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About RadicGear:
Headband of Vast Intelligence +2 1 lb (Appraise)
Explorer's outfit 8 lbs Signal whistle (around neck) Pouch, Spell components 2 lbs Handy Haversack 5 lbs Metamagic Rod Extend, Lesser 5 lbs Bedroll 5 lbs Spellbook x2 (54/100p) 6 lbs Candle x10 Fishhook x10 Flint and Steelx2 Hourglass 1 lb Ink&Inkpen Lantern Hooded 2 lbs (Passed to Astor) Oil 5 pints 5 lbs (Passed 1 pint to Astor) Paper x10 Parchment x10 Rations x5 5 lbs Rope, silk 30ft 3 lbs Sealing Wax 1 lb Sewing Needle x4 Signet Ring Soap 2 lbs Waterskin x2 8 lbs Thats 16 lbs on me and 48 lbs in Handy Haversack.
Stats:
I took Drakes stat block and edited since its my first time. Radic
(CL 5th; concentration +13)
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Send Senses (Sp): As a standard action, you place a scrying sensor at a point within medium range (100 feet + 10 feet/wizard level) that you can see and have line of effect to. You can see or hear (not both) through this sensor for number of rounds equal to 1/2 your wizard level (minimum 1). The sensor otherwise functions as a clairaudience/clairovoyance spell with a caster level equal to your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. Spells:
School: Divination; Sub-school Scryer Opposed Schools: Enchantment/Necromancy Level 0
Level 1 10 Known; 5+1/day
Level 2 4 Known; 4+1/day
Level 3 2 Known; 2/day
Familiar:
Dinosaur, Compsognathus This small reptile has a snake-like neck and head, a bird-like body with strong legs for running, and a whip-like tail. Compsognathus CR 1/2 XP 200 N Tiny animal Init +6; Senses low-light vision, scent; Perception +4 Defense AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size) hp 17 Fort +4, Ref +4, Will +0 Offense Speed 40 ft., swim 20 ft. Melee bite +1 (1d3–1 plus poison) Space 2-1/2 ft.; Reach 0 ft. Statistics Str 8, Dex 15, Con 14, Int 8, Wis 11, Cha 5 Base Atk +0; CMB +0; CMD 9 Feats Improved Initiative Skills Perception +4, Swim +10 Ecology Environment temperate or warm forests or plains Organization solitary, pair, or pack (5–20) Treasure none Special Abilities Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. The compsognathus is a small dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a trait that the animal uses to bring down larger prey. A compsognathus measures 3 feet long and weighs 15 pounds. These dinosaurs can serve spellcasters as a familiar. A compsognathus familiar grants its master a +4 bonus on Initiative checks.
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