2nd
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Lawful Neutral - Human: Wizard

Back to: ( 1st )

"You can kill me, put you will only kill a man, my soul is immortal and it shall not be contained…"

AC HP Fort Reflex Will Initiative B.A-B
12 (16*) 16 +2 +2 +4 +2 +1
Strength: 10 (-)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 12 (+1)
Charisma: 12 (+1)

Feats:

  • Spell focus: Conjuration (Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select) [Human Bonus]
  • Augment summoning ( Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it) [1st]
  • 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.) [Wizard granted]

Skills:

Spellcraft: +5 [2], Knowledge- Arcane: +5 [2], Knowledge- History: +5 [2], Knowledge- Engineering: +5 [2], Profession- Translator: +5 [2], Linguistics: +5 [2], Concentration: +2 [2], Truespeak: +2 [2]

Speaks:

  • Common, Draconic, Druidic, Aklo, Infernal

Special:

  • Human racial traits (+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. 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. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)
  • Arcane school: Conjuration (Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). 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. + Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.)
  • Immediate Magic: Abrupt Jaunt (A number of items per day equal to the wizards intelligence modifier, the conjuration focused wizard may, as an immediate action, teleport up to 10ft in any direction which would normally allow for a teleport. Characters with this option to not gain an Arcane-bond)
  • 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)

Items, gear and equipment:

Magical Equipment:

  • ~

Mundane Equipment:

  • ~

Other Items:

  • ~
GP Pouch
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