Dwarf Wizard

Dorgan Valknut's page

21 posts. Alias of ravenoak.


Full Name

Dorgan Valknut

Race

Half Elf

Classes/Levels

Wizard (evoker) 1

Gender

Male

Size

Medium

Age

25

Alignment

Chaotic Good

Deity

Desna

Location

Wandering

Languages

Abyssal, Celestial, Common, Dwarven, Elven SQ

Strength 13
Dexterity 14
Constitution 13
Intelligence 17
Wisdom 14
Charisma 12

About Dorgan Valknut

Dorgan is young half elf

Appearance:

Dorgan has long flowing black locks to the middle of his back and twinkling green eyes. He wears pants and flowing shirts instead of the usual robes other wizards like. He wears a long sword of his elven kin that radiates magic to the knowing.

Defense:

AC 12
touch 12
flat-footed 10
hp 8 (1d6+2)
Fort +1
Ref +2
Will +4
+2 vs. enchantments Immune sleep

Offense:

Speed 30 ft. (20 ft. in armor)
Melee
longsword +1 (1d8+1/19-20) or
dagger +1 (1d4+1/19-20)
Special Attacks

intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
6/day—force missile (1d4+1)

Spells Known:

[b]Spells Prepares (CL 1st; concentration +4)

1st (4/day)—mage armor, magic missile (x2)

0 (at will)—acid splash, detect magic, ray of frost

Statistics:

Base Atk +0;
CMB +1;
CMD 13

Feats and Traits:

Feats

Combat Casting
Scribe Scroll

Traits
starchild
touched by the sea

Special Abilities:

low-light vision See twice as far as a human in dim light, distinguishing color and detail (60 feet) Perception +4

Arcane Bond (Longsword) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level)

Combat Casting +4 to Concentration checks to cast while on the defensive

Elf Blood Half-elves count as both elves and humans for any effect related to race

Elven Immunities - Sleep You are immune to magic sleep effects.

Enchantment and Illusion You must spend 2 slots to cast spells from the Enchantment or Illusion school

Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Force Missile (1d4+1, 6/day) (Sp) As a standard action, magic missile strikes a foe

Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.

Skills:

Acrobatics -1 (-5 to jump)
Perception +4
Sense Motive +3
Spellcraft +7
Survival +3 (+7 to avoid getting lost)
Swim +3,
Use Magic Device +2;

Racial Modifiers Racial Modifiers +2 Perception,

Languages Abyssal, Celestial, Common, Dwarven, Elven SQ

Gear:

Backpack
bedroll
caltrops
flint and steel
ink and inkpen
pot
soap
torch (10)
trail rations (5)
wizard starting spellbook

belt pouch
115 gp

Other Gear

traveler's outfit(wearing)
Spell Compnent pouch
waterskin

Weapons

Longsword(In hand)
Dagger(In sheath)

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