Full Name |
Abolt Greenseed |
Race |
Wizard 1 | Earth | HP 8/8 | AC 13 (17 Mage Armored) | T 13 | F 10 | Ini +2 | Per +2 | +1 Dagger 1d3 19-20x2 | +3 Sling x2 4/6 Acid Cloud [ooc] STATUS: None [/ooc4 |
Classes/Levels |
|
Gender |
M |
Size |
3' 2" |
Age |
17 |
Special Abilities |
6/6 Acid Cloud (1d6 DC 13) | Earth Supremecy | fearless | Eschew materials |
Alignment |
CG |
Deity |
Cayden Cailean |
Languages |
Common | Elven | Gnome | Goblin | Halfling |
Homepage URL |
Hero Lab |
Strength |
10 |
Dexterity |
15 |
Constitution |
12 |
Intelligence |
17 |
Wisdom |
10 |
Charisma |
13 |
About Abolt Greenseed
House Of Harmonious Whispers
Fallen Fortress - Game Day
Abolt Greenseed
Male halfling transmuter 1
CG Small humanoid (halfling)
Init +2; Senses Perception +2
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +3; +1 trait bonus vs. poison, +2 vs. fear
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Offense
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Speed 20 ft.
Melee dagger +1 (1d3/19-20)
Ranged sling +3 (1d3)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—Acid Cloud
Transmuter Spells Prepared (CL 1st; concentration +4)
. . 1st—expeditious excavation[APG], expeditious excavation[APG], mage armor
. . 0 (at will)—acid splash, light, prestidigitation
. . Opposition Schools Divination, Necromancy
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Statistics
--------------------
Str 10, Dex 15, Con 12, Int 17, Wis 10, Cha 13
Base Atk +0; CMB -1; CMD 11
Feats Eschew Materials, Spell Focus (evocation)
Traits adventurous imbiber, havoc of the society
Skills Acrobatics +4 (+0 to jump), Climb +2, Craft (weapons) +7, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +2, Spellcraft +7, Stealth +7; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Gnome, Goblin, Halfling
SQ arcane bond (dagger), physical enhancement (+1)
Other Gear dagger, sling, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], ring - arcane bond (worth 20 gp), soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook, 117 gp, 9 sp
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Special Abilities
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Divination You must spend 2 slots to cast spells from the Divination school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (1d4 bludgeoning, 6/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
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"My Pa was a weapons smith and that is what I thought I would be but it seems I had a knack for magic so that changed my path a good bit I guess."
"Still I work metal when I can, its relaxing and who knows maybe one day I will learn to enchante weapons for the Society."
Abolt found his way to the Dark Archives and continued his studies until recently when he was deamed old enough and trained enough for field work.
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