About Ansel MeadsoddenPFS character #113761-18
Background:
Ansel is a failed sculptor who spent several decades living as a professional student while floundering with his stone art. Eventually Ansel was pushed out of academia with a simple art history degree. He couldn't find a job as a curator because of his social eccentricities and the general racism towards Dwarves in prestigious circles that have impressive art collections. So once on his ass with a good portion of his life gone and nothing to show for it, Ansel had a minor mid-life crisis and joined the Pathfinders in the hope to discover artifacts or lost stone pieces. It is his hope that success as an archaeologist will gain him the renown to open doors as curator that have been closed to him.
The Meadsodden family is of minor fame amongst dwarves for their meadery. Ansel comes from an offshoot line of the Meadsodden family tree and has no claims or dealings with the brewer Meadsoddens, though many ask if he is related to the family when they first meet him.
Personality:
Ansel is a reluctant optimist and a realist. His general mood is sarcastic and dry, a protection strategy from years of artistic rejection and a reflection of the bitterness gained from that time as well. Appearance:
Ansel has a short and broad frame while still being a relatively thin Dwarf. He has developed a slight hunch and raspy dry cough from years of work with the chisel and breathing stone dust. Ansel has thick blonde hair and beard, which usually holds stone chips and shards. Squinting through his dusty glasses, Ansel often appears to be looking through people or aloofly studying their form rather than making eye contact and engaging in the conversation. Details:
Male Dwarf Wizard (Transmuter) 9 NG Medium Humanoid(Dwarf) Init +8; Senses Perception +1 +2 stone, Darkvision 60ft
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Feats and Traits:
Traits Reactionary +2 Initiative Mathematical Prodigy +1 Kn(Arcana) and Kn(Engineering) Feats
Skills:
Skills Ranks(8) = 2 + INT Skill: Total = Ranks + Ability + Trained Acrobatics: -1 Appraise: 10(12) = 1 + 6 + 3 +2 metal or gems Bluff: -1 Climb: -3 Craft (Sculpture): 11 = 2 + 6 + 3 Diplomacy: -1 Disguise: -1 Escape Artist: -1 Fly: -1 Heal: 2 Intimidate: -1 Kn: Arcana: 16 = 6 + 6 + 3 + 1 Kn: Dungeoneering: 15 = 6 + 6 + 3 Kn: Engineering: 16 = 6 + 6 + 3 + 1 Kn: Geography: 12 = 3 + 6 + 3 Kn: History: 13 = 4 + 6 + 3 Kn: Local: 15 = 6 + 6 + 3 Kn: Nature: 12 = 3 + 6 + 3 Kn: Nobility: 10 = 1 + 6 + 3 Kn: Planes: 15 = 6 + 6 + 3 Kn: Religion: 12 = 3 + 6 + 3 Linguistics: 11 = 2 + 6 + 3 Perception: 2 Ride: -1 Sense Motive: 2 Spellcraft: 18 = 9 + 6 + 3 Stealth: -1 Survival: 2 Swim: -3 Gear:
Gear Starting gp + lvl6 = 16,150 On Person
In Backpack
Purchased Spells and Scribing
Wealth : 2148.77gp
Race and Class:
Dwarven Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype. Greed: +2 racial bonus on Appraise skill check non magical items w/ metal or gems. Hatred: +1 bonus on AR against humanoid of orc and goblinoid subtypes. Hardy: +2 racial bonus on saving throws against poison, spells, spell-like abilities. Stability: +4 racial bonus to their CMD when resisting a bull rush or trip attempt. Stonecunning: +2 bonus on Perception for unusual stonework, raps and hidden doors in stone. Weapon Familiarity: battleaxes, heavy picks, and warhammers. "Dwarven" as martial. Wizardry
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Spellbook:
Spells Prepared Spell Level : Base Spells + Bonus (INT) + Specialized School 0 : 4 + 0 + 1 = 5 1 : 4 + 2 + 1 = 7 2 : 4 + 2 + 1 = 7 3 : 3 + 1 + 1 = 5 4 : 2 + 1 + 1 = 4 5 : 1 + 1 + 1 = 3 Prepared Spells in Bold
Spell Level 1 : 35 in Spellbook : DC 16(17 T)
Spell Level 2 : 20 in Spellbook : DC 17(18 T)
Spell Level 3 : 21 in Spellbook : DC 18(19 T) 1 unprepared
Spell Level 4 : 10 in Spellbook : DC 19(20 T)
Spell Level 5 : 2 in Spellbook : DC 20(21 T)
Notes:
Future Spells 6 : Disentigrate Future Feats
Tagline:
Male NG Dwarf Wizard(Transmuter) 9 | HP:72 | AC 16 : T 16 : F 14 | CMB 3 : CMD 15 | F +8 (+2 poison, spells, abilities) : R +7 : W +10 | Init: +8 | Perc: +1 (+2 Stone), Darkvision 60ft | Speed 20 | Telekinetic Fist 8/8 | Spells 1 7/7 - PP 2/2 : 2 7/7 : 3 5/5 : 4 4/4 : 5 3/3 : SP +13| Active conditions: |
