Berkanin Ardoc

Cerryl Grey's page

339 posts. Organized Play character for bzl109.


Full Name

Cerryl

Race

Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

Gender

Male

Size

Medium

Age

25

Special Abilities

Explore, Report, Cooperate; Friend of Janira Gavix; Tattoo of the Open Road

Alignment

Neutral Good

Deity

Desna

Languages

Abyssal Aquan Common Draconic Infernal Undercommon

Occupation

Scribe

Strength 11
Dexterity 12
Constitution 10
Intelligence 19
Wisdom 12
Charisma 12

About Cerryl Grey

Cerryl
Male Human Evoker 3
Neutral Good
Representing Michael

Stats:
Strength 11 (+0)
Dexterity 12 (+1)
Constitution 10 (+0)
Intelligence 19 (+4)
Wisdom 12 (+1)
Charisma 12 (+1)
Size: Medium
Height: 6' 0"
Weight: 180 lb
Eyes: Blue
Hair: Dark Brown Straight; Beardless
Skin: Tan
Specialty: Evocation

Gave up: Enchantment Necromancy

Total Hit Points: 18 [includes toughness and fast learner (3rd level)]

Speed: 30 feet


AC/Saves:
Armor Class: 11 = 10 + 1 [dexterity]

Touch AC: 11
Flat-footed: 10
Initiative modifier: + 1 = + 1 [dexterity]
Fortitude save: + 1 = 1 [base]
Reflex save: + 2 = 1 [base] + 1 [dexterity]
Will save: + 4 = 3 [base] + 1 [wisdom]
Attack (handheld): + 0 = 0 [base]
Attack (missile): + 1 = 0 [base] + 1 [dexterity]
Combat Maneuver Bonus: + 0 = 0 [base]
Combat Maneuver Defense: + 11 = 10 + 0 [base] + 1 [dexterity]

Languages: Abyssal Aquan Common Draconic Infernal Undercommon

Weapons:
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Cold Iron Dagger [1d4, crit 19-20/x2, range 10 ft., 1 lb., piercing/slashing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

Feats/Skills:
Feats:

Eschew Materials No need for cheap material components
Toughness +3 hp + 1/level over 3
Spell Focus(Evocation) +1 to DC of Evocation saves
Fast Learner: +1 hp/skill each level

Appraise Int 9 = +4 +2 +3 [class skill]
Craft_1(Alchemy) Int 9 = +4 +2 +3 [class skill]
Knowledge (arcana) Int 9 = +4 +2 +3 [class skill]
Knowledge (dungeoneering) Int 8 = +4 +1 +3 [class skill]
Knowledge (engineering) Int 8 = +4 +1 +3 [class skill]
Knowledge (geography) Int 8 = +4 +1 +3 [class skill]
Knowledge (history) Int 8 = +4 +1 +3 [class skill]
Knowledge (local) Int 9 = +4 +2 +3 [class skill]
Knowledge (nature) Int 8 = +4 +1 +3 [class skill]
Knowledge (nobility) Int 8 = +4 +1 +3 [class skill]
Knowledge (planes) Int 9 = +4 +2 +3 [class skill]
Knowledge (religion) Int 8 = +4 +1 +3 [class skill]
Linguistics Int 8 = +4 +1 +3 [class skill]
Perception Wis 7 = +1 +2 +1 +3 [class skill]
Profession Wis 5 = +1 +1 +3 [class skill]
Spellcraft Int 9 = +4 +2 +3 [class skill]
Sense Motive Wis 3 = +1 +1 +1

This character also has 1 ranks in Linguistics.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared.

Race/Class Bonuses:
Human

This human chose +2 to intelligence (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Wizard (Evoker)
Familiar / Alertness, etc.; or bound object that can contain one known spell

Bonus Feats (already included)

Armor causes a chance of arcane spell failure only if there is a somatic component.

High intelligence gains bonus spells daily

Concentration check: d20 + wizard level + intelligence modifier vs. DC

Specialist gets 1 extra evocation spell/level/day. Evokers now add half theirlevels to evocation damage, minimum +1. Free force missiles daily, at level 8 can create elemental wall.

Traits:

Outcast's Intuition: You gain a +1 trait bonus on Sense Motive checks. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.


Encumbrance:
Light load: 38(43) lb. or less
Medium load: 39-76 (44-86) lb.
Heavy load: 77-115 (87-130) lb.
Lift over head: 115 lb.
Lift off ground: 230 lb.
Push or drag: 575 lb.

Cerryl's Equipment:
34.5 lb
_____
40 lb Weapons / Armor / Shield (from above)


Equipment:
Crossbow bolts (quiver of 10) x3
MW Backpack
MW Mirror Amulet *bonded item*
Bandolier
Wrist Sheathe x2
Bedroll
Ink vial
Empty Ink Vial x2
Ink pen
Pouch x1
Caltrops x1
Acid x1
Alchemist's Fire x1
Alkali Flask x1
Holy Water x1
Shard Gel x2
Rations (1 day) x3
Soap
Sealing Wax
Journal
Chalk x10
Oil x2
Paper x10
Waterskins x1
Spell component pouch
Spellbook x1
Wayfinder
Potion of Cure Light Wounds x2
Wand of Sleep 48/50
Antitoxin x1
Antiplague x1
1177.8 gp
7 PP

Loot:

Known Spells
Level (0) = Resistance, Acid Splash, *Detect Magic*, Detect Poison, Read Magic, Dancing Lights, *Flare*, *Light*, *Ray of Frost*, Ghost Sound, Mage Hand, Mending, *Message*, Open/Close

Level (1) = *Grease*, *Mage Armor*, *Ear Piercing Scream*, Magic Missile, Floating Disk, *Burning Hands*, Feather Fall, *Enlarge Person*, Force Quiet

Level (2) = **Glitterdust**, *Molten Orb*
Total

More about Cerryl:
Observant trait from Grand Lodge Faction +1 to Sense motive and Perception