Full Name |
Dain Westhook |
Race |
Human. Wizard 4. HP 32. AC14. T13. FF11. Ref +5. Fort +4. Will +5. Init +3. Perception +9 |
Strength |
13 |
Dexterity |
16 |
Constitution |
16 |
Intelligence |
20 |
Wisdom |
13 |
Charisma |
15 |
About Dain Westhook
DAIN WESTHOOK
Male Human (Ulfen) universalist 4, NG medium humanoid (human) Init +3; Senses Perception +9,
Languages Aquan, Common, Draconic, Dwarven, Elven, Osiriani, Polyglot, Skald, Tien, Varisian
AC 14, touch 13, flat-footed 11, hp 32 (4HD), Fort +4, Ref +4, Will +5
Speed 30 ft. (6 squares)
Ranged crossbow, light +1 +6 (1d8+1/19-20), within 30 ft. +7 (1d8+2)
Melee dagger (cold iron) +3 (1d4+2/19-20)
Ranged dagger (cold iron/thrown) +5 (1d4+3/19-20), within 30 ft. +6 (1d4+3)
Abilities: STR 13 (+1), DEX 16 (+3), CON 16 (+3), INT 20 (+5), WIS 13 (+1), CHA 15 (+2)
Base Atk +2; CMB +3; CMD 16. Special Actions Hand of the Apprentice,
Prepared Spells Prepared Spell List
Wizard (CL 4th):
2nd - glitterdust (DC 17) , scorching ray , see invisibility (DC )
1st - gravity bow (DC ) , grease (DC 16) , magic missile , protection from evil (DC 16) , shield (DC )
0th - acid splash , dancing lights , detect magic , mending (DC 15) Abilities Str 13, Dex 16, Con 16, Int 20, Wis 13, Cha 15
Special Qualities Arcane Bond, Arcane School, Bonus Feat, Cantrips, Familiar, Familiar's Alertness ability active, Skilled, Universal School,
Feats Alertness, Combat Casting, Point-Blank Shot, Precise Shot, Scribe Scroll
Skills
Appraise +9,
Fly +7,
Knowledge (Arcana) +12,
Knowledge (Dungeoneering) +9,
Knowledge (Engineering) +9,
Knowledge (Geography) +12,
Knowledge (History) +9,
Knowledge (Local) +10,
Knowledge (Nature) +10,
Knowledge (Nobility) +9,
Knowledge (Planes) +9,
Knowledge (Religion) +9,
Linguistics(Dwarven, Osiriani, Varisian) +11,
Perception +9,
Profession (Cook) +5,
Profession (Sailor) +7,
Spellcraft +10,
Swim +8,
Possessions bracers of armor +1; outfit (traveler's); spellbook (wizard's/blank); Crossbow, Light +1 ; Handy Haversack [ Shaving Kit; Survival Kit (Masterwork); Waterproof Bag (x2); Lantern (Hooded/Waterproof); Bedroll; Blanket (Winter); Chocolate (Bar) (x2); Coffee (Cup) (x20); Rations (Trail/Per Day) (x10); Rope, Spider Silk (50 ft.); Bolt (Grappling); Oldlaw Whiskey (Bottle); Oil (1 Pint Flask) (x2); Crowbar; Soap (per lb.); Wine (Fine/Bottle) (x2); Crossbow Bolts (10) (x4); ]; Waterproof Bag [ Ink (1 oz. Vial) (x2); Stationery; Inkpen (x2); Paper (Sheet) (x10); ]; Belt Pouch [ Fishhook; Sewing Needle (x2); String (50 feet); ]; Wrist Sheath [ Dagger (Cold Iron); ];
Spellbook (Wizard's/Blank)
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.
Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 8 times per day.
River Rat (marsh or river) You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Universal School You have chosen not to specialize in a single school of spells.