Hemmet Severn
Samsaran; Lawful Neutral: Wizard (3rd)


AC HP Fort Reflex Will Initiative BAB FAB Shifts /day
?? (??) +? +? +? +? +? +? (?)
Strength: 12 (+1)
Dexterity: 17 (+3)
Constitution: 10 (-)
Intelligence: 19 (+4)
Wisdom: 16 (+3)
Charisma: 13 (+1)


  • Arcane student: Gain a +1 competence bonus to the "Knowledge [Arcane]" and "Spellcraft" skills, further, your arcane studies grant Spell Focus (any) as a bonus feat.



  • Spell Focus (Conjuration) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. [Occupation]
  • 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 [1st]
  • ?? [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]


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]


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

Class features and Special abilities:

Racial Features:
Stat modifiers: Samsarans are insightful and strong-minded, but their bodies tend to be frail. They gain +2 Intelligence, +2 Wisdom, and –2 Constitution.
Lifebound: Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Mystic Past Life: You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Other traits: "Low-Light Vision:" Samsarans can see twice as far as humans in conditions of dim light. "Samsaran Magic:" Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's 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 (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.

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 (??) 2nd (??)
# ?? # ??
# ?? # ??
# ?? # ??
# ??

Spell Preparation:

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

Items, gear and equipment:

Magical Equipment:
Armour and Gear
Mundane Equipment:
Other Items:
GP Pouch

History and Back story:

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