Human

Cabri Erratan's page

18 posts. Alias of inxpitter.


Full Name

Cabri Erratan

Race

Human

Classes/Levels

Wizard 7 (Illusion School)

Gender

Male

Size

Medium Humanoid

Age

20

Languages

Common, Draconic, Undercommon

Strength 8
Dexterity 14
Constitution 13
Intelligence 20
Wisdom 8
Charisma 12

About Cabri Erratan

Statistics:
Male Wizard 7
LG Medium Humanoid (Human)
Illusion School,
Opposition Schools: Necromancy, Enchantment
Init +2; Senses Perception +0

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DEFENSE
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AC 12, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield)
hp (7d6 + 2)
Fort +4 (+2 base, +2 Con, +1 trait), Ref +4 (+2 base, +2 Dex), Will +4 (+5 base, -1 Wis)

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OFFENSE
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Speed 30 ft.
Shift
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Melee
Dagger +1 (1d4,x2)

Ranged
Crossbow, Light +3 (1d8,19-20/x2, 80ft)

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STATISTICS
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Str 9, Dex 14, Con 13, Int 18, Wis 8, Cha 12
Base Atk +3; CMB +0; CMD 10

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Feats 6 feats
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Spell Focus (conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Extend Spell: Double spell duration. +1 Spell level.

Combat Casting:

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Traits
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Reactionary: +2 Initiative

Friend of the Family: Your family has been close friends with the Mvashtis for as long as you’ve been alive. Old Niska Mvashti’s recent death wasn’t all that unexpected—she must have been over a hundred years old, as far as you know—but it was a sobering moment nonetheless. What no one else in your family knows, though, is that
in the weeks before her death, Niska must have known that her days were numbered, because she called you to her house one day and made you make a promise: If her
daughter Koya ever went on a long trip, you would go with her to ensure her safety. Although the chances of Koya going on a long trip seem remote (she must be at least
60 years old, after all), you’ve made a promise to Niska to accompany her daughter if such an event comes to pass. Ever since you made this promise, you’ve felt a strange
sense of destiny looming in your future—you might even think that Niska is now watching over your shoulder, just as she asked you to watch over her daughter. As a result of this eerie sense of being watched over, you’ve been able to react to dangerous situations more quickly than ever. As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya. NPC Choices: Koya.

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Skills (53 points; 2 class, 4+1 INT, 1 Human)
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Appraise +10 (rank 3, 4 INT)
Craft Wand +14 (rank 7, 4 INT)
Fly +8 (rank 3, 2 DEX)
Knowledge(arcana) +10 (rank 3, 4 INT)
Knowledge(nature) +10 (rank 3, 4 INT)
Knowledge(dungeoneering) +10 (rank 3, 4 INT)
Knowledge(nobility) +10 (rank 3, 4 INT)
Knowledge(history) +10 (rank 3, 4 INT)
Knowledge(religion) +10 (rank 3, 4 INT)
Knowledge(planes) +10 (rank 3, 4 INT)
Knowledge(local) +10 (rank 3, 4 INT)
Perception +10 (rank 7, WIS -1, trait +1)
Spellcraft +10 (rank 7, 4 INT)

ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, undercommon, dwarven, elven, draconic

Special Abilities:

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SPECIAL ABILITIES
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Human
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Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Wizard
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Summoner's Charm
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp)
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School - Illusion School Enchantment, Necromancy
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Elemental Arcane Schools

Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school's spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

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).

Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Spellbooks

A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Adding Spells to a Wizard's Spellbook:

Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).

Spells Gained at a New Level:

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another Spellbook or Scroll:

A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.

Spell List:

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Spells * denotes purchased
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Level 0 - All known (except opposing school)
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Light
Ghost Sound
Message
Mending

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Level 1 -11 known/ 6 per day
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Magic Missile
Secluded Grimoire
Stony Shield
Mage Armor
Identify
Burning Hands
Silent Image
Feather Fall
Break
Alarm
Unseen Servant

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Level 2 - 8 known/ 4 per day
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Invisibility
Create Pit
Glitterdust
Mirror Image
Locate Object
Stone Discus
Make Whole
Retrieve Item

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Level 3 - 5 known/ 3 per day
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Shrink Image
Haste
Fireball
Major Image
Fly

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Level 4 - 2 known/ 2 per day
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Scrying
Liquify

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried lb.

Worn
Robes
Dagger (2 gp)
Bonded Object - Ring of Erratan
Light Crossbow
Wizard's Kit (21 gp)
-backpack
-bedroll
-belt pouch
-flint and steel
-iron pot
-spell component pouch
-mess kit
-soap
-torches (10)
-trail rations (5 days)
-waterskin.

Money ? GP 0 SP 0 CP

Background:

To call Cabri clumsy would be an understatement. He was known throughout his small town for achieving seemingly impossible feats by sheer accident. He has a good head on his shoulders and is adventurous at heart, though a bit scared at times. Okay, scared quite at times. But he does tend to rub off on you as a good guy who's trying his honest effort to making a difference and becoming a hero.

Appearance and Personality:

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Appearance
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Cabri usually keeps a decent appearance, doing his best to be presentable as a hero should be. Though, when disaster strikes and he begins to panic it can lead to careless mistakes and mishaps. His scraggly hair is often in disarray, and while usually clean, a sudden mistake can leave him in need of a new change of clothes.

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Personality
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A kind soul, not made for adventuring but with an adventurer's heart. He is very timid and very conscientious about offending people. Generally well meaning, his cheery personality seems to affect people well. He knows he's not the most courageous fellow, but he strives to improve himself with each new challenge.