Harrow Bloodline

Albert Gam's page

93 posts. Organized Play character for Ilmakis.


Race

LN Wizard 7

Classes/Levels

AC15(T11,FF15) CMD13| HP (10)42/42| F +5 R +5 W +9* | Init +1, Perc +14, Sense Motive +14 |

About Albert Gam

Albert Gam
Male samsaran wizard 7 (Pathfinder RPG Advanced Player's Guide 142, Pathfinder RPG Bestiary 4 230)
LN Medium humanoid (samsaran)
Init +1; Senses low-light vision; Perception +14
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 42 (7d6+12)
Fort +5, Ref +5, Will +9; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4-1/19-20)
Special Attacks lightning flash
Spell-Like Abilities (CL 7th; concentration +8)
1/day—comprehend languages, deathwatch, stabilize
Arcane School Spell-Like Abilities (CL 7th; concentration +13)
At will—feather fall, levitate
Wizard Spells Prepared (CL 7th; concentration +13)
4th—dragon's breath[APG] (DC 21), fear (DC 22), freedom of movement
3rd—good hope, haste, lightning bolt (DC 20), magic circle against evil
2nd—blindness/deafness (DC 20), blindness/deafness (DC 20), cure moderate wounds, false life, gust of wind (DC 19), see invisibility
1st—cause fear (DC 19), ear-piercing scream[UM] (DC 18), ear-piercing scream[UM] (DC 18), ear-piercing scream[UM] (DC 18), feather fall, magic missile, silent image (DC 17)
0 (at will)—detect magic, disrupt undead, message, prestidigitation
Opposition Schools Earth
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Statistics
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Str 9, Dex 12, Con 12, Int 23, Wis 14, Cha 12
Base Atk +3; CMB +2; CMD 13
Feats Alertness, Cosmopolitan[APG], Greater Spell Focus (necromancy), Improved Familiar, Persistent Spell[APG], Spell Focus (evocation), Spell Focus (necromancy)
Traits clever wordplay, ease of faith
Skills Craft (clockwork) +12, Diplomacy +17, Fly +8, Knowledge (arcana) +16, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +10, Linguistics +10, Perception +14, Sense Motive +14, Spellcraft +21, Survival +2 (+4 to avoid becoming lost), Use Magic Device +8
Languages Auran, Celestial, Common, Cyclops, Dark Folk, Draconic, Infernal, Samsaran, Sylvan, Thassilonian, Undercommon
SQ arcane bond (Arcane Familiar, spirit oni), mystic past life[ARG]
Combat Gear wand of cure light wounds (50 charges), wand of mage armor (50 charges); Other Gear dagger, cloak of resistance +2, gloves of elvenkind[ARG], headband of vast intelligence +4, wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, jewelry[UE], masterwork clockworking tools, mess kit[UE], noble's outfit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 4,774 gp
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Special Abilities
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Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earth You must spend 2 slots to cast spells from the Earth school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Lightning Flash (1d6+3 electricity damage, 9/day, DC 19) (Su) 5 ft burst deals electricity dam and dazzles for 1d4 rds (Ref part).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Past Life (Wizard) 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 t
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.

Spellbook:

Arcane Mark Wizard 0
Bleed Wizard 0
Dancing Lights Wizard 0
Mage Hand Wizard 0
Mending Wizard 0
Daze Wizard 0
Open/Close Wizard 0
Prestidigitation Wizard 0
Ray of Frost Wizard 0
Read Magic Wizard 0
Resistance Wizard 0
Message Wizard 0
Detect Magic Wizard 0
Detect Poison Wizard 0
Disrupt Undead Wizard 0
Flare Wizard 0
Ghost Sound Wizard 0
Light Wizard 0
Touch of Fatigue Wizard 0
====
Cause Fear Wizard 1
Color SprayWizard 1
Crafter's Fortune Wizard 1
Cure Light Wounds Wizard 1
Ear-Piercing Scream Wizard 1
Endure Element Wizard 1
Feather Fall Wizard 1
Obscuring Mist Wizard 1
Silent Image Wizard 1
Touch of the Sea Wizard 1
Magic Missile Wizard 1
Charm Person Wizard 1
Identify Wizard 1
Protection from Evil Wizard 1
Vanish Wizard 1
Shield Wizard 1
====
Blindness/Deafness Wizard 2
Cure Moderate Wounds Wizard 2
Ghoul Touch Wizard 2
Gust of Wind Wizard 2
See Invisibility Wizard 2
Darkvision Wizard 2
False Life Wizard 2
Mirror Image Wizard 2
Resist Energy Wizard 2
====
Daylight Wizard 3
Fly Wizard 3
Good Hope Wizard 3
Haste Wizard 3
Halt Undead Wizard 3
Heroism Wizard 3
Lightning Bolt Wizard 3
Dispel Magic Wizard 3
Halt Undead Wizard 3
Magic Circle Against Evil Wizard 3
====
Fear Wizard 4
Bestow Curse Wizard 4
Dimension Door Wizard 4
Dragon's Breath Wizard 4
Freedom of Movement Wizard 4