| Mikail
Sterwick Wizard
Lvl 3
Human, male, CN
Extra feat on lvl 1, 4 exatra skill point at lvl 1, 1 extra skill point/lvl
Base speed 30ft
Wizard
Scribe scroll, familiar
Str 9 (-1)
Dex 13 (+1)
Con 11 (+0)
Int 16 (+3)
Wis 10 (+0)
Cha 10 (+0)
HP 9
AC 11
Touch; flat footed; 11 / 10
BAB; grapple; +1 / 0
Attack:
Melee quarterstaff +0, or dagger +0
Ranged light crossbow +2
Damage
Melee 1d6-1 quarterstaff, 1d4-1 dagger
Ranged 1d8 light crossbow
Saves:
Will 3 + 0 = +3
Reflex 1 + 1 + 2 = +4
Fort 1 + 0 = +1
Skills (total points, 36)
Knowledge (arcana) 5 + 3 = +8
Spellcraft 5 + 3 = 2 = +10
Concentration 6 + 0 = +6
Decipher script 5 + 3 = +8
Knowledge (the planes) 5 + 3 = +8
Knowledge (Geography) 5 + 3 = +8
Knowledge (nature) 5 + 3 = +8
Feats
Scribe scroll (class)
Combat casting (human)
Eschew materials (lvl 1)
Brew Potion (lvl 3)
Languages:
Common, draconic, elven, dwarven
Spellbook
Lvl 0
Resistance, acid splash, detect poison, detect magic, read magic, dace, dancing light, flare, ray of frost, ghost sound, disrupt undead, touch of fatigue, mage hand, mending, message, open/close, arcane mark, prestidigitation
Lvl 1
Alarm, mage armor, sleep, burning hands, magic missile, expeditious retreat, identify, comprehend languages, enlarge person, charm person, feather fall, shield
Lvl 2
Continual flame, acid arrow, knock, scorcing ray, invisibility, cat’s grace, blur
Spell points: 16 + 5x lvl 0
Usualy prepared 4/3/2
Lvl 0: Read magic, detect magic, prestidigitation, resistance
Lvl 1: mage armor, expeditious retreat, sleep
Lvl 2: blur, cat’s grace
Save DC: 13+ spell level
Equipment:
quarterstaff
dagger 2gp
camping gear 20gp
light crossbow 35 gp
60 bolts 6gp
4 potions CLW 200gp
Hand of the mage 900gp
Wand of magic missile (1st) 750gp
Everburning torch 50gp (made it myself, yey!)
Scrolls into spellbook:
Scorcing ray (150), cat’s grace (150), invisibility (150), blur (150), feather fall (25), comprehend languages (25), enlarge person (25), charm person (25), shield (25) 725gp
12 gp
Familiar weasel
Hit Dice: ½ 3d4 = 4 Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 nat), touch 14, flat-footed 14
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Attach Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Hide +11, Move Silently +8, Spot +3 Feats: Agile, Weapon FinesseB
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 14. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
Grant Alertness, improved evasion, share spells, empathic link, deliver touch spells
__________________
If something can go wrong, it will go wrong
Always prepare for the worst
Never let experience guide you: every day is different
Antagonist
Last edited by Oskatat; 05-11-2006 at 10:42 AM.
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