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Atilus Whitewalker's page

32 posts. Alias of RyanH.

Full Name

Atilus Whitewalker




Wizard 1 - Necromancer | HP 7/10





Strength 8
Dexterity 10
Constitution 12
Intelligence 18
Wisdom 10
Charisma 16

About Atilus Whitewalker

Atilus Whitewalker
Male Elf Wizard 1
LN Medium Humanoid (elf)
Init +1; Senses low-light vision; Perception +4


AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+1)
Fort +0, Ref +1, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities


Speed 20 ft.
Melee Club -1 (1d6-1/x2) and
. . Dagger -1 (1d4-1/19-20/x2)
Ranged Light crossbow +1 (1d8/19-20/x2)
Wizard Spells Prepared (CL 1):
1 (2/day) Sleep (DC 15), Mage Armor, Ray of Enfeeblement (DC 16)
0 (at will) Acid Splash, Detect Magic, Prestidigitation (DC 14)


Str 8, Dex 12, Con 10, Int 18, Wis 10, Cha 16
Base Atk +0; CMB -1; CMD 10
Feats Command Undead (7/day) (DC 13), Scribe Scroll, Spell Focus (Necromancy)
Skills Acrobatics -2 (-6 jump), Climb -4, Escape Artist -2, Fly +2, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Linguistics +8, Perception +4, Ride -2, Sense Motive +2, Spellcraft +8 (+10 to determine the properties of a magic item), Stealth -2, Swim -4; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Elven, Goblin, Sylvan
SQ +3 to hit points, arcane bonds (arcane familiar, toad), arcane focus, elven magic, empathic link with familiar, grave touch (7/day), opposition schools (evocation, illusion), share spells with familiar, specialized schools (necromancy)
Combat Gear Alchemist's fire, Oil (2); Other Gear Club, Crossbow bolts (30), Dagger, Light crossbow, Adventurer's sash (31 @ 27.34 lbs), Bedroll, Chalk, Earplugs, Flint and steel, Ink, black, Mug/tankard, Powder (3), Sack (empty), Sack (empty), Sack (empty), Scroll case (empty), Scroll case (empty), Silk rope, Smoked goggles, Spell component pouch, Spellbook, Tindertwig (4), Trail rations (7), Waterskin, Weapon cord, 9 GP, 7 SP, 1 CP

Special Abilities:

+3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Command Undead (7/day) (DC 13) Channel energy can take control of undead.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities +2 save bonus vs Enchantments.
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.
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Grave Touch (7/day) (Sp) Melee touch attack, shakes then frightens target.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Weapon cord Attached weapon can be recovered as a swift action.

Arcane Familiar:

N Diminutive Magical Beast ((animal))
Init +1; Senses low-light vision, scent; Perception +5
AC 16, touch 15, flat-footed 15 (+1 Dex, +4 size, +1 natural)
hp 5 (1d8-2)
Fort +0, Ref +3, Will +4
Speed 5 ft.
Space 1 ft.; Reach 0 ft.
Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
Base Atk +0; CMB -3; CMD 2 (6 vs. Trip)
Feats Skill Focus (Perception)
Tricks Cinderbrave [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Track [Trick]
Skills Acrobatics +1 (-11 jump), Fly +11, Linguistics -1, Perception +5, Spellcraft -1, Stealth +21; Racial Modifiers +4 Stealth
SQ cinderbrave [trick], fetch [trick], guard [trick], heel [trick], improved evasion, seek [trick], track [trick]
Other Gear You have no money!
Special Abilities
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Fetch [Trick] The animal will get a specific object.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.