Erdrinneir Vonnarc

De'ohge's page

178 posts. Alias of fnord72.


Full Name

Wizard 5, HP 20, AC 13, Touch 13, FF 11

Race

Wizard 5, HP 20, AC 13, Touch 13, FF 11, F: +1, R: +3, W: +4, Init +6, Perc +8, Darkvision 60'

About De'ohge

De’ohge
Wayang Wizard 5
NG Small humanoid (wayang) 3'1"
Deity:
Initiative +6, Perception +5, Darkvision 60’
Languages (12) Abyssal, Aklo, Aquan, Common, Draconic, Dwarven, Goblin, Infernal, Senzar, Tien, Varisian, Wayang
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COMBAT STATISTICS
DEFENSE
AC 13, touch 12, flat-footed 11 (Dex +2, size +1)
hp 26 (5d6+0)
CMD 12
DR 0
Immune
Resist
Vulnerable
Fort +1, Ref +3, Will +4
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OFFENSE
Speed 20 ft.
Melee +2
Dagger +2 (1d3-1) 19x2 10ft P/S
Ranged +5
Lt Crossbow +5 (1d8) 19x2 P
Base Atk +2; CMB +0
Special Actions:
Shift (Su) 10' LoS, No AoO, swift action as Dimension Door, 8/day
Shadow Magic SLA: 1/day, CL 1; Ghost sound DC 11, pass without trace DC 12, ventriloquism DC 12
SPELLS:
Spells per Day: 5/6/5/3/0/0/0/0/0/0
3rd Lvl: Haste X2, Summon Monster III
2nd Lvl: Command Undead, Create Pit*, Scorching Ray X2, Web*
1st Lvl: Detect Undead, Grease*, Mage Armor, Magic Missile, Obscuring Mist*, Silent Image
Cantrips: Acid Splash*, Disrupt Undead, Detect Magic, Message, Mage Hand

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ABILITIES
Attributes Str 8, Dex 14, Con 10, Int 20, Wis 10, Cha 12

Feats: Scribe Scroll, Spell Focus (Conjuration), Craft Wand, Craft Wondrous Item
Weapon Proficiency: Club, Dagger, Heavy Crossbow, Light Crossbow, Quarterstaff
Armor Proficiency: None
Traits: Greater Adept of the Society: +1 0-level spell
Lore Seeker: The secrets of ancient fallen civilizations intrigue you, particularly the magical traditions of its highly mystical culture. You gain a +1 on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. (Black Tentacles, Spiked Pit, Web)
Favored Class: Wizard: HP: Skills:

Skills (2 class + 5 Int + 1 FC): 8
Total, Ranks, Attribute, Class, Other
Acrobatics (Dex) +2, 0+2+0+0
Appraise (Int)* +9, 1+5+3+0
Bluff (Cha) +11, 1+5+3+2 +2 trait
Climb (Str) -1, 0-1+0+0
Craft (Alchemy) (Int)* +8, 1+5+3+0
Diplomacy (Cha) +1, 0+1+0+0
Disable Device (Dex)t +2, 0+2+0+0
Disguise (Cha) +1, 0+1+0+0
Escape Artist (Dex) +2, 0+2+0+0
Fly (Dex)* +6, 1+2+3+0
Handle Animal (Cha)t +2, 1+1+0+0
Heal (Wis) +0, 0+0+0+0
Intimidate (Cha) +1, 0+1+0+0
Knowledge (arcana)*t +12, 4+5+3+1
Knowledge (dung)*t +9, 1+5+3+0
Knowledge (eng)*t +9, 1+5+3+0
Knowledge (geog)*t +9, 1+5+3+0
Knowledge (hist)*t +9, 1+5+3+0
Knowledge (local)*t +9, 1+5+3+0
Knowledge (nature)*t +9, 1+5+3+0
Knowledge (nobility)*t +9, 1+5+3+0
Knowledge (planes)*t +9, 1+5+3+0
Knowledge (religion)*t +11, 3+5+3+0
Linguistics (Int)*t +13, 5+5+3+0
Perception (Wis) +8, 4+0+0+4 +2 race, +2 familiar
Perform (Oratory) (Cha) +1, 0+1+0+0
Prof (Sailor)(Wis)*t +4, 1+0+3+0
Ride (Dex) +2, 0+2+0+0
Sense Motive (Wis) +2, 0+0+0+2 +2 familiar
Sleight of Hand (Dex)t +2, 0+2+0+0
Spellcraft (Int)*t +13, 5+5+3+0
Stealth (Dex) +13, 5+2+0+6 +4 size, +2 race
Survival (Wis) +0, 0+0+0+0
Swim (Str) -1, 0-1+0+0
Use Magic Device (Cha)t +1, 0+1+0+0

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SPECIAL ABILITIES
Arcane School Power: Shift (Su): Teleport swift action as dimension door, no AoO, range 10’ LoS, usable 8/day

