Benjamin Gladstone 99's page

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About Benjamin Gladstone 99

Ratfolk Wizard (Air School) 1
Favored class: Wizard

Primary Stats (20 pt buy)
Str 7 (-4 points, -2 racial)
Dex 18 (10 points, +2 racial)
Con 13 (3 points)
Int 18 (10 points, +2 racial)
Wis 11 (1 points)
Cha 10 (0 points)

Size: small
Speed: 20
Initiative: +4

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DEFENSE
AC: 15, touch 15, flat-footed 11 (+4 dex, +1 size)
HP: 8
CMB: -3 CMD: 12
Saves: Will +2/Fort +1/Ref +4

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OFFENSE
BAB: +0

Ray of Frost: +5 touch attack (1d3)
Light Crossbow: +5 (1d6)
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Traits:

Animal Friend: You've long been a friend to animals, and feel safer when there are animals nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.

Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level - Shocking Grasp

Feats: Weapon Finesse, Alertness (with familiar)

Prohibited Schools: Divination and Evocation

Skills:

Craft (alchemy) +10
Handle Animal +4 (+8 with rodents)
Knowledge(arcana) +8
Knowledge(nature)+8
Linguistics +8
Spellcraft +8

Languages: Common, Auran, Draconic, Goblin, Orc, Undercommon

Racial traits:

+2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.

Ratfolk: Ratfolk are humanoids with the ratfolk subtype.

Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

Slow Speed: Ratfolk have a base speed of 20 feet.

Darkvision: Ratfolk can see in the dark up to 60 feet.

Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.

Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

Class abilities:

Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.

Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells:
0:Message, Read Magic, Resistance, Ray of Frost
1:Color Spray (Will DC 15), Shocking Grasp, Windy Escape

Spellbook:
1st: Color Spray, Ear-Piercing Scream, Identify, Mage Armor, Shocking Grasp, Silent Image, Windy Escape

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Equipment:
Light Crossbow
20 bolts

Mundane Equipment:

Backpack (2 gp)
Bedroll (1 sp)
Traveler's Outfit (1 gp)
Hunk of cheese (1 sp)
Trail Rations, 20 days (10 gp)
Waterskin (1 gp)
Empty Sack (1 sp)

Money: