Bromborax's page

5 posts. Alias of Jestem.


Full Name

Bromborax

Race

Half Orc

Classes/Levels

Wizard 10

Gender

Male

Size

Medium

Age

40

Alignment

Neutral

Languages

Abysall, Common,Orc, Draconic, Giant, Gnoll,Goblin

Strength 8
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 14
Charisma 10

About Bromborax

Hope this gives you all you need to know

Name: Bromborax
Race: Half-Orc
Player:
Classes: Evoker10
Hit Points: 55
Experience: 105000 / 155000
Alignment: Neutral
Vision: Darkvision (60 ft.)
Speed: Walk 20 ft.
Languages: Abyssal, Common, Draconic, Giant, Gnoll, Goblin, Orc
Stat Score Mod
STR 8 (-1)
DEX 14 (+2)
CON 12 (+1)
INT 24 (+7)
WIS 14 (+2)
CHA 10 (+0)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Appraise 20 10.0 7 3
Fly 12 10.0 2 0
Knowledge (Arcana) 20 10.0 7 3
Knowledge (Dungeoneering) 19 9.0 7 3
Perception 5 3.0 2 0
Spellcraft 20 10.0 7 3
Use Magic Device 10 10.0 0 0

-------------------------- Feats ---------------------------
Arcane Strike
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, you gain a +3 damage bonus and your weapons are treated as magic for the purpose of overcoming damage reduction.

Combat Casting
You are adept at spellcasting when threatened or distracted.

Dodge
Your training and reflexes allow you to react swiftly to avoid an opponent's attack.

Empower Spell
You can increase the power of your spells, causing them to deal more damage.

Heighten Spell
You can cast spells as if they were a higher level.

Improved Initiative
Your quick reflexes allow you to react quickly to danger.

Spell Penetration
Scribe Scroll
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 16 / 13 / 14
Initiative: +6
BAB: +5
Melee tohit: +4
Ranged tohit: +7
Fortitude: +4
Reflex: +5
Will: +9
Unarmed attack:
to hit: +4
damage: 1d3-1
critical: 20/x2
Quarterstaff +1;+1:
to hit: +5
damage: 1d6
critical: 20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Bracers of Armor +3 1 1lbs
Headband of Vast Intelligence +4 1 1lbs
Outfit (Explorer's) 1 8lbs
Quarterstaff +1;+1 1 4lbs
Ring of Feather Falling 1 0lbs
Special: Acts as Feather Fall spell, activated immediately if the wearer falls more than 5 feet.

Ring of Invisibility 1 0lbs
Special: By activating this simple silver ring, the wearer can benefit from Invisibility, as the spell.

Backpack (23 lbs.)
Crowbar 1 5lbs
Special: +2 circumstance bonus to Strength checks to force open a door or chest
Rope (Silk/50 ft) 1 5lbs
Special: 4 hp, DC 24 Strength check to burst
Tindertwig 10 0lbs
Rations (Trail/Per Day) 11 11lbs
Total weight carried:
Current load: Medium
Encumbrance
Light: 26
Medium: 53
Heavy: 80
--------------------------- Magic --------------------------

Wizard Spells

SPELLBOOKNAME0

Level 0
Acid Splash (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (50 ft.) Components: V, S
SR: No Effect: You fire a small orb of acid at the target dealing 1d3 points of acid damage. Target: One missile of acid
DESC: You fire a small orb of acid at the target dealing 1d3 points of acid damage.
DESC 2: You fire a small orb of acid at the target dealing 1d3 points of acid damage.

Arcane Mark (Universal)
Saves: None DC: Casting: 1 standard action
Duration: Permanent Range: Touch Components: V, S
SR: No Effect: This spell allows you to inscribe your personal rune or mark. Target: One personal rune or mark, all of which must fit within 1 sq. ft.
DESC: This spell allows you to inscribe your personal rune or mark.
DESC 2: This spell allows you to inscribe your personal rune or mark.

Bleed (Necromancy)
Saves: Will negates DC: 17 Casting: 1 standard action
Duration: Instantaneous Range: Close (50 ft.) Components: V, S
SR: Yes Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying. Target: One living creature
DESC: You cause a living creature that is below 0 hit points but stabilized to resume dying.
DESC 2: You cause a living creature that is below 0 hit points but stabilized to resume dying.

Dancing Lights (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 1 minute [D] Range: Medium (200 ft.) Components: V, S
SR: No Effect: You create up to four lights that resemble lanterns or torches. Target: Up to four lights, all within a 10-ft.-radius area
DESC: You create up to four lights that resemble lanterns or torches.
DESC 2: You create up to four lights that resemble lanterns or torches.

Daze (Enchantment)
Saves: Will negates DC: 17 Casting: 1 standard action
Duration: 1 round Range: Close (50 ft.) Components: V, S, M
SR: Yes Effect: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Target: One humanoid creature of 4 HD or less
DESC: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
DESC 2: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.

Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 10 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2: You detect magical auras.

Detect Poison (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (50 ft.) Components: V, S
SR: No Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. Target: Or Area one creature, one object, or a 5-ft. cube
DESC: You determine whether a creature, object, or area has been poisoned or is poisonous.
DESC 2: You determine whether a creature, object, or area has been poisoned or is poisonous.

Disrupt Undead (Necromancy)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (50 ft.) Components: V, S
SR: Yes Effect: You direct a ray of positive energy dealing 1d6 points of damage to Undead. Target: Ray
DESC: You direct a ray of positive energy dealing 1d6 points of damage to Undead.
DESC 2: You direct a ray of positive energy dealing 1d6 points of damage to Undead.

Flare (Evocation)
Saves: Fortitude negates DC: 17 Casting: 1 standard action
Duration: Instantaneous Range: Close (50 ft.) Components: V
SR: Yes Effect: This cantrip creates a burst of light. Target: Burst of light
DESC: This cantrip creates a burst of light.
DESC 2: This cantrip creates a burst of light.

Ghost Sound (Illusion)
Saves: Will disbelief DC: 17 Casting: 1 standard action
Duration: 10 rounds [D] Range: Close (50 ft.) Components: V, S, M
SR: No Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. Target: Illusory sounds
DESC: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
DESC 2: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.

Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 100 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
DESC 2: This spell causes a touched object to glow like a torch.

Mage Hand (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: Concentration Range: Close (50 ft.) Components: V, S
SR: No Effect: You point your finger at an object and can lift it and move it at will from a distance. Target: One nonmagical, unattended object weighing up to 5 lbs.
DESC: You point your finger at an object and can lift it and move it at will from a distance.
DESC 2: You point your finger at an object and can lift it and move it at will from a distance.

Mending (Transmutation)
Saves: Will negates (harmless, object) DC: 17 Casting: 10 minutes
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (harmless, object) Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. Target: One object of up to 10 lb.
DESC: This spell repairs damaged objects, restoring 1d4 hit points to the object.
DESC 2: This spell repairs damaged objects, restoring 1d4 hit points to the object.

Message (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: 100 minutes Range: Medium (200 ft.) Components: V, S, F
SR: No Effect: You can whisper messages and receive whispered replies. Target: 10 creatures
DESC: You can whisper messages and receive whispered replies.
DESC 2: You can whisper messages and receive whispered replies.

Open/Close (Transmutation)
Saves: Will negates (object) DC: 17 Casting: 1 standard action
Duration: Instantaneous Range: Close (50 ft.) Components: V, S, F
SR: Yes (object) Effect: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. Target: Object weighing up to 30 lbs. or portal that can be opened or closed
DESC: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
DESC 2: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container.

Prestidigitation (Universal)
Saves: See text DC: 17 Casting: 1 standard action
Duration: 1 hour Range: 10 ft. Components: V, S
SR: No Effect: Prestidigitations are minor tricks that novice spellcasters use for practice. Target: See text
DESC: Prestidigitations are minor tricks that novice spellcasters use for practice.
DESC 2: Prestidigitations are minor tricks that novice spellcasters use for practice.

Ray of Frost (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (50 ft.) Components: V, S
SR: Yes Effect: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. Target: Ray
DESC: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
DESC 2: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.

Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 100 minutes Range: Personal Components: V, S, F
SR: Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You
DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
DESC 2: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.