Spells: DC 17+ spell level
Arcane School: Conjuration(Teleportation)
Opposed Schools: Abjuration, Enchantment

2nd Lvl: (4) Command Undead, Create Pit*, Scorching Ray, Web*
1st Lvl: (10) Detect Undead, Grease*, Mage Armor*, Obscuring Mist*, Hydraulic Push, Magic Missile, Color Spray, Magic Aura, Silent Image, Feather Fall
Cantrips: (20) Acid Splash*, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

SPELL BOOKS
Book of Nankaina
3rd Lvl: (2) Haste, Summon Monster III*
2nd Lvl: (4) Command Undead, Create Pit*, Scorching Ray, Web*
1st Lvl: (10) Detect Undead, Grease*, Mage Armor*, Obscuring Mist*, Hydraulic Push, Magic Missile, Color Spray, Magic Aura, Silent Image, Feather Fall
Cantrips (20) Acid Splash*, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

Pages Used: 38/100

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FAMILIAR = Kira
Compsognathus
N Tiny Animal
Init +6
Senses: Low-light vision; scent; Perception +4
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural armor)
HP 3
Fort +5, Ref +5, Will +2
OFFENSE
Speed 40 ft, swim 20 ft
Melee bite +1 melee (1d3-1 plus poison)
Space 2 ½ ft Reach 0 ft
Special Ability Poison: bite-injury; save Fort DC 12; frequency 1/rd 4 rds; effect 1d2 STR; cure 1 save.
STATISTICS
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +1; CMB +0; CMD 9
Feats: Improved Initiative,
Special: Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver touch spells, Speak with master, Speak with animals of its kind
Skills: Perception +4, Swim +7;

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EQUIPMENT
Containers:
Adventurer’s Spellcraft Sash 25g 1.5 lbs
Handy Haversack 2000g 5 lb
Subtotal 2025g 6.5 lbs

Worn:
Explorer’s Outfit ~ 4 lbs
Dagger (sm) 2g .5 lb
Light Crossbow (sm) 35g 2 lbs

Gloves of Reconnaissance:
Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud.
On command, the wearer can use the gloves to see and hear though solid
material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.

Subtotal 37g 6.5 lbs

Pockets:
Chalk .01g ~ lb
Charcoal 5g ~ lb
Flint & Steel 1g ~ lb
Subtotal 6.01g ~ lb

Adventurer’s Spellcraft Sash
Ink (2) (1 oz vials) 16g ~ lb
Inkpen (2) .2g ~ lb
Parchment (20) 4g ~ lb
Vial, empty (2) 2g ~ lb
Spell writing materials 20g ~ lb
Subtotal 44.2g ~ lb

Handy Haversack
Waterskin (1) 2g 4 lbs
Trail Rations (1 day) .5g 1 lbs
Crossbow Bolts (20) 2g 1 lbs
Powder, Flour (2) .02g 1 lb
Scroll Case 1g .5 lb
Bedroll .1g 5 lbs
Crowbar 2g 5 lbs
Rope, Hemp (3 @ ‘50) 3g 30 lbs
Shovel .02g 3 lbs
Trail Rations (3 days) 1.5g 3 lbs
Waterskin (2) 2g 8 lbs
Periscope
Rope, Silk 50'
Rope of Climbing
Scroll of Invisibility
Scroll of Fireball
Subtotal 14.14g 61.5 lbs

Total weight carried: 12.5 lbs LIGHT ENCUMBRANCE
Total spent: 2126.35g

Money
Platinum:
Gold:
Silver:
Copper:
Gems:
Total remaing

Starting Gold 3000

Racial Abilities:
Ability Scores: Wayangs are nimble and cagey, but their perception of the world is clouded by shadows. They have the following ability score adjustments: +2 Dexterity, +2 Intelligence, –2 Wisdom.
Size: Wayangs are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to CMD, and a +4 size bonus on Stealth checks.
Speed: Wayangs have a base speed of 20 feet.
Senses: Darkvision 60' (wayangs can see in the dark up to 60 feet.)

Special Abilities:
Light and Dark (Su)
Once per day as an immediate action, a wayang can treat positive and negative energy effects as if the wayang were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
Lurker (Ex)
Wayangs gain a +2 racial bonus on Perception and Stealth checks.
Shadow Magic (Ex/Sp)
Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Wayangs with a Charisma score of 11 or higher also gain the following spell-like abilities:1/day — ghost sound, pass without trace, and ventriloquism. The caster level for these effects is equal to the wayang’s level. The DC for these spells is equal to 10 + the spell’s level + the wayang’s Charisma modifier.
Shadow Resistance (Ex)
Wayangs get a +2 racial saving throw bonus against spells of the shadow subschool.

LOOT
Undead Cyclops
greataxe, large mwk
potion fly
potion magic vestment +3
potion CMW 2d8+5