Corlina

Corinne Dunbar's page

118 posts. Alias of Joana.


Race

Human

Classes/Levels

Wizard (conjuration) 2

Gender

Female

Size

Medium (5'3", 115 lbs.)

Age

33

Alignment

NG

Deity

Nethys

Location

Ustalav

Languages

Common, Draconic, Elven, Osiriani (Ancient), Thassilonian, Necril (learning)

Occupation

junior scholar & lecturer

About Corinne Dunbar

CORINNE DUNBAR CR 1
Female Human Wizard 2
NG Medium Humanoid (Human)
Init +3; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex) 17 w/ mage armor
hp 14 (2d6+2+2FC)
Fort +1, Ref +3, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Silver Dagger +1 (1d4/19-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Wizard Spells Known (CL 2, 2 melee touch, 4 ranged touch):
1 (3/day) Unseen Servant, Shield, Mage Armor (cast), Grease (DC 16)
0 (at will) Acid Splash, Read Magic, Light, Detect Magic
--------------------
STATISTICS
--------------------
Str 12, Dex 16, Con 12, Int 18, Wis 11, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Augment Summoning, Scribe Scroll, Spell Focus: Conjuration, Wizard Weapon Proficiencies
Traits Inspired by Greatness: Mage Armor, Magic is Life
Skills Acrobatics +5, Appraise +8, Knowledge: Arcana +9, Knowledge: History +9, Knowledge: Religion +9, Knowledge: The Planes +9, Linguistics +8, Spellcraft +9
Languages Common, Draconic, Elven, Osiriani (Ancient), Thassilonian, Necril
SQ Acid Dart (7/day) (Su), Bonded Object: Amulet (1/day) (Sp), Forbidden Schools: Necromancy/Transmutation, Specialized School: Conjuration, Summoner's Charm (+1r) (Su)
Combat Gear Silver Dagger; Other Gear Amulet, Backpack (empty), Eyeglasses, Potion of Hide From Undead, Spell component pouch, Spellbook, wizard's, 28 gp

Hammers/Neutral Evil:
Hammers (Str): If used before a roll is made, a hammers card grants you a +8 luck bonus on any one
d20 roll. If used after a roll is made, this bonus is reduced
to +4. You can also use this card to grant a bonus to
another character, as long as you are in the same location
and your character can reasonably affect the outcome of
the roll (such as by distracting a monster, shouting words
of encouragement, or otherwise aiding another with the
check). Cards of the suit of hammers spent to aid another
character grant only half the listed bonus (+4 before the
roll, +2 after the roll).
Neutral Evil: You channel negative energy
that deals an amount of damage equal to 1d6 × your
character level to a creature touched. This effect heals
undead creatures as spells like inf lict light wounds.

--------------------
SPECIAL ABILITIES
--------------------
Acid Dart (7/day) (Su) 30' Ranged touch attack deals 1d6+1 Acid damage.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bonded Object: Amulet (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Inspired by Greatness You can cast mage armor at +1 caster level.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

Created With Hero Lab? - try it for free at http://www.wolflair.com!