Cayden Cailean

Camden Rand's page

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Full Name

Camden Rand

Race

Human

Classes/Levels

Wizard (Necromancer) 1

Gender

Male

Size

Medium

Age

26

Alignment

Neutral Good

Deity

None

Occupation

Exorcist

Strength 10
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 10
Charisma 14

About Camden Rand

CAMDEN RAND
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Wizard(Necromancer, Sin Magic Specialist: Gluttony) 1
NG Medium Humanoid (Human; Favored Class Wizard (+1 HP)
Init +1; Senses low-light vision; Perception +4
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DEFENSE
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AC 11, touch 11, flat-footed 11 (+1 Dex)
HP 12
Fort +2, Ref +1, Will +2
Defensive Abilities
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OFFENSE
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Speed 30ft.

Melee Club +0 (1d6/x2)

Ranged Light Crossbow +1 (1d8/19-20)

Special Attacks
Wizard Spells Known (CL 1st; concentration +5)
1st (6/Day)- Mage Armor, Detect Undead, Silent Image, Vanish, Ray of Sickening, Cause Fear, Magic Missle
0th (at will)- All except for Abjuration and Enchantment
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STATISTICS
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Str 11, Dex 12, Con 14, Int 18, Wis 10, Cha 12 )

Base Atk +0; CMB +0; CMD 11

Feats Spell Focus: Necromancy (Wizard Bonus), Greater Spell Focus:Necromancy, Toughness

Skills Knowledge: Religion +8, Knowledge: Arcana +8, Knowledge: Local +8, Linguistics +8, Profession: Exorsist +4, Spellcraft +8, Use Magic Device +6

Traits Deathspeaker (Religion), Dangerously Curious (Magic)

Languages Common, Elven, Draconic, Infernal, Abyssal, Aklo

Class Features

Arcane School
Life
Associated School: Necromancy.

Replacement Powers: The following school powers replace the power over undead and grave touch powers of the necromancy school.

Healing Grace (Su): Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets of the spell in any way you choose. If you assign any of the healing to an undead creature, it instead takes 1 point of damage for each point assigned. At 11th level, the amount of damage cured increases to 2 points of damage per level of the spell. This healing occurs when the spell is cast and has no effect on creatures that enter its area after the spell is in place. At 20th level, the amount of damage cured increases to 3 points of damage per level of the spell.

Share Essence (Sp): As a standard action, you can share your vital energy with a living creature that you touch. You take 1d6 points of nonlethal damage + 1 for every two wizard levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability has no effect if you are immune to nonlethal damage.

Sin Magic
Only wizards can truly follow the ancient philosophies governing Sin magic. The choice to specialize in Sin magic must be made when a character first becomes a wizard. Once the choice to do so is made, it cannot be changed.

Benefits: A Sin mage receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard's school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.

Restrictions: A Sin mage does not get to customize his choice for opposition schools—his opposition schools are determined for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Sin mage can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

Gluttony (Necromancy)
Prohibited Schools: abjuration, enchantment.

Arcane Bond
Raven Bone Necklace (Masterwork Amulet)

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