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About Arun SmithsenCombat Stats:
Init +5 (+1 Dex, +4 Feat)
F1 (+1 base, +0 Con) R2 (+1 base, +1 Dex) W4 (+3 base, +1 Wis) HP 17/17 (6+4 +2 FC) AC 11 (+1 Dex), Touch 11, Flat-Footed 10 BAB +1, CMB +1 (BAB, STR), CMD 12 (10 + CMB +1 Dex) Move 30' (run x5) Attacks:
Melee
-Mwk Dagger +2 (1d4, 19-20/x2, 10') (BAB 1, Mwk 1) Ranged -Lt Crossbow +2 (1d8, 19-20/x2, 80') (BAB 1, DEX +1) -Dagger +2 (1d4, 19-20/x2, 10') (BAB 1, DEX +1) Arcane Touch Dazing Touch +1 Feats & Traits:
Feats
1 - Improved Initiative (+4 Init), Spell Focus/Enchantment (+1 DC for enchantment spells), Scribe Scroll 3 - Craft Wondrous Item 5 - Combat Casting, Spell Mastery 7 - Bouncing Spell 9 - Craft Wand 10- Spell Penetration, Lightning Reflexes[/s] Traits
Class & Race Features:
────┤ Class Features: Wizard ├────
Weapon & Armor Proficiency: Club, dagger, heavy crossbow, light crossbow, and quarterstaff. No armour or shield. Concentration check: 1d20+5 (Level +2, Int +3) Arcane Bond (Sp): Bonded Object: Iron bracer. 1/day, use bonded object to cast any spell from your spellbook, even if not prepared. Arcane School: Enchantment/Sin Magic. Prohibited: Necromancy, Transmution. Force of Will (Su): You can send telepathic thoughts and instructions to any creature within 60' that you have charmed or dominated, as though you shared a common language. Dazing Touch (Sp): 6/day, cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. ────┤ Race Features: Human ├──── +2 any attribute Skilled Bonus feat Skills:
────┤ SKILLS ├────
Adventuring skills/level: 6 (2+3+1 Human), Background skills/level: 2, Trait bonus +1 Ride (CS) +2/+5 Handle Animal (CS), +2 Intimidate (CS) vs animals, plants, fey Acrobatics 1, Appraise 7 (CS, R1), Bluff 3, Climb 0, Craft: Blacksmithing 8 (CS, R2), Diplomacy 3, Disguise 3, Escape Artist 1, Fly 1 (CS), Handle Animal 10/15 (CS, +2 Trait, R2), Heal 1, Intimidate 7/9 (CS, Trait, R1), Knowledge: Arcana 8 (R2), Knowledge: Geography 7 (R1), Knowledge: History 7 (R1), Knowledge: Local 7 (R1), Knowledge: Nature 8 (R2), Knowledge: Planes 7 (R1), Linguistics 7 (CS, R1), Perception 3 (R3), Ride 7 (CS, +1 trait, R2), Sense Motive 1, Spellcraft 8 (CS, R2), Stealth 1, Survival 2, Swim 0, Use M/Device 4 (R1) Equipment:
────┤ EQUIPMENT CARRIED├────
ARMOR: None CLOTHING: Travellers Outfit (5 lb), Adventurer's Sash (3 lb), Belt pouch (0.5 lb), Backpack (2 lb) WEAPONS: 1x Dagger (2 lb), ix Masterwork dagger in wrist sheath (3 lbs), 1x Lt Crossbow (4 lbs), 20 bolts (2 lbs) KIT: Scroll cases x6 (3 lb), Flask, Travelling Spellbook (1 lb), Sack (1 lb) POTIONS: CLW x1 (CL1) WAND: Magic Missile, ────┤ EQUIPMENT HORSE├────/ Bit and bridle (1 lb), Harness (2 lb), Riding saddle (30 lb), Saddlebags (8 lb) Kit: bedroll, flint and steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5 days), and waterskin (17 lbs) Blacksmith's hammer, ────┤ ENCUMBRANCE├──── Arun: Lt 24/33 lbs, Med 66 lbs, Hvy 100 lbs. Horse: 20 lbs (saddlebags) ────┤ MONEY ├──── Gold: 2gp 0sp, 2cp Scroll Cases:
────┤ SCROLL CASES ├────
CASE#1: Charm Person x4 CASE#2: Charm Person x1, Aphasia x2, Grease x1 CASE#3: Ear Pearcing Scream x2, Vanish x2 CASE#4: Summon Monster I x2, Hydro Push x1, Protn from Evil x1 CASE#5: Bungle x2, Memory Lapse x1, True Strike x1 CASE#6: Parchment x12, Hold Portal x1, Identify x4, Disguise Self x1, Spells Memorised:
────┤ SPELLS MEMORISED ├────
Level 0 5(4+1)/day, DC13 (DC14 Enchantment): Detect Magic (60'), Daze (Enchant, 30'), Dancing Lights (1 min, 110'), Resistance, Ghost Sound (2 rnds, 30') Level 1 5(2+1+2)/day, 2 identical, DC14 (DC15 Enchantment): Charm person x2 (Enchant, 1 action, 1 hr/lvl, 30'), Sleep (Enchant, 1 rnd, 1 min/lvl, 90' +10'/lvl'), Shield (Abj, 1 action, 1 min/lvl), Ear-P Scream (Evo, 2d6 sonic + Daze, 30') Level 2 4(1+1+2)/day, 2 identical, DC15 (DC16 Enchantment): Oppressive Boredom x2 (Enchant, 1 action, 1 hr/lvl, 30'), Aggressive Thundercloud x2 (Evo, 1 action, 1 rnd/lvl, 3d6, 130') Spell Book:
