Mystic Theurge

Dimenche Forez's page

1 post. Organized Play character for Virat.


Race

| HP 9/9 | AC 12 T 12 FF 10 | CMB -2, CMD 10 | F: +2, R: +2, W: +1 | Init: +8 | Perc: +5, SM: +1

Classes/Levels

| Speed 30ft |

Gender

Male CN Human Wizard/1

Size

Medium

Age

26

Alignment

Chaotic Neutral

Deity

Nethys

Languages

Auran, Celestial, Common, Dwarven, Elven, Gnome, Halfling

Strength 7
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 9
Charisma 8

About Dimenche Forez

Experience 0
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Dimenche Forez
Male Human Wizard(air) 1
CN Medium humanoid (human)
Init +8, Perception +5

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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 9 ((1d6)+3)
Fort +2, Ref +2, Will +1

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Offense
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Speed 30 ft.
Melee dagger -2 (1d4-2/19-20)
Ranged dagger (thrown) +2 (1d4-2/19-20)
Ranged crossbow, light +2 (1d8/19-20)

Prepared Spells
Wizard (CL 1st; concentration +6)
1st-break(DC 16), color spray(DC 16), enlarge person(DC 16), *shocking grasp
0th-dancing lights, detect magic, *message

Statistics:

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Statistics
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Str 7, Dex 14, Con 14, Int 20, Wis 9, Cha 8,
Base Atk +0; CMB -2; CMD 10
Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (AirSchool)
Skills Fly +8, Knowledge (Arcana) +9, Knowledge (Nobility) +9, Knowledge (Planes) +9, Linguistics(Celestial) +9, Perception +5, Spellcraft +10, Use Magic Device +0,
Traits Classically Schooled, Reactionary,
Languages Auran, Celestial, Common, Dwarven, Elven, Gnome, Halfling
SQ air school, air supremacy, arcane bond, arcane school, bonus feat, cantrips, earth opposition school, familiar, familiar's alertness ability active, lightning flash, skilled,
Combat Gear Potion (cure light wounds),
Other Gear dagger, outfit (scholar's), bolts, crossbow (10) (2), spell component pouch, traveling spellbook (Main), crossbow, light, backpack, common, bedroll, inkpen, ink (1 oz. vial), paper (sheet) (5), 33.8 gp

Abilities:

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Special Abilities
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Air School The air elementalist uses the forces of the wind, sky, clouds, and lightning to confuse and destroy his foes, all while flying through the air with ease.

Air Supremacy (Su) You gain a +2 enhancement bonus on Fly skill checks. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.

Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.

Arcane School

Bonus Feat Humans select one extra feat at 1st level.

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.

Classically Schooled Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

Earth Opposition School You have chosen earth spells as an opposition school. Preparing an earth spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an earth spell as a prerequisite.

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.

Lightning Flash (Su) As a standard action, you can unleash a flash of electricity. This flash deals 1d6+0 points of electricity damage to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save DC 15 negates the dazzled effect and halves the damage. You can use this ability 8 times per day.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

My Boons:

Bot Me!:

Dice Bag
[dice=Dagger]1d20-2[/dice]
[dice=Crossbow]1d20+2[/dice] Range upto 80'
[dice=Lightning Flash]1d6[/dice] Range 5'
[dice=Lightning Flash dazzles]1d4[/dice] Rounds

[dice=Perception]1d20+5[/dice]

Spellbook:

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Traveling Spellbook (Main) (28/50 Pages)
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Wizard Spells
1st -abundant ammunition, ant haul, break, color spray, enlarge person, mage armor, shocking grasp, sleep
0th -arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue

Familiar:

Tol
Male Familiar Hawk animal 1
None Tiny animal/magical beast (familiar, augmented magical beast, familiarbase)
Init +3, Senses low-light vision; Perception +14
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DEFENSE
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AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size )
hp 4 ((1d8))
Fort +2, Ref +5, Will +4

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OFFENSE
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Speed 10 ft. Fly 60 ft. (Average)
Melee talons +5/+5 (1d2-2)
Space 2.5 ft. Reach 0 ft.

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TACTICS
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STATISTICS
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Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7,
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +11, Knowledge (Arcana) -1, Knowledge (Nobility) -1, Knowledge (Planes) -1, Linguistics(Celestial, Common) -1, Perception +14, Spellcraft -1, Use Magic Device -1,
Languages Celestial, Common, Empathic Link,
SQ alertness, empathic link, improved evasion, low-light vision, share spells,
Combat Gear
Other Gear talons, 0.0 gp
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SPECIAL ABILITIES
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su) 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.

Familiar

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.