Abderrahmane Zagora

Arun Smithsen's page

113 posts. Organized Play character for AbyssDancer.


Full Name

Arun Jolian Smithsen

Race

Human

Classes/Levels

Sin Magic Enchanter/Controller) L2

Profile:
HP17/17, AC11 F10 T11, F1 R2 W4, In 5, Per 1, Spd 30'
Loot sheet

Gender

M

Size

M (Portly)

Age

26

Special Abilities

Per Diem:
Arcane Bond 1/1, Dazing Touch 6/6, Spells L1: Chm Per x2, Sleep, Shield, Ear-P Scream. L2: Aggr Thstorm x2, Oppr Bore x2

Alignment

LN

Deity

Abadar

Location

Nirmathas

Languages

Common, Goblin, Silvan, Celestial, Draconic

Occupation

Blacksmith, Animal Handler

Homepage URL

Loot sheet

Strength 10
Dexterity 12
Constitution 11
Intelligence 16
Wisdom 12
Charisma 16

About Arun Smithsen

Combat 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
- Beast Bond: +1 Ride (class skill), +1 Handle Animal.
- Unnatural revenge: Intimidate (class skill) +2 vs Animal, Fey or Plants
- Animal Whisperer: +1 Ride, +1 Handle animal (class skill) but +5 whenever attempt to “push” a wild animal to perform a trick for you, so long as its attitude is indifferent or friendlier. You may target creatures of the animal type with charm or compulsion spells as if they were humanoids, but unless you have another ability to make yourself understood to animals, you must still succeed at a Handle Animal check to “push” your target in order to communicate specific requests.

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, 76 charges
────┤ 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, Floating Disk 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
DEFENSE: AC14, T13, F12, HP 5, F3 R4 W2, SR 5, DR acid, cold, and electricity 5;
OFFENSE: Speed 10 ft., fly 80 ft. Melee 2 talons +3 (1d4+1), bite +3 (1d4+1)
STATISTICS: Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7 CMB –1; CMD 11
SPECIAL ABILITIES: Smite evil 1/day as a swift action (+1 damage against evil foes; persists until target is dead).

Summoned dog N Small celestial animal, Init +1; Senses darkvision, low-light vision, scent; Perception +8
DEFENSE: AC13, T12, F12, HP 6, F4 R3 W1, SR 5, DR acid, cold, and electricity 5;
OFFENSE Speed 40 ft. Melee bite +2 (1d4+1)
STATISTICS: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6. CMB +0; CMD 11 (15 vs. trip)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking);
SPECIAL ABILITIES: Smite evil 1/day as a swift action (+1 damage against evil foes; persists until target is dead).

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