Alamander Thrune
Alamander Thrune, Scholar of Ancient Civilisations
Human [Chelaxian, Azlanti subtype]: Wizard (4th),

AC HP Fort Reflex Will Initiative BAB FAB Shifts /day XP
20/16 (32) +5 +5 +6 +7 +2 +5 (8) 9000
Strength: 10 (-)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 20 (+5)
Wisdom: 12 (+1)
Charisma: 15 (+2)

Feats:

  • Spell Focus - Conjuration Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. [Human]
  • 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]
  • Superior Summoning Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned. [3rd]
  • 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. Further rules for magic item creation can be found Here [Wizard Bonus]

Skills:

Knowledge: Arcane +12 [4] Knowledge: History +12 [4] Knowledge: Planes +12 [4] Knowledge: Nature +12 [4]
Spellcraft +12 [4] Linguistics +12 [4] Use Magic Device +6 [4]

Speaks:

  • Common, Ancient Azanti, Thassilonian, Draconic, Undercommon, Dwarven, Infernal, Abyssal

Class features and Special abilities:

Racial Features: Human
Stat modifiers: +2 to any one stat (Intelligence)
Bonus Feat: Humans select one extra feat at 1st level
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level
Favoured Class bonus: Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Wizard features: Arcane School: Conjuration (Teleportation), Thassilonian Specialist, Scroll Master
Thassilonian Specialist - Sloth: By Choosing to eschew completely from his prohibited schools, a Thassilionian specialist adds 1 additional spell slot of each level, from his chosen school
School power - Summoners Charm: 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
School power - Shift: 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.
Arcane Bond: At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Familiar - Compsognathus: Master gains a +4 bonus on Initiative checks

Spell book:

Arcane School: "Sloth" (Conjuration) +2 additional spell slot of each spell level he can cast, from 1st on up, of the chosen school
Opposed Schools: Evocation & Enchantment Alamander Cannot prepare spells from the listed schools
Cantrips: A wizard knows all Cantrips
1st 2nd
Summon Monster 1 Summon Monster 2
Mage Armour Create Pit
Grease Rope Trick
Enlarge Person Web
Snapdragon Fireworks Mirror image
Obscuring Mist Shatter
Unseen Servant Spider climb
Crafters Fortune
Air Bubble -
Expeditious Retreat -
Expeditious Excavation -
Animate Rope -
Infernal Healing -

Spell Preparation:

Spell Slots per day: Cantrip 1st 2nd
Infinite (4) (7) (6)

Items, gear and equipment:

Weapons:
Weapons: Heavy Crossbow (1d10, R:120ft)
Armour and Gear
Gear: Cloak of resistance: +1 (+1 Bonus on all saving throws)
Scrolls:
Wondrous Items: +1 armour, small size.
Potions: Cure light x2
Mundane Equipment:
Other Items: Crossbow bolt x44
GP Pouch
3550gp

Summon Monster cheat-sheet:

Hell Hound Augmented stats:
SM:2 Str [17], Dex 13, Con [19], Int 6, Wis 10, Cha 6
Melee - bite: +7 (1d8+3 + 1d6 fire), HP: 38
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