/A
Ability Scores:
Type of Attack - Light Crossbw
Standard Attack: 1d20+3 [1BAB +2Dex]
Full Round Attack: 1d20+3 [1BAB +2Dex]
Damage: 1d8
Range: 80'
Critical: 19-20/x2
Special Modifiers: N/A
Ability Scores:
Strength [Str]: 12 [+1]
Dexterity [Dex]: 15 [+2]
Constitution [Con]: 16 [+3]
Intelligence [Int]: 18 [+4]
Wisdom [Wis]: 14 [+2]
Charisma [Cha]: 9 [-1]
Racial Qualities:
Subtype: Human
Size: Medium
Speed: 30'
Vision: Normal
Immunities: N/A
Resistances: N/A
Stat Benefits: +2 Intelligence
Skill Benefits: +1 Skill point at Lv1 and 1SP/Lv after.
Other Benefits: N/A
Class Qualities:
Weapon Proficiency: club, dagger, heavy crossbow, light crossbow, and quarterstaff
Armor Proficiency: None
Shield Proficiency: N/A
Class Features: Spellcasting (Arcane 2nd Level)
Arcane Bond (Bonded Object)(Quarterstaff) 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 object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools
Arcane School(Universalist)
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.
Feats:
Improved Initiative: +4 Initiative.
Skills:
Skill Name: Score [ +Ranks + Stat Mod + Trained + Armor Check Penalty + Other Modifiers]
Spellcraft 12 [+3 +4 +3 +2Trait]
Knowledge(Arcana) 10 [+3 +4 +3 N/A]
Knowledge(Nature) 10 [+3 +4 +3 N/A]
Knowledge(Planes) 10 [+3 +4 +3 N/A]
Knowledge(Religion) 10 [+3 +4 +3 N/A]
Knowledge(Local) 10 [+3 +4 +3 N/A]
Appraise 10 [+3 +4 +3 N/A]
Carrying Capacity and Movement Modifiers:
Current Load: 45.5
Light Load: 0-50 lbs
Medium Load: 51-100 lbs
Heavy Load: 101-150 lbs
Lift Capacity: 150 lbs
Encumbered Lift: 300 lbs
Drag Capacity: 750 lbs
Inventory:
Platinum Pieces:
Gold Pieces: 85
Silver Pieces: 9
Bronze Pieces:
Equipment should be listed here.
Quarterstaff (BONDED) (1d6/1d6 20/x2 +1Masterwork 4lbs)
Light Crossbow (1d8 19-20/x2 4Lbs)
Boltx20
Bedroll 5Lbs
Blanket 3lbs
Tent, Small 20 Lbs
Explorer's Outfit
Spellbook 3lbs
Spell Compent Pouch 2 Lbs
Masterwork Backpack (4lbs)
Waterproof Bag (.5lbs)
Spell-Save DC: Score [10 + Spell Level + Casting Mod] (+1 vs Dispell)
Spells per Day:
0: 4 (14)
1: 3 (15)
2: 2 (16)
3:
4:
5:
6:
7:
8:
9:
Known Spells:
0: Open/Close, Detect Magic, Message, Acid Splash
1: Burning Hands, Enlarge Person, Summon Monster
2: Invisibility, Stone Call
3:
4:
5:
6:
7:
8:
9:
Spell List
Cantrips
Resistance (Subject gains +1 on saving throws.)
Acid Splash (Orb deals 1d3 acid damage)
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.)
Daze (A single humanoid creature with 4 HD or less loses its next action.)
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.)
Bleed (Cause a stabilized creature to resume dying.)
Disrupt Undead (Deals 1d6 damage to one undead.)
Touch of Fatigue (Touch attack fatigues target.)
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.)
1st Level
Summon Monster I (http://www.d20pfsrd.com/magic/all-spells/s/summon-monster)
Ray of Enfeeblement (1d6+1 Neg Str Save Fort-Half)
Mage Armor (+4 Armor Bonus to AC)
Identify (This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.)
Detect Undead (http://www.d20pfsrd.com/magic/all-spells/d/detect-undead)
Burning Hands (1d4/lvl Fire Damage - Cone Shape)
Magic Missile (1d4+1 Force Damage 1 Missile per 2 levels -- Max 5 @ 9)
Enlarge Person (http://www.d20pfsrd.com/magic/all-spells/e/enlarge-person)
Shield (+4 Shield AC/ Negates Magic Missiles focused at me)
2nd Level
Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility)
Scorching Ray (4d6 Fire damage per Ray +1 Ray per four levels after third, max of 3@11)
Biography
Alias:
Race: Human
Age: 40
Sex: Male
Height: 5'5"
Weight: 150
Build: average
Traits: Theoretical Magician, Resilient Caster
Complexion: Pale
Hair Color: Black, Graying
Hair Style: Shaggy, kept back in a tail
Class Information:
ECL: 3
Experience: 3300/6000
Classes: Wizard 3
Class Archetypes: N/A
Faith: None
Alignment: Lawful Neutral
Defensive Scores and Skills:
Initiative: +6
Perception: +2
Sense Motives: +2
Languages: Common, Dwarven, Draconic, Goblin , Terran
HP: 21/21 (3+3Con+1Fav) (5+3Con+1Fav) (1+3Con+1Fav)
AC: 12 [10 + 2Dex Bonus]
Touch: 12 [10 + 2 Dex Bonus ]
Flat Footed: 10 [10]
Special Modifiers: List circumstantial modifiers below.
