Bescha Stonecrusher-Rumbleroar
Human Abjurer (Counterspell) 1
LN Medium humanoid (Dwarf)
Init +4; Perception +2, Darkvision 60 ft.
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Defense
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AC 11, touch 11, flat-footed 10 (+0 armor, +1 Dex) (+4 against giants)
hp 12 (1d6+2CON+3TOUGH+1FCB)
Fort +3, Ref +2, Will +4
Resist (Choice) 5
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Offense
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Speed 20 ft. (Never modified by encumbrance)
Melee Mwk. Warhammer + 2 (1d8+1/x3) or Dagger + 1 (1d4+1/19-20)
Ranged Touch Spell (cantrip) +2 (1d3) or
Heavy crossbow +2 (1d10/19-20)
Wizard Spells Prepared (CL 1st)
(3 Cantrips, 3 1st)
0 : Acid Splash, Detect Magic, Prestidigitation
1 : Mage Armor, Magic Missile, Ray of Fatigue, Shield (A)
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Statistics
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Str 13, Dex 13, Con 14, Int 18, Wis 13, Cha 8
Base Atk +0; CMB +1; CMD 12 (+4 against Bull Rush, Trip)
Feats : Scribe Scroll, Toughness, Arcane Strike
Traits : Reactionary, Breadth of Experience, Suspicious
Drawbacks : Scarred
Skills : Appraise +8, Kn. Arcana +10, Kn. Dungeoneering +10, Kn. Local +10, Perception +2, Profession (Woodcutter) +7, Sense Motive +6, Spellcraft +8
Languages Common, Dwarven, Giant, Undercommon, Terran, Goblin
SQ : Greed (+2 Appraise on gems), Stonecunning (+2 Perception on weird rocks), Hatred (+1 ATK against orc and goblinoids), Weapon Familiarity, Unstoppable (Toughness, +1 Fort)
Combat Gear : Mwk. Warhammer, Dagger, Heavy Crossbow, 30 Bolts, 2 Alchemist’s Fire, 4 Acid Flasks, Spellbook (Primary), chalk, backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, rope (100 ft) (21 gp + 2gp + 2gp + 50gp + 3gp + 40gp + 40gp) = (158gp Spent)
42 gp in change
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Special Abilities
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Banned Schools: Illusion + Enchantment
Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Disruption: At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Arcane Bond: Warhammer
Abjuration Arcane School: 1 Extra Abjuration spell per level prepared per day
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Spells Known
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0th: Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Daze, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation
1st: Endure Elements, Mage Armor, Magic Missile, Protection from Chaos, Ray of Fatigue, Shield, Stunning Barrier
(Spellbook Pages Used: 25)