Nickold Starweather

Archybald's page

79 posts. Organized Play character for waynemarkstubbs.


Full Name

Archybald

Race

Human

Classes/Levels

Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

Gender

Male

About Archybald

Archybald
Male Human (Keleshite) universalist 1
NG Medium humanoid (human)
Init +2, Senses Perception +1
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 8 ((1d6)+2)
Fort +1, Ref +2, Will +5

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OFFENSE
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Speed 30 ft.
Melee quarterstaff +0 (1d6/)
Melee quarterstaff (head 1 only) +0 (1d6)
Melee quarterstaff (head 2 only) +0 (1d6)
Ranged thunderstone +2 (/none/x0)
Special Attacks Hand of the Apprentice,

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TACTICS
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STATISTICS
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Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 10,
Base Atk +0; CMB +0; CMD 12
Feats Combat Casting, Iron Will, Spell Focus (Evocation)
Skills Heal +2, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Planes) +8, Linguistics(Draconic) +8, Profession (Scribe) +5, Spellcraft +8,
Languages Dwarven, Common, Draconic, Elven, Giant, Goblin, Orc
SQ arcane bond, bonded object, bonus feat, cantrips, skilled, universal school,
Combat Gear potion of cure light wounds, rations (trail/per day) (5), thunderstone, tindertwig (6),
Other Gear quarterstaff, outfit (scholar's), backpack, common, hammer, ink (1 oz. vial), inkpen (2), iron spike (4), paper (sheet) (10), spellbook (wizard's/blank), spell component pouch, 15.27 gp
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SPECIAL ABILITIES
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Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 7 times per day.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Universal School You have chosen not to specialize in a single school of spells.

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Spellbook (Wizard's/Blank)
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Wizard Spells
1st -charm person, enlarge person, feather fall, mage armor, magic missile, sleep
0th -bleed, daze, resistance, touch of fatigue, detect magic, mage hand, arcane mark, prestidigitation, spark, dancing lights, haunted fey aspect, mending, light, disrupt undead, ray of frost, ghost sound, open/close, message, acid splash, read magic, detect poison, flare