Lord Villastir

Aramil Wizard's page

128 posts. Organized Play character for Qstor.


Full Name

Aramil Wizard

Race

male elf Wizard 6 | HP 41 |AC 11/15; Touch 10; FF 10 | F +5; R +4; W +6 | CMB +3; CMD 14 | Speed 30 ft | Init +1 | Perc +0 | Stealth: +0

Classes/Levels

Wizard 6

Gender

Male

Size

Medium

Alignment

Choatic good

Languages

Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Elven, Gnoll, Sylvan, Tien

Strength 10
Dexterity 12
Constitution 14
Intelligence 19
Wisdom 10
Charisma 10

About Aramil Wizard

Aramil
Male elf wizard 6
CG Medium humanoid (elf)
Init +1; Senses low-light vision; Perception +0
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 41 (6d6+15)
Fort +5, Ref +4, Will +6; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee club +3 (1d6) or
dagger +3 (1d4/19-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks hand of the apprentice (8/day)
Wizard Spells Prepared (CL 6th; concentration +11)
3rd—fireball, fly, haste
2nd—glitterdust (DC 17), scorching ray, see invisibility, summon monster II
1st—burning hands (DC 17), comprehend languages, grease, mage armor, magic missile
0 (at will)—daze (DC 15), detect magic, light, mage hand
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Statistics
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Str 10, Dex 12, Con 14, Int 21, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 14
Feats Combat Casting, Extend Spell, Improved Familiar, Spell Focus (evocation), Weapon Focus (ray)
Traits ease of faith, suspicious
Skills Appraise +9, Diplomacy +9 (+11 to gather information), Knowledge (arcana) +14, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (history) +12, Knowledge (local) +10, Knowledge (nature) +12, Knowledge (nobility) +10, Knowledge (planes) +12, Linguistics +14, Profession (scribe) +5, Sense Motive +5 (+7 to read a social situation), Spellcraft +11 (+13 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Elven, Gnoll, Gnome, Infernal, Orc, Sylvan, Thassilonian, Tien
SQ arcane bond (Arcane Familiar, pseudodragon), arcane focus[ARG], elven magic, urbanite[ARG]
Combat Gear pearl of power (1st level), pearl of power (2nd level), potion of cure light wounds, scroll of color spray, dancing lantern, grease, magic missile, shield, shield, wand of summon monster ii (10 charges), alchemist's fire, antitoxin; Other Gear club, dagger, light crossbow, cloak of resistance +1, cracked pink and green sphere ioun stone, headband of vast intelligence +2, backpack, bedroll, belt pouch, cold weather outfit, flint and steel, ink, inkpen, mess kit[UE], pot, silk rope (50 ft.), soap, spell component pouch, sunrod, torch (10), trail rations (5), waterskin, winter blanket, 1,080 gp, 5 sp
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Special Abilities
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Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
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.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Hand of the Apprentice (8/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation.