Full Name |
Alistilae Amnu |
Race |
Halfling Wizard 4 | HP: 34/34 | AC:20 TAC:17 | F:+6 R:+8 W+7* | Perc +x5 | SP 4/4 | Reso 4/4 | Speed 25 | Active Conditions: |
Strength |
10 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
18 |
Wisdom |
12 |
Charisma |
10 |
About Alistilae Mamnu
Name Alistilae Mamnu
Male | Halfling| Wizard (Necromancer) 4
Alignment CN | Size Small | Type Humanoid (Halfling)
Init +5; Perception +5
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Defense
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AC 20 (+3 armor, +3 Dex, +4 proficiency)
TAC 17 (+0 armor, +3 Dex, +4 proficiency)
hp 34 (6 heritage, 28 class)
Fort +6T, Ref +8T, Will +7E
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Offense
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Speed 25 ft.
Ranged Rays +7 1dx (120ft)
Melee Dagger +7 1d4
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Statistics
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Str 10, Dex 16, Con 12, Int 18, Wis 12, Cha 10
Ancestry Feat: Lucky Halfling
Background Feat: Experienced Smuggler
General Feat: Armor Proficiency Light
Wizard Feats: Reach Spell, Steady Spellcasting
Skill Feats: Arcane Sense, Assurance Arcana
Languages Common, Halfling, Elven
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SPELLS
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Prepared:
0: (5) Disrupt Undead*, Light, Telekinetic Projectile, Ray of Frost, Shield
1: (4) Ray of Enfeeblement* [x], Gust of Wind [x], Spider Sting [_], Sleep [_]
2: (4) Grim Tendrils* [x], Grim Tendrils [_], False Life [_], Pest Form [_]
Per day:
0: unlimited
1: 4
2: 4
Known:
0: Detect Magic, Shield, Light, Message, Mage Hand, Prestidigitation, Ray of Frost, Telekinetic Projectile, Read Aura, Disrupt Undead
1: Grim Tendrils, Ray of Enfeeblement, Spider Sting, Create Water, Ant Haul, Floating Disc, Mending, Sleep, Gust of Wind, Negate Aroma
2: Pest Form, False Life, Comprehend Languages, Invisibility
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SKILLS
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x Arcana +9E
1 Stealth +7 T
2 Acrobatics +7 T
3 Occultism +8 T
4 Society +8 T
i Thievery +7 T
i Deception +4 T
i Medicine +5 T
i Lore Gravedigger +8 T
bg Lore Underworld +8 T
Perception +5 T
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SPECIAL
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-Drain Arcane Focus
1x day Cast one spell you prepared today and previously cast, without spending a spell slot. You must still complete the required spellcasting actions and meet the spell’s other requirements.
-Call of the Grave
4x day Cast 'Call of the Grave'
Ranged touch attack, 2 actions, 30ft range.
Success The target becomes frightened 1.
Critical Success The target becomes frightened 2.
Failure The target is unaffected.
-Experienced Smuggler
You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, she uses the number rolled or 10, whichever is higher. If you’re a master in Stealth, she uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from a passive observer. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your skill at smuggling, you are more likely to find more lucrative smuggling tasks when using Underworld Lore to Practice a Trade.
-Arcane Sense
Your study of magic allows you to sense its presence around you instinctively. You can cast level 1 detect magic as an innate spell at will. If you are a master of Arcana, it becomes level 3, and if you are legendary in Arcana, it becomes level 4.
-Lucky Halfling
Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that’s true. You can reroll the triggering check or saving throw and take the better of the two results.
-Reach Spell
You add a Somatic Casting action to the casting of the triggering spell to increase its range by 30 feet. If the spell normally has a range of touch, you instead extend its range to 30 feet, and if the touch spell normally requires an attack roll or a touch attack roll, it now requires a ranged attack roll or a ranged touch attack roll, as appropriate.
-Steady Spellcasting
Your spells are disrupted by reactions (see page 297) only if you take damage equal to or greater than double your level.
-Assurance Arcana
Even in the worst circumstances, you can perform basic tasks with your skill. Choose a skill you’re trained in when you first select this feat. You can forgo rolling a skill check for your chosen skill to instead receive a result of 10 (do not apply any of your bonuses, penalties, or modifiers). If you’re an expert in your chosen skill, you receive a result of 15; if you’re a master, you receive a result of 20; and if you’re legendary, you receive a result of 30
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GEAR (3.2 bulk)
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Studded Leather +1
Wand of Magic Missile
Hat of Disguise
Minor Healing Potion
Daggers (2) plus sheaths (2)
Spellbook
Backpack
Belt Pouch
Spell Components Pouch
Compass
Rations (8)
Scrollcase
Pup tent
Bedroll
Waterskin
Writing Set
Hooded Lantern + 5 extra pints of oil
Flint & Steel
Thieves's Tools + extra picks (1)
Oil of Mending
Invisibility Potion
Comprehension Elixir
Money pouch (47 silver, 6 copper)
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Background
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The son of a modest cobbler and a tailor with a penchant for losing her needles, Alistilae grew up wanting more than to simply grow into the craft of one of his parents. This desire for more whilst not having the means to enroll at a school, college or university brought him to a bunch of bad apples. Well, actually, t'was more of a barrel full of spoiled fruits and rotten vegetables. The group and its many shifty associates partook in protection rackets, small-time burglary and theft, and whatever else paid. Once again, Alisti felt like he had hit the ceiling and again, ached for more.
A totally forgettable job brought him in contact with an elderly gravedigger who, to pay for his own vices and what not, ran a smuggling scheme on the side. The part-time crook took a liking to the halfling's curiosity, but was less amused when he started noticing that it wasn't his aging mind that caused his spellbook to be displaced, but the halfling's pilfering manners. Night after night, Alisti took to reading the man's rather humble grimoire until the gravedigger caught him, beat him on the bed with the book and nearly kicked him out. A deal was struck where the old man would teach him the basics, if he had the talent for it to begin with, in return for doing dangerous tasks and menial chores.
Fast-forward to this year, the old man has passed away and Alistilae is still trying to reach for more. Now, armed with the old man's spellbook, further enriched by scribblings by his own hand, the halfling has left the safety of his hometown in search of more.
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Personality
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Ever flashing the world a welcoming smile, Alisti tends to adapt to whatever he thinks the world wants from him. His honest and sincere smile only comes out to play while he's with friends or family, where his jovial halfling nature finds a way to overcome his otherwise overly serious and distrusting nature.
If one word describes the halfling, it is ambition. Raw and untethered, Alisti never had the right mentor to show him to get things done, instead, leaving him to fumble about until he got things right. This led to him becoming more and more self-reliant, causing the halfling to be somewhat reserved and reclusive by nature. Oddly enough, people seem to expect this from those who study the arcane.
Keywords: ambitious, conniving, inventive.
Appearance
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Tall for a halfling, but still only half a man, Alisti tends to wear shoes and boots with soles and heels that are just a little too thick. As if to compensate for something. Sun-kissed hair the color of barley is slicked back with the help of a drop of oil or wax, hidden from sight by a turban, hat or other piece of clothing. What tends to remain visible are his thick but well-kept beard, an understated and soft nose and a pair of olive green eyes which seem to resemble the mannerisms of those of a cat: studious and full of distrust yet curious and hungry.