Resistance (Abjuration)
Saves: Will negates (harmless) DC: 17 Casting: 1 standard action
Duration: 1 minute Range: Touch Components: V, S, M/DF
SR: Yes (harmless) Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Target: Creature touched
DESC: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
DESC 2: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Touch of Fatigue (Necromancy)
Saves: Fortitude negates DC: 17 Casting: 1 standard action
Duration: 10 rounds Range: Touch Components: V, S, M
SR: Yes Effect: You channel negative energy through your touch, fatiguing the target. Target: Creature touched
DESC: You channel negative energy through your touch, fatiguing the target.
DESC 2: You channel negative energy through your touch, fatiguing the target.

Level 1
Identify (Divination)
Saves: None DC: Casting: 1 standard action
Duration: 30 rounds [D] Range: 60 ft. Components: V, S, M
SR: No Effect: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. Target: Cone-shaped emanation
DESC: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.
DESC 2: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.

Jump (Transmutation)
Saves: Will negates (harmless) DC: 18 Casting: 1 standard action
Duration: 10 minutes [D] Range: Touch Components: V, S, M
SR: Yes Effect: The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. Target: Creature touched
DESC: The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps.
DESC 2: The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps.

Mage Armor (Conjuration)
Saves: Will negates (harmless) DC: 18 Casting: 1 standard action
Duration: 10 hours [D] Range: Touch Components: V, S, F
SR: No Effect: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Target: Creature touched
DESC: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
DESC 2: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Magic Missile (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Medium (200 ft.) Components: V, S
SR: Yes Effect: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. Target: Up to five creatures, no two of which can be more than 15 ft. apart
DESC: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
DESC 2: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

Magic Weapon (Transmutation)
Saves: Will negates (harmless, object) DC: 18 Casting: 1 standard action
Duration: 10 minutes Range: Touch Components: V, S, DF
SR: Yes (harmless, object) Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. Target: Weapon touched
DESC: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
DESC 2: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.

Ray of Enfeeblement (Necromancy)
Saves: Fortitude half DC: 18 Casting: 1 standard action
Duration: 10 rounds Range: Close (50 ft.) Components: V, S
SR: Yes Effect: A coruscating ray springs from your hand, the subject takes a penalty to Strength equal to 1d6+5. Target: Ray
DESC: A coruscating ray springs from your hand, the subject takes a penalty to Strength equal to 1d6+(min(5,floor(CASTERLEVEL/2))).
DESC 2: A coruscating ray springs from your hand, the subject takes a penalty to Strength equal to 1d6+5.

Shocking Grasp (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes Effect: Your successful melee touch attack deals 5d6 points of electricity damage per caster level [maximum 5d6]. Target: Creature or object touched
DESC: Your successful melee touch attack deals (min(5,CASTERLEVEL))d6 points of electricity damage per caster level (maximum 5d6).
DESC 2: Your successful melee touch attack deals 5d6 points of electricity damage per caster level [maximum 5d6].

Level 3
Fireball (Evocation)
Saves: Reflex half DC: 20 Casting: 1 standard action
Duration: Instantaneous Range: Long (800 ft.) Components: V, S, M
SR: Yes Effect: A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 10d6 points of fire damage to every creature within the area. Target: 20-ft.-radius spread
DESC: A fireball spell generates a searing explosion of flame that detonates with a low roar and deals (min(10,CASTERLEVEL))d6 points of fire damage to every creature within the area.
DESC 2: A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 10d6 points of fire damage to every creature within the area.

Fly (Transmutation)
Saves: Will negates (harmless) DC: 20 Casting: 1 standard action
Duration: 10 minutes Range: Touch Components: V, S, F
SR: Yes (harmless) Effect: The subject can fly at a speed of 60 feet [or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load]. Target: Creature touched
DESC: The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load).
DESC 2: The subject can fly at a speed of 60 feet [or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load].

