Full Name |
Andelis Rovena |
Race |
Human (Chelaxian) |
Classes/Levels |
Level 1 Wizard |
Gender |
Female |
Size |
Medium |
Age |
22 |
Alignment |
Neutral Good |
Location |
Restov |
Languages |
Common, Aklo, Draconic, Giant, Goblin, Orc |
Occupation |
Scholar |
Strength |
10 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
18 |
Wisdom |
10 |
Charisma |
10 |
About Andelis Rovena
ANDELIS ROVENA
Female Human Conjurer 1
NG Medium humanoid (human)
Init +7; Senses Perception +2,
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6)+2
Fort +5, Ref +2, Will +2
OFFENSE
Speed 20 ft.
Ranged light crossbow +2 (1d8/19-20)
Melee dagger +2 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Ranged alchemist's fire (flask) +2 (1d6)
Ranged shard gel (flask) +2 (1d4)
Prepared Spells Prepared Spell List
Wizard (CL 1st):
1st - grease (DC 15), *summon monster i (2)
0th - acid splash, light, prestidigitation (DC 14)
STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Point-Blank Shot,Improved Initiative, Scribe Scroll
Skills Acrobatics -1, Acrobatics (Jump) -5, Appraise +4, Climb -3, Craft (Untrained) +4, Escape Artist -1, Fly -1, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Nature) +8, Linguistics(Giant) +8, Perception +2, Ride -1, Sense Motive +2, Spellcraft +8, Stealth -1, Swim -3,
Languages Aklo, Common, Draconic, Giant, Goblin, Orc
Possessions- outfit (scholar's); crossbow bolts (10) (x3); dagger; alchemist's fire (flask); shard gel (flask); spellbook (wizard's/blank); Light Crossbow ; Backpack, Common [ Bedroll; Chalk (1 Piece) (x5); Journal; Mess Kit; Rations (Trail/Per Day) (x5); Waterskin (Filled); ]; Belt Pouch ; Spell Component Pouch ;
Spellbook (Wizard's)
0th - acid splash , arcane mark , dancing lights , daze (DC 14) , flare (DC 14) , ghost sound (DC 14) , haunted fey aspect (DC ) , light , mage hand , mending (DC 14) , message , open/close (DC 14) , prestidigitation (DC 14) , ray of frost , resistance (DC 14) , spark (DC 14)
1st - enlarge person (DC 15) , feather fall (DC 15) , grease (DC 15) , mage armor (DC 15) , magic missile , magic weapon (DC 15) , *summon monster i
SPECIAL ABILITIES
Acid Dart (Sp) (7/7) - As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage. You can use this ability 7 times per day.
Cantrips - You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Conjuration School - You have chosen to specialize in conjuration spells.
Divination Opposition School - You have chosen divination spells as an opposition school. Preparing an divination spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a divination spell as a prerequisite.
Necromancy Opposition School - You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a necromancy spell as a prerequisite.
Familiar - A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar's Alertness ability active (Ex) - PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.
Summoner's Charm (Su) - When casting Conjuration (summoning) spells the duration is increased by 1 rounds.
Resilient Trait - Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.
Arcane Temper Trait - You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks
Tough Minded Campaign Trait - You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.
FEATS
Improved Initiative: gain a +4 bonus to Initiative.
Point-Blank Shot: Gain a +1 bonus to attack and damage with ranged weapons when firing within 30ft.
FAMILIAR
Rufus the rat. Bonus is +2 fort saves.