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About ArtanthosArtanthos
Defense:
AC 12, touch 12, flat-footed 10 hp 12 Fort +2, Ref +2, Will +4 Offence:
Spd 30 ft. . . Quarterstaff +0 (1d6/20/x2) . . Dagger +0 (1d4/20/x2) . . Acid Splash +2(touch) (1d3/20/x2) . . Acid Dart +2(touch) (1d6 +1/20/x2) 6/day Statistics:
Str 10, Dex 14, Con 14, Int 17, Wis 14, Cha 8 Base Atk +0; CMB +0; CMD 12 Feats/Traits:
Feats . Toughness +3, . Metamagic, Toppling Spell, . Scribe Scroll Traits
Skills:
. Craft(Calligraphy)(1) +7 . Knowledge, Arcana(1) +7 . Knowledge, History(1) +7 . Linguistics(1) +7 . Perception(1) +7 . Spellcraft(1) +7 Languages:
. Abyssal . Celestrial . Common . Infernal . Osirian Class Abilities:
. Cantrips . Arcane Bond (familiar) Equipment:
Combat Gear .Quarterstaff, Dagger Other Gear
Spells Memorized:
Cantrips (DC 13) Acid Splash Presdigitation Mage Hand Mending 1'st Level (DC 14)
Animals:
. . Pony, Combat Trained (Daisy) --------------------
Coin PP: 2(sewn into belt)
Special Abilities:
Acid Dart(SP): 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 + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance. Tomb Raider: You've spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks and one of these skills (your choice) is always a class skill for you. Summoner's Charm(SU): 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. Underlying Principles: You gain a +1 trait bonus on Use Magic Device checks, and it becomes a class skill for you. Opposition Schools (Enchantment / Necromancy):A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. Spellbook:
Cantrips All cantrips not of the Enchantment or Necromancy schools 1'st Level Spells
Background:
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