Alkur -- Summon the Wizard!'s page

No posts. Organized Play character for Peter nielson.


Full Name

Alkur

Race

Elf

Classes/Levels

Wizard - 1; 69693-8

Gender

Male

Size

Medium

Age

124

Special Abilities

See Description

Alignment

N

Deity

Pharasma

Location

Gozreh

Languages

See Description

Occupation

Alchemist

Strength 7
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 11
Charisma 7

About Alkur -- Summon the Wizard!

Summoning Wizard
Alkur
Male Elf Wizard 1
N Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +3
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Defense:

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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +2; +2 vs. enchantments
Immune sleep

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Offense:

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Speed 30 ft.
Ranged light crossbow +3 (1d8/19-20)
Wizard Spells Prepared (CL 1st; concentration +6):
. . 1st—grease, mage armor[S], magic missile, summon monster i
. . 0 (at will)—light, read magic, spark[APG] (DC 15)

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Statistics:

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Str 7, Dex 16, Con 12, Int 20, Wis 11, Cha 7
Base Atk +0; CMB -2; CMD 11
Feats Augment Summoning, Run, Spell Focus (conjuration)
Traits resilient, warrior of old
Skills Acrobatics +3 (+7 to jump with a running start), Craft (alchemy) +9, Knowledge (arcana) +9, Knowledge (nature) +9, Knowledge (planes) +9, Linguistics +9, Perception +3, Sense Motive +2, Spellcraft +9 (+11 to determine the properties of a magic item)
Languages Celestial, Common, Draconic, Elven, Goblin, Shadowtongue, Thassilonian, Varisian
SQ acid dart, arcane bonds (arcane bond [familiar]), elven magic, opposition schools (enchantment, necromancy), specialized schools (conjuration), summoner's charm
Other Gear crossbow bolts (20), light crossbow, 113 gp

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TRACKED RESOURCES:

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Acid Dart (8/day) (Sp) - 0/8
Crossbow bolts - 0/20

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Special Abilities:

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Acid Dart (8/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).