Fortitude: +3 [Class Bonus + 3Con Bonus + Other Modifiers]
Reflex: +2 [Class Bonus + 2Dex Bonus + Other Modifiers]
Will: +5 [3Class Bonus + 2Wis Bonus + Other Modifiers]
Special Modifiers: List circumstantial modifiers below.
Damage Reduction: N/A
Spell Resistance: N/A
Immunities: N/A
Vulnerabilities:N/A
Combat Statistics:
Base Attack Bonus [BAB]: +1
Combat Maneuver Bonus: +2 [1BAB + 1Str Bonus + 0Size Modifier + Other Modifiers]
Combat Maneuver Defense: +14 [10 +1 BAB + 1Str Bonus + 2Dex Bonus + 0Size Modifier + Other Modifiers]
Movement: 30 [30Racial Speed]
Movement Modifiers: N/A
Type of Attack - Quarterstaff
Standard Attack: 1d20+3 [1BAB +1Str +1Masterwork]
Full Round Attack: 1d20+3 [1BAB +1Str +1Masterwork]
Damage: 1d6 +1 Str
Range: 5'
Critical: 20/x2
Special Modifiers: N/A
Ability Scores:
Type of Attack - Light Crossbw
Standard Attack: 1d20+3 [1BAB +2Dex]
Full Round Attack: 1d20+3 [1BAB +2Dex]
Damage: 1d8
Range: 80'
Critical: 19-20/x2
Special Modifiers: N/A
Ability Scores:
Strength [Str]: 12 [+1]
Dexterity [Dex]: 15 [+2]
Constitution [Con]: 16 [+3]
Intelligence [Int]: 18 [+4]
Wisdom [Wis]: 14 [+2]
Charisma [Cha]: 9 [-1]
Racial Qualities:
Subtype: Human
Size: Medium
Speed: 30'
Vision: Normal
Immunities: N/A
Resistances: N/A
Stat Benefits: +2 Intelligence
Skill Benefits: +1 Skill point at Lv1 and 1SP/Lv after.
Other Benefits: N/A
Class Qualities:
Weapon Proficiency: club, dagger, heavy crossbow, light crossbow, and quarterstaff
Armor Proficiency: None
Shield Proficiency: N/A
Class Features: Spellcasting (Arcane 2nd Level)
Arcane Bond (Bonded Object)(Quarterstaff) 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 object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools
Arcane School(Universalist)
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.
Feats:
Improved Initiative: +4 Initiative.
Skills:
Skill Name: Score [ +Ranks + Stat Mod + Trained + Armor Check Penalty + Other Modifiers]
Spellcraft 12 [+3 +4 +3 +2Trait]
Knowledge(Arcana) 10 [+3 +4 +3 N/A]
Knowledge(Nature) 10 [+3 +4 +3 N/A]
Knowledge(Planes) 10 [+3 +4 +3 N/A]
Knowledge(Religion) 10 [+3 +4 +3 N/A]
Knowledge(Local) 10 [+3 +4 +3 N/A]
Appraise 10 [+3 +4 +3 N/A]
Carrying Capacity and Movement Modifiers:
Current Load: 45.5
Light Load: 0-50 lbs
Medium Load: 51-100 lbs
Heavy Load: 101-150 lbs
Lift Capacity: 150 lbs
Encumbered Lift: 300 lbs
Drag Capacity: 750 lbs
Inventory:
Platinum Pieces:
Gold Pieces: 85
Silver Pieces: 9
Bronze Pieces:
Equipment should be listed here.
Quarterstaff (BONDED) (1d6/1d6 20/x2 +1Masterwork 4lbs)
Light Crossbow (1d8 19-20/x2 4Lbs)
Boltx20
Bedroll 5Lbs
Blanket 3lbs
Tent, Small 20 Lbs
Explorer's Outfit
Spellbook 3lbs
Spell Compent Pouch 2 Lbs
Masterwork Backpack (4lbs)
Waterproof Bag (.5lbs)
Spell-Save DC: Score [10 + Spell Level + Casting Mod] (+1 vs Dispell)
Spells per Day:
0: 4 (14)
1: 3 (15)
2: 2 (16)
3:
4:
5:
6:
7:
8:
9:
Known Spells:
0: Open/Close, Detect Magic, Message, Acid Splash
1: Burning Hands, Enlarge Person, Summon Monster
2: Invisibility, Stone Call
3:
4:
5:
6:
7:
8:
9:
Spell List
Cantrips
Resistance (Subject gains +1 on saving throws.)
Acid Splash (Orb deals 1d3 acid damage)
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.)
Daze (A single humanoid creature with 4 HD or less loses its next action.)
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.)
Bleed (Cause a stabilized creature to resume dying.)
Disrupt Undead (Deals 1d6 damage to one undead.)
Touch of Fatigue (Touch attack fatigues target.)
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.)
1st Level
Summon Monster I (http://www.d20pfsrd.com/magic/all-spells/s/summon-monster)
Ray of Enfeeblement (1d6+1 Neg Str Save Fort-Half)
Mage Armor (+4 Armor Bonus to AC)
Identify (This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.)
Detect Undead (http://www.d20pfsrd.com/magic/all-spells/d/detect-undead)
Burning Hands (1d4/lvl Fire Damage - Cone Shape)
Magic Missile (1d4+1 Force Damage 1 Missile per 2 levels -- Max 5 @ 9)
Enlarge Person (http://www.d20pfsrd.com/magic/all-spells/e/enlarge-person)
Shield (+4 Shield AC/ Negates Magic Missiles focused at me)
2nd Level
Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility)
Scorching Ray (4d6 Fire damage per Ray +1 Ray per four levels after third, max of 3@11)
Biography