Full Name |
Charles Dexter Caromarc-Gammel |
Race |
Human |
Classes/Levels |
Conjurer (Teleportation) 4 (HP 30/30 | AC:12/16 w Mage Armor | T:12/16 | FF:10/14 | CMB: +1 | CMD:13/17 | Fort:+3 | Ref:+3 | Will:+4 | Init:+6 | Perc: +6 | Speed 30) |
Gender |
Male |
Size |
M |
Age |
29 |
Special Abilities |
Shift 9/day; routinely casts Endure Elements every morning |
Alignment |
TN |
Deity |
Acavna |
Location |
Mwangi Expanse |
Languages |
Common, Ancient Azlanti; Aklo, Aquan, Auran, Draconic, Ignan, Polyglot, Terran |
Occupation |
Crackpot explorer |
Homepage URL |
Complete Myth-Weavers sheet is here. |
Strength |
8 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
22 |
Wisdom |
10 |
Charisma |
10 |
About Charles Dexter Caromarc-Gammel
Charles Dexter Caromarc-Gammel Stat Block
M TN Human Wizard (Conjuration/Teleport), Level 4, Init +6, HP 30/30, Speed 30
AC 12, Touch 12, Flat-footed 10, CMD 13, Fort +3, Ref +3, Will +4, CMB +1, Base Attack Bonus 2
Dagger x2 +1 or +4 (1d4, 19-20/x2)
Mace, light +1 (1d6, x2)
Crossbow, light (200 bolts) +4 (1d8, 19-20/x2)
Abilities Str 8, Dex 14, Con 14, Int 22, Wis 10, Cha 10
Condition None
TRAINED SKILLS
Appraise +10
Craft: Alchemy +13 (includes equipment bonuses; +10 without)
Diplomacy +8
Fly +6
Knowledge: Arcana +13
Knowledge: Dungeoneering +11
Knowledge: Engineering +10
Knowledge: Geography +10
Knowledge: History +10
Knowledge: Local +10
Knowledge: Nature +11
Knowledge: Nobility +10
Knowledge: Planes +13
Knowledge: Religion +12
Linguistics +10
Perception +6 (CC) (includes familiar bonus; +4 without)
Profession: Engineer +4
Spellcraft +13
Note: +1 on any Knowledge check related to information about Azlant.
UNTRAINED SKILLS
Sense Motive +2 (includes familiar bonus; +0 without)
TRAITS/FEATS
(Tr) Devotee of a Dead God
(Tr) Dreams of Lost Azlant
Augment Summoning
Scribe Scroll
Spell Focus: Conjuration
Superior Summoning
MEMORIZED SPELLS Strikethrough indicates expended spell, Italics indicates Conjuration spell with enhanced DC
0: Dancing Lights, Detect Magic, Prestidigitation, Resistance
1: Endure Elements, Grease, Mage Armor, Protection from Evil, Summon Monster I x2
2: Flaming Sphere, Glitterdust, Invisibility, Stone Call, Summon Monster II
SPELLS PER DAY/SPELL DC +1 DC to Conjuration spells
1: 3+3/DC 17 (routinely casts Endure Elements every morning)
2: 2+3/DC 18
NOTEWORTHY EQUIPMENT
Acid x10
Alchemist's Fire x5
Bandolier
Headband of Vast Intelligence (Perception) +2
Hot Weather Outfit
Thunderstone x3
FAMILIAR/ANIMALS/FOLLOWERS
Livingstone, Greensting Scorpion familiar
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 20, touch 15, flat-footed 18 (+3 Dex, +5 natural, +2 size)
hp 15 (4d8)
Fort +2, Ref +3, Will +4
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Poison (Ex): Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Alertness(Ex)
Improved Evasion (Ex)
Share Spells
Empathic Link
Deliver Touch Spells (Su)
Fagin, mule
Packsaddle
Carrying capacity: 75/175/225