────┤ SPELL BOOK ├────
Level 0 All, bar illusion and necromancy Level 1 8 (3 +3 Int +2 Level) Aphasia, Bungle, Charm person, Disguise Self, Ear Pearcing Scream, Floating Disk, Grease, Hydraulic Push, Hypnotism, Identify, Memory Lapse, Prot From Evil, Shield, Sleep, Summon Monster, True Strike, Vanish, . Level 2 2 (+2 Level) Oppressive Boredom, Aggressive Thundercloud Background:
Arun Smithson was raised as the younger of three brothers in a small village west of Phaedenar and north of the Deepcut River, the son of a retired adventurer and her husband. Whilst Arun did work with his father and elder brothers at the forge, mostly on decorative ironwork and smaller pieces of plate armour, from an early time his interest was more focused on his mothers' arcane skills. Showing a sound aptitude for magic, his family decided to pay for him to continue his studies as a student in Tamran. Arun was saddened to leave behind his family and rural upbringing, but seized the opportunity to pursue his arcane interests. During the years of training that followed, Arun regularly communicated with his family and longed to leave his urban life and return to the countryside. Unfortunately this was not to be. Eighteen months ago the village was ravaged by a Molthunian raid, and once the raid was beaten back, Arun fled his studies to seek news of his family. He found his home village razed to the ground, the family smithy no more than rubble, and all bar one brother slaughtered by the Molthunian raiders. Arun never returned to Tamran to complete his studies. He is not a man consumed by a desire for revenge; he has since devoted his life to travel, to seeking out new experiences, and to using his skills (as a smith and as a mage) for helping the common folk of Nirmathas. Maybe one day he will find somewhere to settle down, but not yet.
Appearance:
A stout man, with a florid but friendly face and a charming demeanor quick to smile and full of laughter. 'Jolly' is how he is often described. His clothes are somewhat gaudy and travel-worn, and his travelling boots have seen many miles' wear. Arun is garrulous and talkative, with a keen if wandering interest in female company. Morally he seeks order and structure; this may be from his youth in a stolid farming village, or his adolescence studying in Tamran. He has a strong code of personal integrity, and an innate dislike of those who inflict the chaos and brutality of conflict on others. In action, his demeanor alters: he can be surprisingly swift for a larger man, and humour falls from his eyes to be replaced with a domineering and imperious aura of command. Deep down, he yearns to impose peace and order (his order) on the world around him. Animals:
Light Horse ('Caleb') Large animal, Init +4; Senses low-light vision, scent; Perception +6 DEFENSE: AC11, T11, F9 HP 15/15, F6 R5 W1 OFFENSE: Speed 50', 2 hooves –2 (1d4+1), Space 10 ft.; Reach 5 ft. STATISTICS: Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7. CMB +5; CMD 17 (21 vs. trip) TRICKS: Combat: attack, come, defend, down, guard, and heel. Summoned Eagle Small celestial animal, Init +2; Senses low-light vision; Perception +10
Summoned dog N Small celestial animal, Init +1; Senses darkvision, low-light vision, scent; Perception +8
Handle Animal:
────┤ HANDLE ANIMAL ├────
Handle an Animal DC10, Move action This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action. Push an Animal DC25, Full action To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action. Teach an Animal a Trick DC15/DC20, 1 week Train an animal for a general purpose DC15/20 |