Lightning Bolt (Evocation)
Saves: Reflex half DC: 20 Casting: 1 standard action
Duration: Instantaneous Range: 120 ft. Components: V, S, M
SR: Yes Effect: You release a powerful stroke of electrical energy that deals 10d6 points of electricity damage to each creature within its area. Target: 120-ft. line
DESC: You release a powerful stroke of electrical energy that deals (min(10,CASTERLEVEL))d6 points of electricity damage to each creature within its area.
DESC 2: You release a powerful stroke of electrical energy that deals 10d6 points of electricity damage to each creature within its area.

Level 4

Invisibility (Greater) (Illusion)
Saves: Will negates (harmless) DC: 21 Casting: 1 standard action
Duration: 10 rounds [D] Range: Personal or touch Components: V, S
SR: Yes (harmless) or yes (harmless, object) Effect: This spell functions like invisibility, except that it doesn't end if the subject attacks. Target: You or creature touched
DESC: This spell functions like invisibility, except that it doesn't end if the subject attacks.
DESC 2: This spell functions like invisibility, except that it doesn't end if the subject attacks.

Rainbow Pattern (Illusion)
Saves: Will negates DC: 21 Casting: 1 standard action
Duration: Concentration +10 rounds [D] Range: Medium (200 ft.) Components: V (bard only), S, M, F
SR: Yes Effect: A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Target: Colorful lights with a 20-ft.-radius spread
DESC: A glowing, rainbow-hued pattern of interweaving colors fascinates those within it.
DESC 2: A glowing, rainbow-hued pattern of interweaving colors fascinates those within it.

Summon Monster IV (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 10 rounds [D] Range: Close (50 ft.) Components: V, S, F/DF
SR: No Effect: This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list. Target: One summoned creature
DESC: This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
DESC 2: This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Wall of Fire (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Concentration + 10 rounds Range: Medium (200 ft.) Components: V, S, M/DF
SR: Yes Effect: An immobile, blazing curtain of shimmering violet fire springs into existence. Target: Opaque sheet of flame up to 200 ft. long or a ring of fire with a radius of up to 25 ft.; either form 20 ft. high
DESC: An immobile, blazing curtain of shimmering violet fire springs into existence.
DESC 2: An immobile, blazing curtain of shimmering violet fire springs into existence.

Wall of Ice (Evocation)
Saves: Reflex negates; see text DC: 21 Casting: 1 standard action
Duration: 10 minutes Range: Medium (200 ft.) Components: V, S, M
SR: Yes Effect: This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. Target: Anchored plane of ice, up to 10 10-ft. squares, or hemisphere of ice with a radius of up to 13 ft.
DESC: This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected.
DESC 2: This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected.

Level 5
Cone of Cold (Evocation)
Saves: Reflex half DC: 22 Casting: 1 standard action
Duration: Instantaneous Range: 60 ft. Components: V, S, M
SR: Yes Effect: Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone, dealing 10d6 points of cold damage. Target: Cone-shaped burst
DESC: Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone, dealing (min(15,CASTERLEVEL))d6 points of cold damage.
DESC 2: Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone, dealing 10d6 points of cold damage.

Dominate Person (Enchantment)
Saves: Will negates DC: 22 Casting: 1 round
Duration: 10 days Range: Close (50 ft.) Components: V, S
SR: Yes Effect: You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind. Target: One humanoid
DESC: You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.
DESC 2: You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.

Summon Monster V (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 10 rounds [D] Range: Close (50 ft.) Components: V, S, F/DF

SR: No

Effect: This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list. Target: One summoned creature

DESC: This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

DESC 2: This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Wall of Stone (Conjuration)
Saves: See text DC: 22 Casting: 1 standard action

Duration: Instantaneous
Range: Medium (200 ft.)

Components: V, S, M/DF

SR: No

Effect: This spell creates a wall of rock that merges into adjoining rock surfaces. Target: Stone wall whose area is up to 10 5-ft. squares [S]

DESC: This spell creates a wall of rock that merges into adjoining rock surfaces.

DESC 2: This spell creates a wall of rock that merges into adjoining rock surfaces.

------------------------ Description -----------------------
Height: 5' 6" Weight: 206 lbs. Gender: Male
Eyes: Hair: , Skin:
Dominant Hand: Right

Background: Going outside for the first time after having been trained for years with his mentor, Bromborax is going out to explore the world.