Lieutenant Hemmet Paldren, Blue Warden
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Human; Lawful Neutral: Fighter [Lore Warden] (1st) / Wizard [Scrollmaster] (3rd)

"We Wardens are sent out as guides and scholars, not merely warriors."


AC HP Fort Reflex Will Initiative BAB FAB Shifts /day
?? (33) +5 +3 +3 +6 +? +? (7)
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 10 (-)
Charisma: 12 (+1)

Traits:

  • Hedge Magician: Whenever you craft a magic item, you reduce the cost of gp required to make the item by 5%.
  • Fanatic: You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.

Feats:

  • Spell Focus (Conjuration) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. [1st]
  • Augmented 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. [Human Bonus]
  • Weapon Focus (Short Sword) You gain a +1 bonus on all attack rolls you make using the selected weapon. [Fighter Bonus]
  • Improved Initiative You get a +4 bonus on initiative checks. [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:

Spellcraft +11 [4] Craft (Alchemy) +11 [4] Knowledge (Arcana) +12 [4]
Knowledge (History) +12 [4] Knowledge (Local) +11 [4] Knowledge (Nature) +11 [4]
Linguistics +11 [4] Survival +4 [1] Diplomacy +5 [1]

Speaks:

  • Common, Draconic, Celestial, Abyssal, Infernal, Sylvan, Elven, Treant

Class features and Special abilities:

Racial Features:
Stat modifiers: +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.
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.
Lore Warden features:
Scholastic: Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.
Wizard features: Arcane School: ~ Conjuration (Teleport)
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). 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.
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.
Scrollmaster features:
Scroll Blade: A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a melee weapon. In the hands of the Wizard, the scroll acts as a short sword with an enhancement bonus equal to 1/2 the level of the highest-level Wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell on it counts as a masterwork short sword. The scrollmaster is proficient in this weapon, and feats and abilities that affect short swords (such as Weapon Focus) apply to this weapon. A scrollmaster cannot wield two scrollblades at the same time. For further rules, see Here
Scroll Shield: A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a light wooden shield. In the hands of the Wizard, the scroll grants a +1 shield bonus with an enhancement bonus equal to 1/2 the level of the highest-level Wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell counts as a masterwork light shield sword. The scroll shield has no armor check penalty, arcane spell failure chance, or maximum Dexterity bonus. The scrollmaster is considered proficient in this shield. A scrollmaster can use a scrollblade in one hand and a scroll shield in the other hand. For further rules, see Here

Spell book:

Arcane School: Conjuration +1 additional spell slot of each spell level he can cast, from 1st on up, of the chosen school
Opposed Schools: Evocation & Necromancy Spells prepared of these schools cost double the number of spell slots
Cantrips: A wizard knows all Cantrips
1st (11) 2nd (3)
1 Mage Armour 1 Create Pit
2 Obscuring mist 2 Hideous Laughter
3 Summon monster 1 3 Bulls Strength
4 Unseen Servant
5 True Strike
6 Sleep
7 Colour Spray
8 Silent Image
9 Vanish
10 Protection from Evil
11 Enlarge person

Spell Preparation:

Spell Slots per day: Cantrip 1st 2nd
Infinite (4) (4) (3)

Items, gear and equipment:

Magical Equipment:
Efficient Quiver This Appears to be a typical arrow container capable of holding about 20 Arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it. 1800gp
Scrolls: Black Tentacles (4th) 700gp
Black Tentacles (4th) 700gp
Lesser globe of invulnerability (4th) 700gp
Summon Monster 4 (4th) 700gp
Create Pit (2nd) 72gp
Create Pit (2nd) 72gp
Create Pit (2nd) 72gp
Create Pit (2nd) 72gp
Hideous Laughter (2nd) 72gp
Hideous Laughter (2nd) 72gp
Hideous Laughter (2nd) 72gp
Hideous Laughter (2nd) 72gp
Protection from Evil (1st) 12gp
Protection from Evil (1st) 12gp
Protection from Evil (1st) 12gp
Protection from Evil (1st) 12gp
Protection from Evil (1st) 12gp
True Strike (1st) 12gp
True Strike (1st) 12gp
True Strike (1st) 12gp
True Strike (1st) 12gp
Vanish (1st) 12gp
Vanish (1st) 12gp
Vanish (1st) 12gp
Vanish (1st) 12gp
Obscuring mist (1st) 12gp
Obscuring mist (1st) 12gp
Obscuring mist (1st) 12gp
Obscuring mist (1st) 12gp
Armour and Gear
Mundane Equipment:
Other Items:
GP Pouch
585/6000 gp

History and Back story:

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