About Basirj"Quotes one."
"Quote two."
-- Background --:
-- Description --:
-=-=-=-=-=-=-=- Basirj the White Height: 3' 11", Weight: 77, Fur: White, Eyes: Red
HP : 8 (1d6 + 1/level for Con, +1/level for Favored Class)
Melee
Senses: Darkvision 60 ft., Perception +7 (+5 sight/hearing), Scent
Fort: +3 (0 (Base) + 1 (Con) + 2 Familiar )
Concentration Check +5 (level 1 + Int) -- Feats --:
W1 - Scribe Scroll
-- Skills --:
Total Points: 6 Wizard 1 x (2 (Base) + 4 (Int)) = 6 Acrobatics + 2 -- ( 2 Dex )
-- Spells Prepared and Spellbook --:
Wizard (Diviner) Spells Prepared (CL 1st; concentration +5): 1st (2+1) — Protection From Evil, Color Spray, Comprehend Languages*
* - Arcane Specialty Slot Spellbook: 1st - Comprehend Languages, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mage Armor, Protection from Evil, Unseen Servant
-- Equipment --:
Starting Coin 150 gp Weapons Dagger ( 2 gp )
Clothing Traveller's Outfit ( 0 gp ) Armor Magical Scroll of Mage Armor (crafted) ( 12 gp 5 sp )
Non-magical Backpack ( 2 gp )
Additional Coin 2 gp, 8 sp
-- Racial Traits --:
Standard Racial Traits
Feat and Skill Racial Traits
Offense Racial Traits
Senses Racial Traits
-- Non-Racial Traits --:
Eyes and Ears of the City: Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. Benefit:You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
-- Special Qualities --:
Divination: Diviners are masters of remote viewing, prophecies, and using magic to explore the world. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach. Forewarned 1 (Su) Can always act in surprise rounds. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn. Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents. Scent -2 on Perception checks based primarily on sight or hearing. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
-- Starting Statistics --:
Assuming 20 pt buy: STR 8 ( 0 ) (-2 Racial, 0 Points )
-- Noji (Familiar) --:
Arcane Familiar Female rat (Pathfinder RPG Bestiary 132) N Tiny magical beast (animal) Init +2; Senses low-light vision, scent; Perception +5 -------------------- Defense -------------------- AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size) hp 4 (1d8) Fort +2, Ref +4, Will +3 -------------------- Offense -------------------- Speed 15 ft., climb 15 ft., swim 15 ft. Melee bite +4 (1d3-4) Space 2 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2 Base Atk +0; CMB +0; CMD 6 (10 vs. trip) Feats Weapon Finesse[B] Skills Acrobatics +2 (-6 to jump), Climb +10, Perception +5, Spellcraft -1, Stealth +18, Swim +10, Use Magic Device -3; Racial Modifiers +4 Stealth SQ improved evasion -------------------- Special Abilities -------------------- Climbing (15 feet) You have a Climb speed. 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. Swimming (15 feet) You have a Swim speed. -- Player Notes -- :
-- Hero Lab Sheet --:
Basirj Male ratfolk wizard 1 (Pathfinder RPG Advanced Race Guide 150) N Small humanoid (ratfolk) Init +7; Senses darkvision 60 ft., scent; Perception +7 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size) hp 8 (1d6+2) Fort +3, Ref +2, Will +2 -------------------- Offense -------------------- Speed 20 ft. Melee dagger +0 (1d3-1/19-20) Ranged light crossbow +3 (1d6/19-20) Special Attacks swarming Wizard Spells Prepared (CL 1st; concentration +5) 1st—color spray (DC 15), comprehend languages, grease 0 (at will)—detect magic, mage hand, prestidigitation Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 8, Dex 14, Con 12, Int 19, Wis 11, Cha 12 Base Atk +0; CMB -2; CMD 10 Feats Alertness, Improved Initiative, Scribe Scroll Traits dangerously curious, eyes and ears of the city Skills Acrobatics +2 (-2 to jump), Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +7 (+5 sight and hearing), Sense Motive +2, Spellcraft +8, Use Magic Device +6; Racial Modifiers rodent empathy Languages Aklo, Common, Draconic, Dwarven, Undercommon SQ arcane bond (arcane familiar, rat), forewarned, prescience, scent Combat Gear scroll of enlarge person, scroll of expeditious retreat, scroll of mage armor; Other Gear crossbow bolts (20), dagger, light crossbow, backpack, bedroll, belt pouch, ink, black, inkpen, scroll case, spell component pouch, spellbook, trail rations (5), waterskin, 2 gp, 8 sp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach. Foresight Associated School: Divination Forewarned 1 (Su) Can always act in surprise rounds. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn. Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents. Scent -2 on Perception checks based primarily on sight or hearing. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Scroll of enlarge person Add this item to create a scroll with spells on it. Scroll of expeditious retreat Add this item to create a scroll with spells on it. Scroll of mage armor Add this item to create a scroll with spells on it. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked. -------------------- Arcane Familiar
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