Shadowcount Sial

Conrad Neficam's page

54 posts. Alias of TDLofCC.


Full Name

Conrad Neficam

Race

Elf

Classes/Levels

Wizard 1

Gender

Male

Size

Height: 6' 1" / Weight: 133lbs

Age

149

Alignment

Neutral

Deity

Nethys

Languages

Common, Elven, Celestial, Sylvan, Draconic and Orc

Occupation

Scribe / Sage

Strength 8
Dexterity 16
Constitution 10
Intelligence 19
Wisdom 12
Charisma 10

About Conrad Neficam

Description

Spoiler:

A tall normal looking elf wearing the typical clothes one would imagine for a wizard. But his clothes are dirty and unkempt.

His fingertips are inkstained, and he looks at everything with interest. Hoping to spot something he can learn more about.

When speaking with him he's not really a talkative person. Mostly answering in short yes and no answers. Until you hit the spellcraft topic. He can then bore everyone to death with his many know it all facts.

He's not a martial person, so he stays out of the way in combat. He will do his best not to walk in anyone's way while casting spells, mostly on himself to protect him from harm ...

In conversations about courses of actions he usually sides with the largest group, accept on the account of magic. He then takes it on himself to explain everything in all the small details NO on cares about.

He loves reading old tomes and gathering new information ... where ever he is and whatever he's doing ... or happening.

Elf
- Low Light Vision
- Immune to sleep effects
- +2 racial save bonus vs enchantment spells/effects
- +2 racial bonus to overcome spell resistance
- +2 racial bonus to identify
- +2 racial bonus to perception

Favored Class: Wizard (+1HP)
HP: 6 + 1 = 7

Familiar

Spoiler:

Raven
Master gains a +3 bonus on Appraise checks.
A raven familiar can speak one language of its master's choice as a supernatural ability.

+1 Natural Armor
Intelligence: 6

Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link : The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Skills (2 + 4(int))
1) Spellcraft (+8 / +10 to identify magic items)
2) Appraise (+8)
3) Profession(Scribe) (+5)
4) Perception (+4)
5) Knowledge(Arcana) (+11)
6) Knowledge(Nature) (+8)

Feats
Skill Focus(Knowledge(Arcana))
Scribe Scroll

Magic School: Diviner
Opposing Schools: Necromancy / Abjuration

Spoiler:
Divination School

Diviners are masters of remote viewing, prophecies, and using magic to explore the world.

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Scrying Adept (Su): At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.

Spells

Spoiler:

Spells Known
Cantrips
All but Necromancy/Abjuration

Level 1
1) Identify
2) Comprehend Languages
3) Detect Secret Doors
4) Mage Armor
5) Unseen Servant
6) Expeditious Retreat
7) Feather Fall

Spells Memorized:
Cantrips
1) Ray of Frost
2) Acid Splash
3) Light

Level 1
1) Mage Armor
2) Expenditious Retreat
3) Magic Missile

Gear

Spoiler:

Backpack (2gp) (2lbs)
Scrollcase (1gp) (1/2lbs)
Money pouch (1gp) (1/2lbs)
Spell component pouch (5gp) (2lbs)
Belt Pouch (1gp) (1/2lbs)

Bedroll (1sp) (3lbs)

Waterskin (1gp) (4lbs)
Chalk (3) (3cp) -
Flask of Oil (2) (2sp) (2lbs)
Empty Sack (2) (2sp) -
Paper sheet (10) (4gp) -
Vial of Ink (3) (3gp) -
Inkpen (3) (3sp) -
Spellbook (15gp) (3lbs)

Scholars Outfit (5gp) (6lbs)

Mule (8gp)
Feed (2 days) (1sp)
Packsaddle (5gp)
Saddlebags (4gp)

Money:
gp: 9
sp: 0
cp: 7

Weight Carried
20 1/2 lbs

Load
Light Load: 26 lbs. or less
Medium Load: 27–53 lbs.
Heavy Load: 54–80 lbs


Saves
Fortitude: +0
Reflex: +3
Will: +3

Combat Statistics
BAB: +0
CMB: +0
CMD: 13

AC
Base: 10 + 3(dex) = 13
Flatfooted: 10
Touch: 10 + 3(dex) = 13

Initiative: +4

Movement: 30ft