Full Name |
Bela Varaszlo |
Race |
| HP: 9/9 | AC: 12 (12 Tch, 10 Fl) | CMB: -2, CMD: 10 | F: +2, R: +2, W: +1 | Init: +2 | Perc: +1, SM: +1 |
Classes/Levels |
| Speed 30ft | Command Undead: 7/7 | Spells: 1st 3/3 | Active conditions: None. |
Gender |
Male N Human (Ustalavic) Wizard (Necromancer) 1 |
Size |
Medium |
Age |
28 |
Special Abilities |
Command Undead (7x day) | Grave Touch (7x day) |
Alignment |
N |
Deity |
Nethys |
Location |
Pathfinder HQ |
Languages |
COMMON, SKALD, INFERNAL, ABYSSAL, CELESTIAL, DRACONIC, ANCIENT OSIRION |
Occupation |
Wizard & Calligrapher |
Strength |
7 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
18 |
Wisdom |
9 |
Charisma |
14 |
About Bela Varaszlo
About Bela Varaszlo
Statistics
Name: Bela Varaszlo
Sex: Male Race: Human Class: Wizard 1 Age: 28
N male 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 9
Fort +2; Reflex +2; Will +1
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OFFENSE
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Speed 30 ft (light load, 30ft base)
Melee Quarterstaff -2 (1D6-2 / x2) B
Melee Dagger -2 (1D4-2 / 19-20 x2) P
Situational: Ray Attacks +2 to hit (-2 if firing into combat)
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STATISTICS
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Str 7; Dex 14; Con 14; Int 18; Wis 9; Cha 14
BAB +0; CMB[/b] -2; CMD 10
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TRAITS
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1 Ease of Faith (+1 to Diplomacy, Diplomacy becomes a class skill)
2 Fast-Talker (+1 to Bluff, Bluff becomes a class skill)
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FEATS
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1st: Improved Channel (+2 to DC)
Human: Undead Master (+4 to HD when calculating undead that can be controlled)
Wizard 1: Command Undead
Wizard 1: Spell Focus Necromancy
SKILLS (+2 wizard, +1 human, +4 INT) Asterix denotes class skill (0 ACP)
(1) Spellcraft* +8
(1) Knowledge Arcana* +8
(1) Knowledge Religion* +8
(1) Diplomacy* +7
(1) Bluff* +7
(1) Linguistics* +8
(1) Craft Calligraphy* +10 (15 with Crafter’s Fortune)
Perception -1 (or +1 with Familiar OR +4 with Familiar in bright light)
Sense Motive -1 (or +1 with Familiar)
LANGUAGES
Common, Skald, Infernal, Abyssal, Celestial, Draconic, Ancient Orisian
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ABILITIES
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OPPOSED SCHOOLS[b] Evocation & Illusion
[b]CANTRIPS Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Power over Undead (Su) You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Grave Touch (Sp) As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
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ARCANE BOND Familiar – Hawk:
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N Tiny animal
Init +3; Senses low-light vision; Perception +14
DEFENSE AC 16, touch 15, flat-footed 12 (+3 Dex, +2 size, +1 natural armor) hp 4 (half master) Fort +2, Ref +5, Will +2
OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft.
STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7 Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception
SPECIAL ABILITIES Familiar The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.
Alertness While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
SPELLS PER DAY
0: X
1: 3
SPELLS PREPARED
0: Light, Detect Magic, Acid Splash
1: Ray of Enfeeblement, Sleep, Grease
SPELLS KNOWN
0: ALL
1: SLEEP, RAY OF ENFEEBLEMENT, CHILL TOUCH, MAGE ARMOR, ENLARGE PERSON, GREASE, CRAFTER’S FORTUNE
GEAR (25,5 lb – Light Load)
Spellbook
Quarterstaff (4 lb)
Dagger (1 lb)
Masterwork Backpack (4 lb)
Spell Component Pouch (2 lb)
Belt Pouch (0,5 lb)
Waterskin (4 lb)
Trail Rations (x4)(4 lb)
Scroll Case (0.5 lb)
Scrivener’s Kit (1 lb)( This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.)
Masterwork Artison Tools (5 lb)
Empty Sheets (x6)(0 lb)
28 Gold
6 Silver
CARRYING CAPACITY
STR 7 | LIGHT 23 lbs. or less | MEDIUM 24–46 lbs. | HEAVY 47–70 lbs.
STR 8 | LIGHT 26 lbs. or less | MEDIUM 27–53 lbs. | HEAVY 54–80 lbs.